Stellaris

Stellaris

Mechacorp (Legacy version)
13 Comments
Darksilver  [author] 9 Apr, 2020 @ 5:23pm 
TortoTheConqueror 7 Apr, 2020 @ 11:22am 
For those wondering, this still works. But you have amenities problems early on.
Darksilver  [author] 6 Apr, 2020 @ 1:12pm 
Probably at some point. I'm not sure whether I want to keep nexus districts giving sales drone jobs now that normal machines don't get technicians from them, and this overwrites a lot of vanilla files so updating it is going to be tedious.
TortoTheConqueror 6 Apr, 2020 @ 5:23am 
Are you planning 2.6.2 compatibility?
Journeyman Prime 3 Sep, 2019 @ 7:49pm 
This is the weirdest mod I've seen today...


Imma try it out.
Ultimuh 7 Jun, 2019 @ 2:38pm 
@Vaalintine That would be a great idea in my opinion.
Vaalintine 19 Apr, 2019 @ 4:41pm 
ONly thing that is would be missing would be the ability to have organics as residents. Not like Servitors, but being able to take in organics to become an underclass of consumers instead of just either purging them or using Grid Amalgamation.
Darksilver  [author] 13 Apr, 2019 @ 2:26pm 
Lots of them: Ascension perks, buildings, country_types, diplomatic_actions, districts, game_rules, civics, policies, starbase_buildings, starbase_modules, technology, and on_action_events.
Ultimuh 13 Apr, 2019 @ 4:56am 
I must ask, what vanilla files does this mod make changes to?
Boiledteabag 9 Apr, 2019 @ 2:47pm 
Now if there was something like this for hiveminds my wet dream of playing trading machines and hiveminds would be made reality
DerigarsChairman 6 Apr, 2019 @ 8:37pm 
Can someone make a start as synthetic government type?
Darksilver  [author] 6 Apr, 2019 @ 6:49pm 
The list of effects was already pretty long and rogue servitor's description also doesn't mention that they get consumer goods buildings so it didn't seem necessary.
Fanatic Cyberphile 6 Apr, 2019 @ 6:22pm 
This is actually an amazing civic and while it doesn't exactly explain if they can build Consumer Good buildings, I am very eager to try this one out.