Stellaris

Stellaris

Build Robots 4x Faster
99 Comments
0Nick0 9 Jun @ 8:36am 
No longer works for me
KittehisMEOW 10 May, 2022 @ 11:10pm 
still works for me. so im happy..
Abusabus 11 Nov, 2021 @ 2:31pm 
Any updates? Or anyone got another addon that works similar?
RedRapture 16 Jul, 2021 @ 4:05pm 
Any updates? On any of the mods?
MrTastix  [author] 19 Apr, 2021 @ 11:18pm 
It's gonna be a bit because of the pop growth changes, I'm not sure if that affects anything or not.

I'll look over it this weekened when I have some free time.
Saddams Sweat 18 Apr, 2021 @ 10:07am 
any chance of a 3.0 update?
MrTastix  [author] 11 Sep, 2020 @ 12:53am 
I see no reason it shouldn't but I haven't properly tested that.
Armedwithpuns 10 Sep, 2020 @ 3:33pm 
I put it at the bottom of my load order and it didn't make any difference, will it change games in progress?
MrTastix  [author] 10 Sep, 2020 @ 12:11pm 
@Armedwithpuns Mod is still working fine for me. You'll need to check your load order, making sure this mod is below anything else that modifies pop growth.
MrTastix  [author] 10 Sep, 2020 @ 11:56am 
I'll take a look.
Armedwithpuns 10 Sep, 2020 @ 7:59am 
hey I don't think this is working
Talkmore72 13 Jul, 2020 @ 2:15am 
Please Update
TubaDawg 24 Apr, 2020 @ 4:42pm 
So wut hppens if I run both mods Build Rbots 2x and 4x faster humm? wil it break pop assembily or somehting?
MrTastix  [author] 6 Apr, 2020 @ 6:46pm 
@Aveval The mod should work just fine and the launcher shouldn't give you an out-of-date message. Are you having any issues?
Aveval 6 Apr, 2020 @ 1:54pm 
Any Updates?
MrTastix  [author] 10 Nov, 2019 @ 2:01am 
Absolutely.

Exactly one line of code is modified so outside of any major changes to that particular line/file you should be able to ignore any out-of-date warnings, but I'll still check just to make sure.

brutus_61 9 Nov, 2019 @ 11:21am 
Will there be a update for 2.5.1?
MrTastix  [author] 28 Jun, 2019 @ 6:10pm 
In theory, yes, because it should apply to the AI as well.

I also highly recommend an AI mod such as Glavius' AI mod or Starnet. I haven't tried the latter but have heard it's quite good.
Captain Sternn 28 Jun, 2019 @ 2:33pm 
Will this make machine races super OP? I don't play machines, but machines don't seem to scare me nearly as much as I feel that they should. I always expect an endless multiplying hoard of robots that gives me a sense of urgency and dread similar to robots in the movie The Matrix, or like the Replicators from Stargate, Borg, Geth etc.. but it never seems to go that way.
Palestina Libre 11 Jan, 2019 @ 5:25pm 
Yes, see the image of the mod.
MrTastix  [author] 7 Jan, 2019 @ 9:30pm 
What do you mean?

If you mean will it work on existing saves then I don't know as I always restart my game when I add/remove mods and recommend others do the same (since some mods won't work or can corrupt your save if added/removed in the middle of one).

If you mean is it ironman compatible then no, very few mods are, particularly game-changing ones that alter balance or add new items.

The game saves just fine normally, though.
Battle Fish_ 5 Jan, 2019 @ 6:02am 
is this savegame compatible?
MrTastix  [author] 20 Dec, 2018 @ 4:23pm 
Yeah, let's hear them. That's actually super interesting though.

Honestly, after playing the game with and without my mods I don't really think they're all too necessary.

I certainly don't think 4x is necessary, but I do like playing on 2x just to speed up the early game a bit (I often find myself waiting for stuff to happen otherwise).
Cranky 19 Dec, 2018 @ 5:36pm 
I actually figured out that robot empires get 1 assembly job per 40 pops, so in the mid game they are even with organics. which makes them replicate incredibly fast with your mods :D
I got the idea of implementing 1 or 2 growth modifiers from the start of the game that last just long enough to reach that pop amount. What do you think?
MrTastix  [author] 16 Dec, 2018 @ 1:29pm 
No. It changes the gameplay which means it is strictly NOT ironman compatible. Any gameplay changing mod isn't.
chabero 16 Dec, 2018 @ 1:29am 
is this ironsave/achivement-compatible?
seansjf 6 Dec, 2018 @ 11:37pm 
Nevermind, just read the description for the other mod and it says that I shouldn't use both mods at the same time.
seansjf 6 Dec, 2018 @ 10:49pm 
Am I able to use this and your other mod, Build Robots 2x Faster, to build robots 6x faster? Even 50 years to fully populate a max size planets with robots is too much.
MrTastix  [author] 6 Dec, 2018 @ 8:25pm 
The major balance concern with this is that, in 2.2, organics and robots/machines are actually on par with each other in terms of build times (compared to previously) with the major difference between the growth bonuses organics get that robots generally don't.

So with this mod robots/machines will snowball really quickly early-game until organics get a ton of growth speed to catch up. Because robots/machines can be built at the same time as organics this makes Machinist and Driven Assimilator's kind of broken.

Because I genuinely believe 120+ years is way too goddamn slow to fully max a planet out (especially now that 1 pop = 1 worker and we need workers to actually gain resources) I'm probably going to end up making an "Organics Breed x Faster" mod or some crap.
MrTastix  [author] 6 Dec, 2018 @ 8:25pm 
Yes, same as it did before. The difference is that build time for robots/machines is directly tied to a job (Roboticist for robots, Replicator for machines).

The robot/machine jobs simply work at 4x the speed they'd normally work at. This means robots go from 2 growth points per month to 8 while machines go from 3 to 12 (because ME's actually get more workers for building them).
Lonewolf187 6 Dec, 2018 @ 7:44pm 
So what does this mod do now? Does it just reduce the time needed to make robots?
MrTastix  [author] 6 Dec, 2018 @ 7:33pm 
The mod has officially been updated. Please report any issues you find and I'll try to fix them ASAP. Machine Empires no longer need a specific trait.

As a note, this mod will conflict with anything that adds/modifies specialist or gestalt jobs. The primary workaround for this would be (as before) adding a specific trait that simply boosts robotic/machine growth, but that has it's own hosts of issue (mainly in how it stacks with other sources of growth speed).
Sterling Archer 6 Dec, 2018 @ 7:20pm 
Gods be praised.
MrTastix  [author] 6 Dec, 2018 @ 7:18pm 
Soon™. Assuming all works as planned expect an update in a few minutes.
Sterling Archer 6 Dec, 2018 @ 7:13pm 
Is this compatible with 2.2?
MrTastix  [author] 2 Nov, 2018 @ 6:45pm 
Sorry for late response. Should be doable, I'll have to take a look. No promises I can though, at worst I may need a separate mod.
Words and Philosophy 8 Sep, 2018 @ 2:57am 
Doesn't seem to work if you've done synthetic ascension, any way to fix that?
MrTastix  [author] 5 Sep, 2018 @ 10:34pm 
@fvallejosm: Here you go: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1504616365

Same concept but everything is reduced by half.
Palestina Libre 1 Sep, 2018 @ 5:03pm 
I love this mod but I feel like I'm kinda cheating.

I know it may be a lot to ask (actually IDK anything about modding) but if you could release a mod that makes it 15 months or something instead of 7.5 I'd be eternally grateful.

vamware 22 May, 2018 @ 10:12pm 
think you
MrTastix  [author] 22 May, 2018 @ 7:14pm 
All done, should work fine now.
vamware 22 May, 2018 @ 11:55am 
needs up date
MrTastix  [author] 23 Feb, 2018 @ 4:21pm 
Mod seems to work as-is for 2.0. As usual, let me know if any bugs occur or if you'd like to see additional features.
MrTastix  [author] 21 Feb, 2018 @ 9:42pm 
No that I know of; most mods like this aren't backwards compabtible. Best I can do is upload a separate mod that provides the boost via a free trait, same with how I have done it for Machine Empires. Then you'd just need to modify your pops with the new trait.
Baggadyx 21 Feb, 2018 @ 2:15pm 
Is there something that has to be enabled to get this to work in an old save? After enabling the mod and queuing up a new robot build, I still see the usual 30 month duration.
Solar™ 28 Jan, 2018 @ 7:58pm 
Any chance you can make a mod like this for organic empires?
MrTastix  [author] 3 Jan, 2018 @ 6:05pm 
Odd, I'll take a look into it.

At the moment the trait is designed purely for new empires else you'd need to reform. It's mostly a really crappy hack job to even get it working for ME's since I can't find out how to edit the growth stats for ME's themselves.
y4wgmoth 3 Jan, 2018 @ 11:16am 
Actually it seems that I can only apply the Legion trait to two machine empires, when I go to add it to the third, it doesn't show up.
y4wgmoth 3 Jan, 2018 @ 8:57am 
So will AI machine empires automatically spawn with the Legion trait? If not are they guaranteed to reform and get it ASAP? Otherwise they would be at a pretty big disadvantage.

Also for some reason the trait doesn't show up for the Earth Custodianship when I go to edit them, despite them being a machine empire.
MrTastix  [author] 31 Dec, 2017 @ 5:09pm 
Good luck! I know the pain of having to troubleshoot mods. I use like over 100 of them!