Stellaris

Stellaris

MaxRavenclaw's Faster Robot Pop Build
67 Comments
MaxRavenclaw  [author] 25 Feb, 2018 @ 11:18am 
I updated it for 2.0, so it should no longer work with anything before that, sorry.
jay.arg94 25 Feb, 2018 @ 8:11am 
hey man the mod can be use with cherry?
ExcaliberDG11 5 Jan, 2018 @ 3:44pm 
Update the mod
MaxRavenclaw  [author] 25 Sep, 2017 @ 12:39pm 
Yep, tested it with normal robots, and it does work even on an old save... although not for robots already being built. You'd have to cancel and have them build from scratch, at which point they'll take 1 month to build. Probably because the machine empire pops aren't coded the same way. They're handled by different files.
MaxRavenclaw  [author] 25 Sep, 2017 @ 12:32pm 
It does indeed not work on old saves, at least for machine empires. Which is weird... I could swear it worked before. It might work on old saves for non-machine empires, though.
MaxRavenclaw  [author] 25 Sep, 2017 @ 12:26pm 
Although it should work on old saves too...
MaxRavenclaw  [author] 25 Sep, 2017 @ 12:26pm 
Try on a fresh save. It works for me on one.
Spesh 25 Sep, 2017 @ 4:01am 
It still doesn't seem to be working, though I haven't tried it on a fresh save.
MaxRavenclaw  [author] 23 Sep, 2017 @ 6:37am 
Found it. Updating. Thanks for the heads up.
MaxRavenclaw  [author] 23 Sep, 2017 @ 6:24am 
Oh, that might be a different thing. I changed the buildable_pops file. I'll look into it to see if there's something more. Playable robots might be different from the ones you get through tech.
Spesh 23 Sep, 2017 @ 2:48am 
Logion is right, it doesn't work, at least not for synthetic dawn robot empires (im playing rogue servitors if that makes a difference)
MaxRavenclaw  [author] 22 Sep, 2017 @ 11:39pm 
Works for me. Ignore the warning sign in the mod list. The mods is up to date, but the editor messed up with the descriptor file so it still shows it as 1.6 compatible. But it's up to date.
Logion567 22 Sep, 2017 @ 6:50pm 
dosen't seem to work for me
MaxRavenclaw  [author] 22 Sep, 2017 @ 8:27am 
Updated!
MaxRavenclaw  [author] 22 Sep, 2017 @ 8:10am 
Haha, slow down, I haven't had the chance to check. I'll update all my mods (the ones that are still useful at least) today or tomorrow. Stand by.
lean monster 21 Sep, 2017 @ 7:13pm 
does it work in synthetic dawn
MaxRavenclaw  [author] 18 Aug, 2017 @ 7:50am 
Works for AI as well. As for whether it is OP, that's up to you to decide.
Cobalt Sky 16 Aug, 2017 @ 3:31pm 
Does this mod make the player OP and does it work for AI empires ?
Grace of Thule 9 May, 2017 @ 1:52pm 
It works. I can't still can't build enough robots to meet my needs though lol. Fucking minerals. I wish that I could pay for them with energy credits.
jay.arg94 9 May, 2017 @ 11:10am 
COOL BRO,GONNA TRY IT
MaxRavenclaw  [author] 9 May, 2017 @ 11:04am 
I've checked. It works for me. It could be on your side. Try to have only this mod on and see if it works. If it does, another mod might be overwriting mine.
MaxRavenclaw  [author] 9 May, 2017 @ 10:51am 
They just patched the game. Let me check.
jay.arg94 5 May, 2017 @ 1:09pm 
hey mate i got your mod and the robots take 25 month to be constructed,any idea how to fix it?
Grace of Thule 17 Apr, 2017 @ 5:20pm 
Nice. Thanks m8. I'll see this.
MaxRavenclaw  [author] 16 Apr, 2017 @ 10:44am 
Yeah, I noticed some changes to the vanilla file. I've update the mod. It should work now.
MaxRavenclaw  [author] 16 Apr, 2017 @ 10:36am 
OK, I'll install the game again and see what I can do.
Grace of Thule 14 Apr, 2017 @ 1:28pm 
However, that could just be me...
Grace of Thule 14 Apr, 2017 @ 1:27pm 
Nope. Sorry m8. 1.5 ruins everything from 1.4. It's just like trying to use 1.0 mods in a 1.1 game.
:D
MaxRavenclaw  [author] 14 Apr, 2017 @ 2:04am 
I honestly have no idea. Haven't played in a while. If you find out, do tell.
Maya 13 Apr, 2017 @ 12:54pm 
Does this work with 1.5?
Grace of Thule 15 Jan, 2017 @ 2:15pm 
@MaxRavenclaw
Alternatively, you can wait for those fucking idiots to build their empires off of the backs of synths and wipe them out when they rise up in anger and hatred.

AI rebellion is how I deal with most of my enemies late game. ;)
Supply 15 Jan, 2017 @ 6:06am 
thanks
MaxRavenclaw  [author] 15 Jan, 2017 @ 4:44am 
They should be able to use it. I haven't tested... but there's nothing stopping them from using it.

If you want the computer to not build a ton of synths, go to war with him and demand he ban AI or something like that.
Supply 11 Jan, 2017 @ 7:59pm 
can AI use this mod?What can i do to prohibit AI from using this mod?
Jason 13 Dec, 2016 @ 1:48pm 
k
Grace of Thule 10 Dec, 2016 @ 9:38pm 
Stating that my game is retarded is probably correct. I have no idea why this occurs. My experience is equally baffling.
MaxRavenclaw  [author] 10 Dec, 2016 @ 1:20pm 
What still baffles me, however, is why the game didn't crash for me even before changing the version number.
MaxRavenclaw  [author] 10 Dec, 2016 @ 1:19pm 
Then the game is retarded. I changed LITERALLY nothing in the actual mod files. I only labelled the bloody thing as compatible.

Well, at least it solved your issue. Glad to hear it.
Grace of Thule 10 Dec, 2016 @ 8:15am 
It worked! I have no idea why this is the case. I suspect that the game had the same issue that 1.1 mods do with 1.3+ Stellaris versions.
MaxRavenclaw  [author] 10 Dec, 2016 @ 7:59am 
I'd be amazed if the number alone was the issue, but come back and tell me if it fixes it.

I'm pretty sure it's something else that's crashing your game. Not sure what, but definitely not this mod, as it works fine for me. If even after starting the game with only this mod you get a crash, I don't know...
MaxRavenclaw  [author] 10 Dec, 2016 @ 7:57am 
Updated.

If you want to change the version number on a mod, you'd need to find and edit the descriptor.mod text file in the mod archive and change the version number.

Here's an example: C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\691853899 I have the "No Resettlement Influence" mod. the descriptor file has this text:


name="No Resettlement Influence"
archive="noresetinf.zip"
tags={
"Balance"
"Gameplay"
}
picture="image.png"
remote_file_id="691853899"
supported_version="1.2.*"


Change supported version and save over it. But it will only trick the launcher into thinking the mod works. It's really nothing but a number, it shouldn't have any influence on real compatibility. It's like changing what is written on the label of a food product: if you don't actually change what's in there's no point.
Grace of Thule 10 Dec, 2016 @ 7:51am 
If you remember how to do that, then please tell me so that I can make all of my other 1.2 mods work as well. ;)
Grace of Thule 10 Dec, 2016 @ 7:50am 
Thanks.
MaxRavenclaw  [author] 10 Dec, 2016 @ 7:49am 
Hmm... 1.4 came around in the meantime. I'll change the number myself and update... if I can remember how I did that. Standby
Grace of Thule 10 Dec, 2016 @ 7:48am 
Alternatively, if I knew how to change the version description, then I'm fine with doing that. If it still doesn't work after that, then I'll just give up.
Grace of Thule 10 Dec, 2016 @ 7:48am 
It might. I have no idea what is going on. The game just lags when loading the title screen and crashes when I use 1.2* mods. 1.4-1.3 mods don't do this. I have no idea why my Steam copy of Stellaris hates older mods.
MaxRavenclaw  [author] 10 Dec, 2016 @ 7:45am 
So you think it's because the numbers don't match? I have the game updated and it works just fine. I could update, but there's NOTHING I need to change. I would only change the version description. I doubt that'd fix your issue, but I'll do it if you think it'll help.
Grace of Thule 9 Dec, 2016 @ 4:01pm 
Strange. This was the only mod that I used. I have no idea why 1.2* mods don't work in my game. However, that's what is going on. I have validated the game cache and all of my files are fine in terms of their integrity. However, 1.2* mods do not work. I tested this with other 1.2* mods and the same result is the case. For exampe the "ethics divergence edicts" mod does the same thing.

If you don't want to update the mod, then that's fine. However, I'm just sad that I can't use it because it was really useful for me in terms of gameplay.
MaxRavenclaw  [author] 9 Dec, 2016 @ 6:45am 
I've compared the files and the only differences are those needed for the mod to work. If there's a CTD, I shouldn't be from this mod. I've started a game with only this mod on and it does not crash for me. It must be something else.
MaxRavenclaw  [author] 9 Dec, 2016 @ 6:41am 
OK... so it crashes the game. I'll look into it.