Stellaris

Stellaris

Build Robots 2x Faster
12 Comments
MrTastix  [author] 21 Mar, 2020 @ 8:30pm 
Yeah, the only good thing about it is the ability to change the mod order but christ man, I had to recreate the mods just to change one letter.

Luckily these mods are relatively simple. So long as they don't change any pop variables you can expect the mods to work fine in future patch without any trouble.
Sterling Archer 21 Mar, 2020 @ 6:39pm 
I agree with your comment about the launcher. It took me over a goddamn hour to figure out how the hell to update my 3 mods to the latest version and another hour to figure out why the mod I was trying to upload wouldn't.

Also thanks for updating this.
MrTastix  [author] 21 Mar, 2020 @ 4:42pm 
The mods work fine for the latest patch. I'll update them in a few minutes here just to stop the launcher bothering us about it.
Sterling Archer 20 Mar, 2020 @ 5:30am 
Can you please check and update this mod to the current game version so the launcher doesn't have a heart attack? Thank you.
MrTastix  [author] 12 Jun, 2019 @ 8:34pm 
It should work as-is, I haven't had any problems thus far.
SuNseT`gReeN 12 Jun, 2019 @ 6:13am 
Will this mod update to 2.3.1?
MrTastix  [author] 19 Feb, 2019 @ 7:15pm 
I wholeheartedly endorse Implodee's mod.

My stance is that I'm against making multiple spin-offs myself largely because too many options can confuse people onto what's the best one, and because it's honestly not too difficult to customize this to your tastes (I modify a single line in a single file).

It would be nice if the Steam Workshop had a way to download a single mod package that then let you choose what version you wanted. This could technically be done in-game, similar to the Build Menu mod, but may conflict with such mods which I'm also against (I want maximum compatibility for something so simple).
Implodee 19 Feb, 2019 @ 6:23am 
@ChemistryGuy I've done that and uploaded it. Personally think this is too fast too. :D
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?
boii 16 Nov, 2018 @ 9:31pm 
cant build any robots, consumes minerals and then cancels it shorty after
MrTastix  [author] 2 Nov, 2018 @ 6:44pm 
It is, but robots get significantly less population growth modifications than organic pops do. They also don't get a pop growth bonus for excess energy like organics do for food.

Personally, I'd actually rather have it so that robots can be built simultaneously. You could queue up an entire planet worth of robots and they'd all build at once, rather than one at a time.

Makes no sense one region would wait for another reason to build robots before they start their own manufacturing.

That's beyond my ability to implement, though.
DeltaFire 2 Nov, 2018 @ 5:00pm 
Hm, well, but isn't it normal to speed the progress up by transferring / building additional pops on your already established worlds? SO usually, i shouldn't take that long