Stellaris

Stellaris

Synthetic Evolution Fixed
104 Comments
Ch4rl1e 31 Aug, 2024 @ 2:33pm 
Is this still needed? haven't played in years
Soli 18 Jun, 2022 @ 7:52am 
oh my GOD this is exactly what I was looking for, it has bugged me for AGES that I cannot simply have one template as synths. THANKS
Fergus 21 May, 2022 @ 8:29am 
Machine worlds wont shift one job type to the other for factory / foundry designations. I'd avoid using this mod for the time being as its not been updated in a long time and just use an assimilation mod to turn robots into synths.
gnatsteak 9 Apr, 2022 @ 10:40am 
@djdunn Still works for me, and still quite needed to fold your robot pops into your main species at the very least.
djdunn 27 Feb, 2022 @ 9:12am 
is this still needed? does it work?
Lantzalot 31 Dec, 2021 @ 9:19pm 
Fixed the pop rulers issue I was having with heavy modded game, thank you! This was my biggest issue (game breaking).

Did notice a few of the traditions do not match description; namely Adaptability Tradition seems unchanged. Definitely needs an update if mod author is still around. Mod was loaded last so should be overwriting everything else I have.
BMK3000 12 Oct, 2021 @ 2:25pm 
needs an update
DSiren 3 Aug, 2021 @ 3:25pm 
ooh we need a thrifty robot trait.
DSiren 3 Aug, 2021 @ 2:55pm 
synthetic evolution should also increase pop assembly speed a bit more since you lose biological pop growth. Just IMO.
alexchesed 18 May, 2021 @ 9:46am 
First I want to say I love your mod,ty for all the work you have done. I cant play stellaris without it.

There is a mistake currently in the mod with traditions, namely it doesnt give machine empires the extra envoy in diplomacy tradition.
Nicho 15 May, 2021 @ 1:38pm 
What is "building refund" when it's at home, anyway?
Archemyre 20 Apr, 2021 @ 4:37pm 
I legitimately cannot believe Paradox still hasn't bothered fixing any of this.
Scyobi_Empire 22 Jan, 2021 @ 2:38am 
Does this work with 2.8 and does it edit the Checksum?
Colonizor48 16 Dec, 2020 @ 2:04pm 
Is there a way to dissable the automatic assimilation and make the synethci evolution assimilatione vent a 1 time thing?
Tnynfox 5 Dec, 2020 @ 5:10pm 
Incompatible with 2.8; requires 2.7. can you please fix that?
Colonizor48 25 Aug, 2020 @ 8:42am 
vvvv
Blinking Ice 13 Aug, 2020 @ 11:20pm 
Great mod!
Just wondering if there is a way to disable automatically assimilation, maybe a policy or species rights to have more control?
Colonizor48 7 Aug, 2020 @ 6:46pm 
like with every other acension type
Colonizor48 7 Aug, 2020 @ 6:43pm 
Can you make it so that there is an option for asssimilated aliens to become a unique synth species?
atepanubis 21 Jul, 2020 @ 8:35pm 
first off i want to say thanks. I've been using this mod for a while. but i was wondering, since its in the vein of what this mod does, would you be interested in making newly constructed ring worlds have generator segments instead of agricultural segments?
Dazz Aephiex  [author] 15 Jul, 2020 @ 5:28am 
You can manually delete them from Steam\steamapps\workshop\content\281990\1595251631\common\traditions.
Krahe 14 Jul, 2020 @ 10:52pm 
Hey man, could you make a version without Tradition tweaks? It's an amazing mod and I escpecially love the turn robots in your specie bit, but with changed traditions it screw up a bit Traditions+
Ragadad 12 May, 2020 @ 8:12am 
Thanks man :) thank you for the mod!
Dazz Aephiex  [author] 12 May, 2020 @ 7:55am 
It's fine.
Ragadad 12 May, 2020 @ 6:46am 
Hey my man, I'm making a mod that's all about starting as a synthetic civilisation and i was wondering if, since synths are pretty hard to play without your mod, if I could include this mod built in with it? You would get full credit obvs
DRT99 27 Mar, 2020 @ 2:37pm 
Minor bug: Harmony Tradition Adoption effect is still stated as being -10% food consumption after ascension. Not sure if this actually applies to energy and its just mislabeled or if its an oversight
11 6 Feb, 2020 @ 4:44am 
However now synthetic evolution empires won't be considered as normal empires.In multiplayer mode synthetic evolution empires can't be chosen again since loading saves.
Roobster 23 Nov, 2019 @ 11:14pm 
Still works.
Skeleton Knight 5 Aug, 2019 @ 1:41pm 
Is mod dead or still works?
Rosth 12 Jun, 2019 @ 8:02am 
I'm not a modder per se, so use this info at your own risk, but i went ahead and compared all the mod files with corresponding overwritten vanilla files, and this mod should be compatible with 2.3.1.
The reason this mod is listed as incompatible is because ugc_1595251631.mod file in User/Paradox Interactive/Stellaris/mod has 2.2.* as supported version, edit this to 2.3.* and it will show as compatible it the launcher.
As for people who come here just for bugfixes and not buffs, go to your Stellaris workshop folder and open up folder named 1595251631. To not have Ascension Perks buffs - delete ascension_perks folder in synth_enh.zip/common . To not have 2 assembler jobs - delete buildings folder.
kgptzac 11 Jun, 2019 @ 7:04pm 
@Rosth

Thanks for that. I assumed game update broke the mod and caused this to happen but it does look like QA department fucked up once again. Here's the link to official forum bug report:

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-synth-empires-literally-unplayable.1188341/

Now I'm hoping that an unofficial fix in form of a mod would be made by someone.

Still, if the numbers to be believed, my pop assembly rate is 27 per month using this mod, and safe to say this mod has made Robots/Synths even more OP.
Rosth 11 Jun, 2019 @ 5:08pm 
@kgptzac I am actually unsure if this mod is what's causing it, from what i've seen digging through files, it *should* work. See Megagross's post regarding modification: https://www.reddit.com/r/Stellaris/comments/bxvgf2/gamebreaking_bug_stellaris_230_wolfe_after/
Almost certain that this is a vanilla bug
kgptzac 11 Jun, 2019 @ 1:53am 
In my current game that after synthetic evolution and used the "discount" robomodding, none of the planets are building new pops for some reason. It's sad that this mod is abandoned
kgptzac 1 Jun, 2019 @ 1:00am 
Having played both a SE and Rouge Servitor with this mod, I'd say the stacking assembly speed buffs and the ability to build two assemblers has made synthetic ascended empire to be OP. I think it's fine for machine empire, but for synthetic empires it's practically double dipping the pop growth mechanic where organic pop is still growing, due to immigration, etc.

I suggest making organic and synthetic empires have max of 1 assembler per planet, while machine empires to have 2.
UncleanlyMetal 19 May, 2019 @ 7:48pm 
Not sure if your around to see this, but have you thought of just having a mod with just the bug fixes alone? Like what @CHsnake5050 said, the bug fix alone is the main reason I come to this mod in all honesty.

Thank you for the creation of this mod too, it really improves the experience!
CHsnake5050 16 May, 2019 @ 6:03pm 
i knida want a mod that is just the bug fixes from this mod as i use other mods that dont play super whell with this one, mainly do to the changes to the asention perks and assembly plant. this is like the oley mod that changes all robots you have to your new pop and prevents regular robots
kgptzac 16 May, 2019 @ 4:05pm 
A small request: Is it possible to add a no-expiry notification icon when going from robot to droid and from droid to synthetic? The game used to be whenever droid is researched, robots will have their name changed to droids and I can automatically start building colony ships with them. And after getting synthetics they are automatically given citizen rights (I play as mat/egal).

Now since I have to change empire policies, I think it's good to have a notifier pinned there until I do it and then I can manually dismiss the notification icon.
Lazard 14 May, 2019 @ 7:40am 
So i really like this mod. I use it alot. But after playing with it so much i feel that the pop assembly speed buff is to strong... when the buffs add on i start building 1 robo pop in 2-3 month... in some games with other mods (like traditions mod that also buffs robots) i amlost got 1 pop each month... even hive mind with all upgrades in pop growth comes not even close to that.
Coyote Jump 5 Apr, 2019 @ 2:40pm 
Also, I wanted to say thank you for all your hard work, I'm definitely giving your mod a try.
Coyote Jump 5 Apr, 2019 @ 2:36pm 
I have a small suggestion for something that has been bugging me lately. It has nothing to do with your mod specifically, but your mod deals with a similar concept.

It has to do with assimilation of Robot pops, but it would be dealing with Machine Empires. I just find it frustrating when I capture a planet that I can purge all of the xenos, but I'm stuck with all their junkotrons. Is it possible to extend this part of your mod:

"Synthetic evolution now prevents you from assembling regular robots and will automatically convert non-machine-unit robot pops in your world into your primary species. You won't have to see all the regular robots."

To a independent mod that does the same fom Machine Empires? I don't know if there already is one, but I looked into with and came up with nothing.
Bad Luck Poppy 30 Mar, 2019 @ 3:42pm 
Do you think it would be possible to make a version with bug-fixes only so Stellaris will treat game as achievement eligible? Mainly your fix of not being able to build normal robots and only Bio-Synths after ascension is complete.
AtomicBlastPony 23 Mar, 2019 @ 4:37am 
Nevermind, No War Exhaustion for Slave Armies was the culprit. I forgot to remove this old mod after updating to 2.2.
AtomicBlastPony 23 Mar, 2019 @ 4:23am 
I can no longer build robot armies at all, before and after ascension. So I can only build clone armies using organic pops... and the machine pops because they're somehow a subspecies of my original species. I'm not sure which mod causes it but this is the only one I have that affects synthetic ascension.
Hazardous 13 Feb, 2019 @ 6:23pm 
when you say you fixed machine empires treating the evolved,do you mean they do see you as robobros or fleshies?

will exterminaters still exterminate me?
Lonewolf187 9 Feb, 2019 @ 8:08pm 
Does this allow Synthetic Evolution empires to make the Machine empire armies like Mega-Warforms?
Palestina Libre 3 Feb, 2019 @ 4:13pm 
You should know by now that mods that affect balance are not at all compatible with ironman.

Anyways, in the mod thumbnail you can see the ironman icon with a red X wich also tells you it isn't ironman compatible.
Fracture 1 Feb, 2019 @ 12:59pm 
I didn't get an achievement I should have gotten, so if you're after those you can't use this mod.
Hyperlane 1 Feb, 2019 @ 1:12am 
@Ridesdragons Thank you very much! That was exactly the kind of thing I was looking for. 10/10
Fracture 1 Feb, 2019 @ 1:04am 
Is it compatible with Ironman mode?
Ridesdragons 31 Jan, 2019 @ 8:13pm 
@Gorehuchi there's a program you can download called WinMerge. it's a godsend. it allows you to place two text files side by side, highlights the differences for you, and allows you to merge the files. it also doubles as a text editor, so you can have the best of both files as well, instead of choosing one or the other. I use this mod with utopian dream, and the ascension perks are the only thing that needs editing

I'd send you my file, but my file's an amalgamation of several mods lol