Stellaris

Stellaris

Playable Robots (fixed) [outdated]
217 Comments
The Meat Mongler 21 May, 2021 @ 12:45am 
people really asking to get this updated when the synthetic dawn dlc exist
Trees Are Listening 31 Mar, 2019 @ 12:16pm 
UPDATE!!!
bykmok 20 Mar, 2018 @ 2:07pm 
Can I find JUST the city?
ReconSloth25 1 Sep, 2017 @ 5:07pm 
PLEASE UPDATE THIS MOD!!! such a great mod and its being put to waste please, please, please update it.
OwnGoal99 10 Apr, 2017 @ 7:51pm 
You can play robots in vanilla now so why...
Sophi 10 Apr, 2017 @ 5:47pm 
update this to 1.5 please
Merloga 24 Mar, 2017 @ 8:51pm 
Why is this mod abandoned by all its editors -.-
Kencko 14 Mar, 2017 @ 6:35am 
"don't have a lot of time to dedicate to the mod anymore. Anyone who wants to take over, feel free to fork my github repo and PM me"

Read the description please
damtfireball 28 Jan, 2017 @ 11:54pm 
update this plzzz
Chomp 3 Jan, 2017 @ 5:08am 
is it jsut em or is the trait copying issue back?
Arakhor 1 Jan, 2017 @ 2:39am 
Look when it was uploaded and last updated, Sai'des. Don't be daft.
Saides 31 Dec, 2016 @ 11:16pm 
if its not compatible with latest version and it aint how the flock do you call it fixed
vamware 27 Dec, 2016 @ 12:18am 
needs to be updated for 1.4
Puppyg1rl Hyp3rp0p G4m1ng ♡ 12 Dec, 2016 @ 12:00am 
so with the new update the game does not count robots to a planets habitability, or at least the sythetics trait you added does not count for that, so i cant play as them since i cant colonize planets.
Sovereign 8 Dec, 2016 @ 5:55pm 
With the 1.4 change that u cannot build robots within sectors the playable AI part of this mod is dead I think. Or would it be possible to mod this ability back into the game?
Arakhor 27 Nov, 2016 @ 4:01am 
I imagine that it's because certain parts of the code are oriented towards the Robot species graphics. Playing androids doesn't seem possible at the moment.
Iji Kataiser 26 Nov, 2016 @ 10:52pm 
"I just started and can't build any pops!
Make sure you selected the [code single]Synthetic[/code] trait when creating your species."

This does *NOT* work. I have tried it dozens of times now - if you set it up completely like you say, you can't build any pops. The only way it works is selecting the robots option under the appearance tab and using that, but it makes no sense how just changing the appearance of your species changes how tihs works or not. If I can't build any pops and they don't grow naturally, they will obviously not work out and my game is broken.

Is there a way to fix this that I have missed? Until one such fix comes by, I won't be playing with this because I can't :(
Gambit_79 24 Nov, 2016 @ 6:48pm 
Ok I just made a mistake and used that command without any target... that changes ALL planets to Ringworld planets... including Gasgiants with 30-35 tiles!!

I'm just thinking about playing like this. Its not unfair because PC now has the same possibilities to expand with 100% Planets all around the Galaxy. And this with Insane Difficulty. I'm anxious to see the epic endfight battles :)
Gambit_79 24 Nov, 2016 @ 4:28pm 
Just ran in the same problem and checked the console commands for a solution and found one. I couldn't find anytring about changing preferences, but there is a console command to change the planet type. The ressources and tiles stay the same but all tile blockers will be removed, so it's a bit of "cheating" but I can't find any other solution.

Just target the planet you wish to colonize (in system view, not galaxy view) and open console with the ^ key. Then enter following command: planet_class pc_ringworld_habitable

This will change the planet type. The drawback is, that all your planets will then look like ringworld segments :)
Btw any planet modifiers, like +Minerals or -Food or stuff like that will stay as is. So no "cheating" there :)
Questionable 20 Nov, 2016 @ 2:28am 
There seems to be a bug with the "Ring world start" mod, regardless of what planet preference I pick the robot pops get a "Ringworld" preference which means they can't colonize anything as the preference has no secondary preferences... Does anyone know a way to fix this? Give the 'ringworld' preference secondary preferences for instance.
linis 17 Nov, 2016 @ 10:37am 
For those that are getting outdated mod notifications in the launcher, you can update mod version numbers by navigating to your ~\Documents\Paradox Interactive\Stellaris\mod\ folder and open each .mod file in a text editor. Change supported_version= to supported_version="1.3.*" (with quotes) so that it matches the current game version number.

I haven't had any issues doing this with Playable Robots Fixed, but this CAN cause unexpected things to happen if you do this for all outdated mods.
DefinitelyNotYakra 4 Nov, 2016 @ 9:12pm 
@LustHogg, I've been having crashes at random intervals when the mod is active. It only happens when this mod is running, so it must be the problem
Iji Kataiser 3 Nov, 2016 @ 4:30pm 
The game claims this is not compatible for 1.3.1. I'm guessing you have not updated this for the latest patch?

I'd love to play this, but currently can't :(
LustHogg 1 Nov, 2016 @ 11:51am 
I am running this in 1.3, and haven't seen any issues. Anybody else see any problems?
Words and Philosophy 23 Oct, 2016 @ 1:23pm 
will you be updating to 1.3?
Arakhor 21 Oct, 2016 @ 1:30pm 
@primuscomics That hasn't been updated for 1.3 and the new changes blatantly overpower what balance was present in the first two mods.
-V- 20 Oct, 2016 @ 7:18pm 
Anyone else getting the bug that robotic pops disappear as soon as they are queued to be built?
Celestial Caesar 20 Oct, 2016 @ 4:56pm 
Amazingly, this seems to work fine with the new patch. Still though, please update it, if only to remove the annoying red !
Ashgar 20 Oct, 2016 @ 4:06pm 
@primuscomics From a quick search, this sppears to be the most updated version of this mod. If you have a link somewhere else, I'd love to see it.
Matiamo 13 Oct, 2016 @ 3:34pm 
@primuscomics links would be nice. >_>
OwnGoal99 11 Oct, 2016 @ 3:32pm 
Stop using this mod, it's out dated. Try one if the newer and maintained robot mods.
Mr. Synnystr 11 Oct, 2016 @ 9:49am 
Issue: Synthetic Mammalians do not appear to be working correctly, i.e. They cannot be "built", and will not reproduce.
Anyone know what's bugged, and how to fix it?
dragonkingofthestars 2 Oct, 2016 @ 3:22pm 
haveing toyed with this thing I must say: it's really counter intuitive. the problem is that robots mechancially (rim shot) give you econmy a hell of an arm shot, no food needs means everything can be a factory, which the robots must do becuase they must build all there pops by hand. You would expect some bonus to research, after all 'highly advance AI' and all that, but no what the trait does is make you an econmic power house. The only bonus's to research are in the robot goverments which all except colective give bonus to research. But the robots want to have the biggest Econ they can, reseach is nice but not as important as just getting the resoucse to build all your pops, which means early game something has to break. Either you build a fleet, and lack pop, or build your pops but lack a fleet. I'm not good at this game yet, so maybe there is somethign I'm missing,.
Sentient Fungus 1 Oct, 2016 @ 7:32am 
Tip: When using this mod, Sub to BOTH. start your game with the other (broken) one, save it then use this other one ''playable robot fixed '' If you just use just PR, you get all the annoying things described. PRF works fine but you lose the Longevity edict and the other one you get from the other mod.
That is what happened to me earlier...I have done as I described and it has worked so far..I shall post again if I have any probs...oh I should add sorry for my crap spelling and I disabled PR and just selected PRF to run the game.
Hope that helps, I do like this mod, I just wish they were less emotional, or at least have a edict that conditions pops to be less emo.
Chomp 28 Sep, 2016 @ 10:16am 
lately when i use this mod every synth i make haves 0 traits and ethics except the syntethic one
Nizla Chalkrark 27 Sep, 2016 @ 8:01am 
Ad the problem with a friend to, when trying to play in multiplayer with this mod, the game never stopped saying that the game version were different. we had the exact same mod, the exact same dlc. Didn't had this problem with the unfixed mod but really prefer this one...
chef 23 Sep, 2016 @ 10:00am 
@Centerpoint yes it does
yerbestpal 15 Sep, 2016 @ 2:02pm 
@CAZAD I've also had this problem. I'm going to have to scrap an online game now. Did you ever get this fixed?
𒀭 Enki 𒀭 15 Sep, 2016 @ 12:59am 
So in a multiplayer game my friend can't rejoin or let alone have the option to rejoin as his AI nation on a save of ours. Is this a common issue? If so how do I fix it.
Centerpoint108 12 Sep, 2016 @ 10:11pm 
So I seem to have the AI ship type available in my game without this mod or the original installed. Does the ISB Doomsday Weapons mod add them as well?
linis 12 Sep, 2016 @ 7:42pm 
That might be what caused them to change, I can't remember.

This is an older save game I've had running since gtosh4 first started working on the mod. I haven't really had anything weird happening until earlier when I typed that up. I'm mostly just curious about what caused that to happen. I've purged those few pops that turned organic and haven't seen anymore since.
OwnGoal99 12 Sep, 2016 @ 7:22pm 
Did you pick synthetics in the beginning? Sounds like you were playing organic.
linis 12 Sep, 2016 @ 7:04pm 
The current version of this mod has caused several of my Synthetics, with 55% Happiness, 100% Habitability, and -49% Ethics Divergence, to augment themselves and become organic for some reason. They started naming themselves after an organic species that had a higher tolerance to the Barren planet I colonized? Doesn't make a lot of sense and I have no idea what caused this.

Not sure if this mod now conflicts with Colonization Unlimited, but this is the first time I'm experiencing this. So far this has only happened on one of my planets.

This is a New Species notification window that pops up:
"Many of the Synthetic Android inhabitants on *Planet Name* have turned to genetic modification to help them cope with the planet's hostile environment. The changes they have made to themselves are being passed on to their offspring, and their physical appearance is changing at an alarming rate. They have started referring to themselves as *Insert Species Name here*"
Invincible 10 Sep, 2016 @ 6:43am 
@ERV, Stellaris Awakening
Paven 5 Sep, 2016 @ 2:03pm 
How do i build bots?
Cheeki 4 Sep, 2016 @ 3:15am 
What mod on the other traits in the first picture?
Vivian 3 Sep, 2016 @ 2:49am 
This mucks up all name files nad pictures for some reason
gtosh4  [author] 1 Sep, 2016 @ 1:30pm 
Quick note everyone, I haven't really been playing Stellaris so updates will likely not happen very frequently. Feel free to fork my github repo and PM me.

@Durgur : Unfortunately, not much I can do for this without mucking around what little control we get over sector AI.

@mrhade : That's the point. You get to choose either reproduce (don't select Synthetic trait) or build (select Synthetic trait).
Hade 31 Aug, 2016 @ 9:16pm 
Bots don't reproduce, I can only build them.