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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.
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.
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.
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!
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.
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.
@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 !! :)
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.
No idea regarding ACOT, didn't look for it since I don't use it.
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!
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.