Stellaris

Stellaris

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Machines & Robot Expansion Continued
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182.037 MB
18 Feb, 2024 @ 3:13pm
10 May @ 5:58pm
40 Change Notes ( view )
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Machines & Robot Expansion Continued

In 2 collections by Openly Retro
Machine & Robot Expansion: Continued - Crossover Content
2 items
Machine & Robot Expansion: Continued - Vanilla Overwrites
2 items
Description

Stellaris v3.14.*, v3.13.*, and v3.12.5 Compatible

Acknowledgements
This mod is a continuation of XVCV's "Machines & Robot Expansion" , which is/was loved by many. A great addon for Machine empire enthusiasts which I loved playing.

Unfortunately, since XVCV has left the Stellaris modding scene, the M&RE mod became unsupported.

This adaptation/continuation will continue to make the Machine & Robot Expansion compatible with the latest versions of Stellaris. In addition to bug fixes, new things are being planned!



Core features of Machine & Robot Expansion

This mod adds a variety of ascension perks, new playstyles, civics, traits, and much-needed love for Machines & Robots!

- Start as non-gestalt Robots (Mechanical Origin)
- Edit ruler traits, councilor traits, build leader with traits you pick
- Automated machine worlds that don't require pops to run, with 4 special planet types
- Switch from gestalt to non-gestalt Machines via AP, and back again
- Switch to/away from Driven Assimilator / Rogue Servitor / Determined Exterminator
- Machine Leaders revive after dying (backup trait)
- Ascend to a new bio-mechanical hybrid species
- Declare total war on the galaxy
- Psionic ascension; touch the Abyss ...
- Non-gestalt robots boost trade and empire-wide amenities with Virtual Reality servers planets
- Malware civic makes spy ops easier and adds new infiltration
- Boost your gestalt empire with Machine Learning civic
- Split open planets and mine them with Orbital Crackers

Added in Continuation:

- Release Machine vassals
- Automated Ringworlds
- Dismantle habitats (if your empire has any habitat tech)
- Extended Machines traits & Overclocked origin (thanks Legit Rikk)
- Reanimate defeated organic armies as a Machine empire
- Roleplay a fully automated pop-less Machine empire with the "World-Machines, Awakened" origin[github.com]

And more!

- 15 Civics
- 15 Ascension Perks
- 6 Origins
- 80 Technologies
- 45 traits

Documentation

WIP: Read the full overview of features here [github.com]

DLC Requirements

Required DLC:

- SYNTHETIC DAWN

Optional DLC:

- GALACTIC PARAGONS: Unlock Leader-Building GUIs and Ruler-Building GUIs
- UTOPIA: Unlock Mechanical Origin (non-gestalt Robot)

Some DLCs provide new things for modders to play with and as such some additional mod features may depend on those DLCs.

Contact

🐛 Add your bug reports here 💭 .

💡 Add your suggestions here 💭 .

Say hi (optional)

To chat anytime and follow development updates, and ask questions, visit the machines-robots-expac channel in the Stellaris Modding Den discord. Invite code is 9BkJVZqX Look for me, "Openly Retro"

Contact outside Steam workshop

If you have found this mod outside the Steam workshop, report a bug or share new ideas on the Github page.[github.com]


What's next?

Ongoing:

- Carefully catalogue existing issues and develop fixes
- Address balance issues & player-reported issues

Planned:
- New origins and playstyles
- Adopt abandoned machine-based mods and assimilate them

Update schedule is 2-4 weeks based on bug reports, feature development, my stress levels afer my day job & other life stuff.

Artwork Credits

Full art credits are listed here

Translation Credits

- Korean: Thanks to y1224y1 and Horangye

- Chinese: Thanks FlantingCort, Krual, and the team at Doves Localization group



Mod Add-ons

- World Machine Origin Vanilla Overwrites, by Legit-Rikk which changes certain vanilla tradition picks to have bonuses for World-Machines
- World Machine Origin Gigastructures Buildings, by Legit-Rikk which adds the automated versions of certain Gigastructural Engineering buildings for use on World Machines.

Mod Compatibility

Known issues with other mods:

- Orbital Cracker doesn't block megas from Gigastructural Engineering
- This mod contains an updated version of mute's Extended Machines, if that mod is active, the version in this one will be disabled.

Overwritten Vanilla Files

common\economic_categories\00_common_categories.txt
- pop_category_drones
- pop_category_workers
- pop_category_specialists
- pop_category_rulers

Stellaris\common\game_rules\00_rules.txt
- can_release_vassal_from_species - allow for Multikernel AP
- can_colonize_planet - block colonizing habitats that are being dismantled
- can_species_be_assembled - pops with Bio Mech trait won't assemble

common\scripted_triggers\02_scripted_triggers_machine_age.txt
- is_individual_machine - return True for non-gestalt Machine bio-mech

common\scripted_triggers\05_scripted_triggers_traits.txt
- can_add_genetic_traits - true/yes for empires with the Bio-Genetics Mastery AP
- can_remove_beneficial_genetic_traits - true/yes for empires with the Bio-Genetics Mastery AP

common\traits\02_species_traits_basic_characteristics.txt
- trait_mechanical - Add habitability for Mechanical Worlds
Popular Discussions View All (6)
63
15 Jun @ 7:28am
World Machine Origin Feedback & Bug Report
Openly Retro
112
16 Jul @ 1:06am
Bug Reports
Openly Retro
29
6 Jul @ 6:48am
Suggestions for improvements & content
Openly Retro
317 Comments
Openly Retro  [author] 29 Jul @ 9:39pm 
Hi everyone, I am glad to report origins are working along with the custom planet classes and their districts. Most APs work. I am moving on to testing civics.

I also took some time to address a current bug in the game with Machine & robot pop growth. It has been reported on the main Stellaris forums in a few places. There is an issue where the fractional amount of pop assembly is supposed to spawn pops based on a percent chance of the fraction. If your pop assembly is 6.4 then you should get 6 pops each month with a 40% (0.4) chance to get 1 more (for a total of 7). Roughly that. But that is not working.

So I came up with a system that will track the fractional amount and create a pop when it rolls over to 1.0, for any machine or robot pop groups on the planet, and continue tracking. It will be applied at game start, and any time an empire gets machines or robots, the helper will automatically kick in.

I will report back here with more updates soon.
kinngrimm 28 Jul @ 5:36pm 
looking forward to seeing how this now plays out in 4.0
Daddy Stalin 26 Jul @ 9:02am 
cant wait to finally play it
deny0798 22 Jul @ 10:29am 
Thank you for your hard work! I'm really waiting for this mod return.
Openly Retro  [author] 20 Jul @ 5:08pm 
Hello everyone, sharing an update I am finally finished with many of the big ticket items in the update. It has been a lot of work with many unexpected things that needed to also be fixed along the way.

I am moving now to playtesting and making sure the origins work as well as some of the most commonly used civics. One or two civics might not be active when I push up the next update, because they relied heavily on triggers and effects that are no longer in 4.0. I will keep you all posted.
DocHolliday 17 Jul @ 8:31am 
that way modded robot species would be compatible.
DocHolliday 17 Jul @ 8:17am 
I see that is a no. Along with your 4.0 update would you consider making patch that changes the origin species requirement to normal "Machines" instead of "Mechanical" species?
DocHolliday 17 Jul @ 7:38am 
I see the 4.0 update is not finished, but does this atleast work without crashing in 4.0?
YutaniWakazashi 15 Jul @ 10:31pm 
If you are looking for a replacement of the "Merger of Rules," then the "Universal Game Rules Patch" may be an option. Most of the mods that used to require merger of rules use that one instead.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2409276081
UncreativeName 8 Jul @ 4:16pm 
I am excited for the eventual return of this mod, but i also appreciate the QA testing