Stellaris

Stellaris

Mundane Machines: Better Robot Balancing
20 Comments
kunstreich 5 Aug, 2020 @ 2:55am 
Any chance we would see an update to this mod? I like it the best in terms of added flavor for machines!
Mugi  [author] 2 Aug, 2019 @ 1:42am 
Luxurious and Recycled effect the amount of minerals used to make a new pop. They don't change the amount of assembly points needed to make a new pop.
the_jevry 1 Aug, 2019 @ 3:26am 
why does luxurious/recycled give +/-50% production cost?
that cannot be right
that means recycled doubles your pop growth
the_jevry 12 Jul, 2019 @ 7:27am 
finally i do not have to suffer for the synthetic scum to live
K0rruptedYouth 22 Jun, 2019 @ 5:42pm 
Is there any way to fix the researcher issue? Since you don't start out with a ton of consumer goods in the beginning, even newly created pops won't fill in the researcher job.
Neverminder 22 Jun, 2019 @ 4:05am 
hey muggins, any mods that you can recommand that maybe add new portraits for robots to the game?
Gyratos 21 Jun, 2019 @ 12:34pm 
That's exactly what I'm saying. Why would robots match organics in growth ? Especially in this game where robots don't have much tech to increase their pop growth when organics grow extremely fast at the end. Then there are spiritualists with their shroud buff...
Mugi  [author] 18 Jun, 2019 @ 4:53pm 
It's not a huge nerf. It's still quite comparable to organic pop growth, and for machine empires almost entirely untouched.
Gyratos 18 Jun, 2019 @ 2:25pm 
I don't understand the huge nerf to pop growth. Man we are talking about robots. They should be manufactured by millions/day... Of course balance need some control but still lowering them to organic growth is just meh.
mark 16 Jun, 2019 @ 1:39pm 
great thx
Mugi  [author] 16 Jun, 2019 @ 12:48pm 
Ah, I see where the problem lies. Since this mod uses the vanilla job weights and Glavius overwrites one of the triggers in those weights, the game is getting confused and setting its weight to zero, leaving pops unemployed with nowhere to go.

If I'm right, you should be able to solve this by keeping a surplus of 500 Consumer Goods at all times. That'll keep the job enabled despite the Vanilla-Glavius file conflict. I'll see if Glavius can fix up a solution on their end to have their version of the trigger check for AI, just like in vanilla.
Worheda 16 Jun, 2019 @ 11:55am 
I had the same problem, but I was using 2.3.1 and Glavius.
mark 16 Jun, 2019 @ 7:40am 
yes 2.3.2 beta
Mugi  [author] 16 Jun, 2019 @ 5:10am 
Are you playing the 2.3.2 beta patch? That seems the most likely cause - I definitely haven't meddled with researcher jobs.
mark 16 Jun, 2019 @ 2:57am 
nice mod but when i use this mod with glavius mod non of my pop will do research job and i'm a biological race,as soon as the game starts my researchers go unemployed
Gavril 13 Jun, 2019 @ 8:00am 
fuck yes! I can't believe that's not in vanilla. I would sub just for that, but I like the rest of the mod too! lol
Mugi  [author] 13 Jun, 2019 @ 1:26am 
Yup!
Gavril 12 Jun, 2019 @ 9:13pm 
"Robots and Machines can now be processed if your ethics and policies allow it, producing 3 Alloys per pop" -so does this mean that you can purge robits? as long as you have the option to purge?
Mugi  [author] 10 Jun, 2019 @ 6:40am 
Description is up now!
DustFinn 10 Jun, 2019 @ 6:32am 
Very Mundane