Stellaris

Stellaris

Machine Cult Origin
118 Comments
RainbowBoris 14 Dec, 2024 @ 8:32am 
please update this. I don't want to buy a dlc made with AI to play as the Adeptus Mechanicus.
Green Rabbit 25 May, 2024 @ 3:21am 
do you plan to update this? because per my understanding of cybernetic creed it only focuses on cybernetic ascension not synthetic, thanks!
yukinowana 9 May, 2024 @ 7:07am 
does it still works after the machine age updates?
Rovold 3 Apr, 2024 @ 5:18am 
I played with this mod enabled as empire of other origin and it prevented me from upgrading my Robot Assembly Plant
mgunh1 28 Mar, 2024 @ 5:05am 
So this is broken, it seems. Robot pops simply do not get built and no such pops appear in the empire species panel.
PLMMJ 25 Mar, 2024 @ 8:25pm 
The devs are getting very jelly
Maffe  [author] 24 Mar, 2024 @ 1:48am 
The Cybernetic Creed looks rather similar to this. They even added the custom factions. I'll have to see whether to update or retire the mod once the DLC is out.
Android Identity 23 Mar, 2024 @ 5:01pm 
Oh yeah, I've been using this mod as a reference point in discussion for the upcoming DLC. It's grown up so fast... lol
Orion 22 Mar, 2024 @ 6:33pm 
love the fact that this is essentially the next dlc
Emperor508 13 Nov, 2023 @ 7:02am 
I assume it might be either an incompatibility with another mod or because of the new version but the robot assembly of Machine Temples is broken. It shows that there is monthly robot assembly but there is no progress bar and no way to select what species is being assembled, haven't noticed any actual new robots popping up either.
Deathforce1 8 Oct, 2023 @ 11:45am 
Does this still work with 3.9?
Ren Tsune 3 Aug, 2023 @ 11:20pm 
Was it intentional that the races don't have the same environmental compatibility as robots. And lack the Mechanical trait?
Milky28 18 May, 2023 @ 6:13am 
Im unsure if im missing something obvious but it seems as though the forge temple isn't producing any robots. Does it have anything to do with the fact that im a death cult? Or that im using a mod that adds more traits?
UnmotivatedZombie 16 Mar, 2023 @ 12:23pm 
ERROR! REQUIRES MORE TOASTERS!
Maffe  [author] 24 Feb, 2023 @ 12:22pm 
I see. That would be a problem. Should be an easy fix though. I'll look into it.
Jeffbacca 7 Feb, 2023 @ 1:17am 
Loving the mod and I really do wish it was actually a core feature but I have noticed that when I take the reanimators civic I don’t get access to the dread encampment even if I have the relevant techs unlocked, so I was wondering if this is a problem with the mod or intentional?
Green Rabbit 25 Dec, 2022 @ 11:20am 
hey man great mod, but i notice some something, i think with the death temple, since forge temple already give you mortal initiate, i think you should disable death temple, great mod btw thanks a lot!
Maffe  [author] 22 Dec, 2022 @ 12:15am 
No, they don't. They're just sacrificed. I was thinking about a way to implement that idea. Maybe via a policy option for the sacrifice boon. But just turning them into machines in addition to normal sacrifice effects would be way too powerful.
dyl1946 18 Dec, 2022 @ 9:55am 
Will the mortal initiates pop turn into machines after the sacrafice? I could not exist that in the game.
FebHare 4 Dec, 2022 @ 3:31am 
Thank you for update!
Maffe  [author] 13 Oct, 2022 @ 5:15am 
It should work with the current version. I'm at the moment working on a major update for the upcoming version 3.6.
Drazam 12 Oct, 2022 @ 5:57am 
Will this be updated?
Mr Nimbus 10 Aug, 2022 @ 6:08pm 
yep he sure does, but by the time you've got 6 ascension perks, a 14k fleet power dragon just doesn't quite cut it :P

love your work by the way mate
Maffe  [author] 10 Aug, 2022 @ 2:29am 
The dragon should also reach out once you have a total of 6 ascension perks. I'll look into compatibility, but for the moment that would be an obtainable solution.
Mr Nimbus 9 Aug, 2022 @ 4:58pm 
any chance you could make this compatible with the Here be Dragons origin?

The Dragon is supposed to reach out to the player faction once they've ascended, but if I ascend via this path, the Dragon pretends I don't exist, making the origin (and the 4 hours I spent working on this build) a giant waste of time.
Kaihu 2 Jul, 2022 @ 5:16am 
Also since I'm here, I noticed a small bug yesterday: I was playing as a spiritualist empire with the Death Cult civic but without the Machine Cult origin, and when I researched the "Metacognitive Faith" tech it unlocked the High Altar of Technology for me (Mechano-Death Priests and all), which I don't think is supposed to happen. I think that tech might only be checking for Death Cult and not Machine Cult.
Kaihu 2 Jul, 2022 @ 5:16am 
Yeah, the main issue with being unable to remove beneficial traits is that by the time you're dealing with advanced cybernetics, your species will all have gone through The Flesh is Weak and will have the cybernetic trait, but their base template still won't. Since you can't apply a template without the cybernetic trait to pops with the cybernetic trait, you can no longer use the base template as a way to reset your species and remove beneficial traits. Unless you purposefully keep a small sub-population of 'baseline' pops who have the cybernetic trait but otherwise have their gene points free, in order to use them to generate new cybernetic templates, you can't ever remove a trait once you've added it to your species.
Maffe  [author] 29 Jun, 2022 @ 5:05am 
That's a good idea. Thinking about it, additional negative traits might be a nice way to provide those needed points. The reptech is more of a bandaid tbh.
Kaihu 28 Jun, 2022 @ 7:47pm 
Hmm, I now see that there's a repeatable tech for additional cybernetic gene modding points. I guess that makes it less necessary to be able to remove beneficial traits, thought it would still be nice to be able to add and remove cybernetic traits at will.
Kaihu 28 Jun, 2022 @ 2:07pm 
This is a great mod, it does just what it's meant to do and it does it with a nice attention to detail, good descriptive text, etc. It fits seamlessly into the game, which is all you can ask from a mod like this.

One small change I'd like to request is that you make the Advanced Cybernetics research provide the ability to remove beneficial traits and add negative traits, in the same way that its biological equivalent Genetic Resequencing does (since you are using the genetic modification system for the cybernetic traits). At the moment you can only add cybernetics, but once you've added them to your whole species and you lose the non-modified template, you can't remove them or switch them for another, nor can you mix and match other genetic traits in order to get the points to add the advanced cybernetics you want.
Maffe  [author] 6 Jun, 2022 @ 4:09am 
Thank you for your input. I'll work through these issues as soon as possible.
FebHare 5 Jun, 2022 @ 3:50am 
Well, I found an more issue.
Necromechanic's effect_desc says this job produces physics and engineering, but job itself produces society and engineering. Which is correct?
FebHare 4 Jun, 2022 @ 6:11pm 
5: Necromancer (doesn't produce Engineering) country's home system is given extra 6 Engineering deposit on some celestial body (See about line 1127 in 01_start_of_game_effects.txt). But Necromechanic (does produce Engineering) country's home system is given it also. Is it possible to change it to 6 Physics deposit?
6: Robot pop and Cybernetics trait give Materialist Attraction.

I agree with your stance about vanilla file overwriting, but is it possible to take around or cancel out these issues?
FebHare 4 Jun, 2022 @ 6:11pm 
Hello, I found a few issues. Nothing big ones.
1: On admech_jobs.txt, Stellaris 3.4 changed mechanic about amenities modifier and traits. So I am feeling it would be better to copy it.
2: On admech_jobs.txt, Stellaris 3.4 changed job weight mechanic. So I am feeling it would be better to copy it.
3: Necromechanic has low job weight (other specialists have 5 and workers have 0). I am figuring it is because
job weight modifier checks "can_be_soldier = no". (Necromancer's job weight modifier checks "species = { can_be_soldier = no }")
4: In admech_faction_names.txt, name parts (like "Adeptus Mechanicus") are hardcoded. May I ask you to change them to localization keys?
Revoke 26 Apr, 2022 @ 2:18am 
Fair enough, no worries. Thanks for taking the time to reply.
Maffe  [author] 25 Apr, 2022 @ 7:35am 
Both of those things are by design. The machine cult has slow robot assembly compared to materialist empires, but forge priests offer other bonuses as well. And like the death cult after 3.3, you can choose which temples to build.
Revoke 13 Apr, 2022 @ 5:01am 
Actually just noticed that I can build regular temples in addition to forge temples, which I wasn't expecting.
Revoke 13 Apr, 2022 @ 5:00am 
I've also noticed that you can't build a robot assembly plant as a machine cult. Also, if I build a robot assembly plant with a console command, it gets turned into a forge temple at the end of month. Not sure if this is intended - if so, it's a problem as it really ruins your early-game robot assembly.
Grendain 9 Mar, 2022 @ 11:59am 
Work with 3.3.1 Libra?
Drezzy 27 Feb, 2022 @ 10:16am 
Yes, i'm using other mods. Thank you for input, can't pinpoint conflicting one atm though. Running 60+ mods comes with downsides if something specific breaks.
Maffe  [author] 26 Feb, 2022 @ 7:19pm 
Are you using any other mods? The xenophile faction isn't affected by this one.
Drezzy 26 Feb, 2022 @ 10:22am 
I am having the same issue as Deathforce1 described, but this time with xenophile ethos faction. All other factions including machine cult behaves normally in my game so far.
Maffe  [author] 23 Feb, 2022 @ 5:06pm 
Oops, looks like I changed the value but not the name of the resource. Fixed that for you.
Deathforce1 23 Feb, 2022 @ 1:07pm 
So, The machine cult faction produces influence instead of unity so now it's giving me 14 influence instead lol
Grendain 23 Feb, 2022 @ 10:35am 
Mechanic RISE
Freakshow 18 Dec, 2021 @ 6:12am 
Praise the Emperor !
Dreden 9 Dec, 2021 @ 5:23pm 
I have also noticed that the robot assembly plant literally disappears after like a month or so of play.
Hmmm 2 Dec, 2021 @ 4:33pm 
i tried this mod on current version, i'm not 100%(about 80%) sure but i think it removes the ability to build robotics facility for spiritualist if you don't choose the origin.
Cyber 25 Nov, 2021 @ 10:35pm 
So, does this not need Synthetic Dawn or that?
Grendain 23 Nov, 2021 @ 10:02pm 
Update for 3.2 pls ;( ;)