Stellaris

Stellaris

Machines & Robot Expansion Continued
308 Comments
UncreativeName 8 Jul @ 4:16pm 
I am excited for the eventual return of this mod, but i also appreciate the QA testing
Nyawul 5 Jul @ 10:56am 
The stellaris players yearn for the factorio origin
Waka 3 Jul @ 3:16pm 
:steammocking:
Openly Retro  [author] 26 Jun @ 9:45pm 
As far as I can tell there is not yet a stable successor to "Merger of Rules" since it was discontinued. Like Willem said, it was a great mod that let many other mods work together. Inny, the author, had to do an seriously respectable amount of work to keep it updated. I am going to leave it as "required" until I finish the 4.0 update for this mod, then I will remove it as a requirement.

There are some mods out there for Phoenix 4.0 that do compatibility between mods for certain aspects of the game, which I am investigating.

I am going to mainly handle compatibility (meaning, taking care this mod won't break another if it's in your list) directly in this mod. I will address the largest mods and then other mods on request. So I will rely on you all to report issues.. and I will work with other modders to help them not break things in this mod.

"Crossover Content" will still mainly be separate mods, like Legit-Rikk's World Machine Origin Gigastructures buildings mods.
Willem 25 Jun @ 5:40am 
@Fransisco Merger of Rules made mods work together, but it's been put on indefinite hold because of Mod Creator's health. (AFAIK)
Francisco 25 Jun @ 4:20am 
Can you clarify what does this "merger of rules" is? I dont remember needing that mod before
Pietrooperv 23 Jun @ 7:40am 
machine pop assembly is truncated. 1.99 will always give you 1 pop per month instead of having a 99% chance of giving 2 pops.
Openly Retro  [author] 23 Jun @ 7:08am 
@Pietrooper I wasnt aware of that bug but I would be interested to fix it in this mod.. I just need more information
Pietrooperv 22 Jun @ 7:41am 
Does this mod fix the bug with machine pop assembly in 4.0?
Overlord 21 Jun @ 5:08am 
@Openly Retro Thanks for the update, I mostly play as Machine/Robot and it feels weird without this mod. Keep up the good work and no need to rush things, it is fine to do it on your own pace
Openly Retro  [author] 20 Jun @ 10:29am 
hi everyone I came by to share an update and saw all your supportive messages, thank you so much, you are all AWESOME :D :D I had some personal setbacks this month so I really so appreciate it very much.

the update! World Machine are working in their updated forms. I finally wrapped my head around pop_group changes. Virtual World still needs to be fitted to 4.0. Leader builder needs a slight tweak, new 4.0 traits code broke my Python scripts .. whee. Lots of small errors fixed and many left to address.

I will also thoroughly play-test.. I do not like shipping bugs..

Stellaris' dev team is slowing down on updates, so I don't have to wonder what is going to change next week! ;) the Phoenix 4.0 overhaul was pretty big in terms of things that changed.. all the modding community are working to re-learn certain core parts of the game.

It might be 2-3 weeks still to wrap up and QA things. as always thanks for being great and I will share an update soon.
荜藜柌夏 20 Jun @ 8:19am 
Can't wait for the update. Greatest mod for this game.
燕辞花 19 Jun @ 2:33am 
Can't wait for the update. Greatest mod for this game.
Don't even Try it 18 Jun @ 10:20pm 
Can't wait for the- actually no I'm a patient person. This is fine. Though it IS a great mod for this game.
filter0828 18 Jun @ 5:48am 
Can't wait for the update. Greatest mod for this game.
Overlord 17 Jun @ 6:25am 
Can't wait for the update. Greatest mod for this game.
Nyawul 16 Jun @ 7:54pm 
Can't wait for the update. Greatest mod for this game.
16 Jun @ 6:29pm 
Can't wait for the update. Greatest mod for this game.
▲ iGregory 16 Jun @ 9:01am 
Can't wait for the update. Greatest mod for this game.
JamieStylez 11 Jun @ 7:06am 
Can't wait for the update. Greatest mod for this game.
Nyawul 9 Jun @ 4:36pm 
Excited for when this gets updated, gotta be one of my absolute favorite mods of all time.
gableHETA 3 Jun @ 6:31pm 
@Openly Retro. Thank you for the update on the state of the update. No rush and thanks for the mod!
Openly Retro  [author] 29 May @ 7:52am 
Hi HFT, if you have some specific feedback about balance, please post in the "Suggestions for improvements & content" thread. I will be glad to take a look.
Xelan 27 May @ 7:16am 
@HFT: Nothing is perfect, why would you expect a mod to be? And what is balance anyway, especially given the power curve of some mods out there?
HFT 26 May @ 7:19pm 
Well,what I play is 3.14.
harozuken 25 May @ 10:01pm 
@HFT the mod is not yet updated to 4.0
HFT 25 May @ 8:05pm 
This mod doesn't seem to be perfect, it's still fine as a gameplay expansion, but the balance needs to be corrected
ParaNautic 22 May @ 5:57pm 
There is a gen that converts food to energy, I am wondering if there could be a feature where we can "harvest" bioships for energy.
Xelan 22 May @ 12:50pm 
@ParaNautic: There already was pre 4.0. Biomass reactor or something. I would assume that it's still there after the 4.0 update.
ParaNautic 22 May @ 8:16am 
Sweet, I was wondering, now that we have bio ships can there be a building that would take the biomass and convert it to energy? It would be a waste to have all the meat floating in space going to waste.
Morpheuss 22 May @ 12:23am 
Take your time, thank you very much for your work
Openly Retro  [author] 21 May @ 9:33pm 
Hi everyone, I'm finally getting into the meaty parts of the 4.0 update. I have got a deeper look at the base game changes. Zones are a nice addition and we will be able to do cool things with them.

Originally I said "end of May" for the 4.0 update for this mod but more likely going to be near middle to end of June, just looking at how much work there is with planets and jobs. And also leaving enough time for testing & fixes, and life stuff. The changes to the World Machine planets are going to be good, there will be no (intentional) nerfs. Auto-Server, Auto-CPU, Auto-Forge are being reorganized, and Auto-Ringworld is going to get some nice organizational improvements.

I reserve the right to extend my estimated date of readiness :P

@harokuzen that is an interesting idea. I will add it to my issue tracker. can you say a bit more, in the "Suggestions" thread? and mention some of the advantages / play style that you are looking at.

Thanks everyone for your support & patience.
harozuken 20 May @ 12:42pm 
Not sure if you take requests but with the change to pop jobs and such. for the voluntary work ascension for rogue servitor can you make the buildings modify bio trophy jobs instead of creating alternatives? Like a forge sanctuary will decrease bio-trophy unity output in exchange for alloys.
ParaNautic 11 May @ 9:47am 
Thanks, since I almost always play as a machine empire this mod is a must have :] plus the devs are putting a out a patch almost every other day it would be smart to take your time.
Morpheuss 11 May @ 4:44am 
Thank you very much to you, for your efforts
Arty Aeterna 11 May @ 3:34am 
@Xelan

For me it somehow always crashed when I tried to move pops as awakened machine to another world at 3.14 (might be a problem on my end/with my mod set tho)

@Openly Retro Ty! Will look forward to the update as I really enjoy this mod!
Openly Retro  [author] 10 May @ 6:49pm 
Hi all, I am working on a 4.0 update. It will be a couple of weeks. I will aim for the end of May. And of course will alert folks if I am done sooner. I am just putting it at end of May since World machines have to be fixed, along with Mechanical Worlds and Virtual Worlds.

These planets have to be redesigned a bit since the base game supports only 4 districts. That is the part that takes a bit more planning and thought. I don't want to require people to use a UI with this mod so I am scaling districts to be 4 per planet.

I also have to fix a few things with Bio Mechanical pops, since the growth system is different now.

@Arty Aeterna -- I will submit a patch to Gigastructural engineering, to support building Grand Archive on machine worlds.. If you have that mod running it will overwrite the rules of this one. I will inform you asap when that's done.
Xelan 8 May @ 6:17am 
@Arty Aeterna: you can manually migrate pops to reach the 20 required.
But afaik it's intended to work normal even as awakened machine. Even worked at some point in 3.14, but then broke somehow, maybe due to another mod, not sure. I think it's on the to-do list of things to fix.
Arty Aeterna 8 May @ 4:18am 
Would it be possible to make it so that with the awakend origin you still can construct the grand archive? or is it on purpose that you have not enough pops for the grand archive?
samsockeater 7 May @ 7:14am 
looking at the update, good luck on making the various planets and origins work
帕尔帕廷 7 May @ 2:51am 
Will there be any updates in the future?This is really a good mod.
harozuken 6 May @ 1:19pm 
Hey with 4.0 released is there an ETA for an update? been subscribed since day 1 and honestly a must play mod for me.
Jeor Mormont "the old bear" 17 Apr @ 1:01pm 
enjoy easter and the time off. i think everyone is waiting for 4.0 anyway
Openly Retro  [author] 16 Apr @ 3:44pm 
Hi everyone, a brief note I'm going to be away for a week until Apr 24 and will have minimal access to the internet. So please do continue to leave feedback & bug reports in the meanwhile, I just won't be able to respond for a bit until I get back.

@samsockeater - the auto ringworld segments shouldnt block upgrading the tiers of ringworld but I have got a couple reports of issues in the past, so if you find anything amiss please do let me know

@Direktorkrennic - you're welcome, thanks for playing !! :)
Direktorkrennic 9 Apr @ 11:09am 
thanks for updating :)
samsockeater 6 Apr @ 7:19am 
how do the auto ringworld segments and stuff from this interact with the big onion rings in gigas? also good luck with the 4.0 update that sounds like it will make the automated machine worlds very very stroppy
Openly Retro  [author] 24 Mar @ 10:28am 
Hi MarcoMarco, thanks for your compliments! Glad to hear you are enjoying the new things. I'm aware of some issues with the World Machine origin blocking some things from other mods because of low pops ... I am working on some solutions. There's already a fix in place for building the Grand Archive and orbital rings. If you could let me know which things from ACoT aren't working, that will be helpful.

I am thinking about a way to add more automated pop-less building variants for the various mods out there. I think it'll be fun though yes it is some work adding compatibility for them. ACoT is on my list, as well as Ancient Empires.

Also feel free to request anything, it's certainly not an imposition, it just takes me a while to get to everything as I'm only able to work part-time on the mod, after work and life stuff. I would like to hear your ideas when you have them.
Xelan 19 Mar @ 2:30pm 
@MarcoMarco: There IS a mod that adds support for auto-buildings for the giga mod. Take a look at the linked collections above. It even supports Maginot worlds since the last update, didn't try those yet though.
No idea regarding ACOT, didn't look for it since I don't use it.
MarcoMarco 19 Mar @ 1:14pm 
Hi love the mod, ive played with the original for years and yours is even better.
The only issues i have with the new automated origin is that the build speed in game seems a bit slow for the amount of construction needed. I dont think i noticed the output scaling with tech either which i imagine would tough or near impossible to manage, but makes the facilities lag behind a normal origins as boosts to pop output are so plentiful. And the inability to produce pops leaves slight compatibility issues with other popular mods like Gigastructures or Acot, as they require pops to work their jobs on some things

Pushing a compatibility mod to add automated variants of every building in every mod in existence would be near impossible. But a part of me wishes there was a compatibility for those two as they are very popular (Not requesting anything, just wanted to leave a review that captured my honest impressions) Amazing work! And in my opinion even better done than the original by a lot!
Openly Retro  [author] 18 Mar @ 5:37pm 
Hi everyone,

I have pushed up a batch of bug fixes, a good number of things have been fixed. Notable changes include:
- Bio-Mech cloning jobs contribute the proper amount to cloning speed, plus some bonuses!
- Cooling District bug has been fixed across World Machines
- Auto-Ringworlds don't use cooling districts any more.. there just aren't enough districts to begin with
- World Machine districts have been balanced a bit .. the Auto-Forge world had some pre-3.9 numbers that made it extremely strong. Now, Auto-Ringworlds should be more competitive.

There are other fixes, and also a couple of new things added by Legit-Rikk! Be sure to check out the patch notes.

Thank you very much for playing, for your feedback, and patience as I address bug reports. I am keeping an eye on the beta but there is nothing much to go on yet in terms of updating this mod for 4.0.