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18 lutego 2024 o 15:13
30 września o 7:36
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Machines & Robot Expansion Continued

W 3 kolekcjach stworzonych przez Openly Retro
Machine & Robot Expansion: Continued - Crossover Content
Przedmioty: 2
Machine & Robot Expansion: Continued - Vanilla Overwrites
Przedmioty: 2
Machine & Robot Expansion: Continued - All Versions
Przedmioty: 3
Opis

Stellaris v4.1.* Compatible

Acknowledgements
This mod is a continuation of XVCV's "Machines & Robot Expansion" , which is/was loved by many. A great addon for Machine empire enthusiasts which I loved playing.

Unfortunately, since XVCV has left the Stellaris modding scene, the M&RE mod became unsupported.

This adaptation/continuation will continue to make the Machine & Robot Expansion compatible with the latest versions of Stellaris. In addition to bug fixes, new things are being planned!



Core features of Machine & Robot Expansion

This mod adds a variety of ascension perks, new playstyles, civics, traits, and much-needed love for Machines & Robots!

- Start as non-gestalt Robots (Mechanical Origin)
- Edit ruler traits, councilor traits, build leader with traits you pick
- Automated machine worlds that don't require pops to run, with 4 special planet types
- Switch from gestalt to non-gestalt Machines via AP, and back again
- Switch to/away from Driven Assimilator / Rogue Servitor / Determined Exterminator
- Machine Leaders revive after dying (backup trait)
- Ascend to a new bio-mechanical hybrid species
- Declare total war on the galaxy
- Psionic ascension; touch the Abyss ...
- Non-gestalt robots boost trade and empire-wide amenities with Virtual Reality servers planets
- Malware civic makes spy ops easier and adds new infiltration
- Boost your gestalt empire with Machine Learning civic
- Split open planets and mine them with Orbital Crackers

Added in Continuation:

- Release Machine vassals
- Automated Ringworlds
- Dismantle habitats (if your empire has any habitat tech)
- Extended Machines traits & Overclocked origin (thanks Legit Rikk)
- Reanimate defeated organic armies as a Machine empire
- Roleplay a fully automated pop-less Machine empire with the "World-Machines, Awakened" origin[github.com]

And more!

- 15 Civics
- 15 Ascension Perks
- 6 Origins
- 80 Technologies
- 45 traits

Documentation

WIP: Read the full overview of features here [github.com]

DLC Requirements

Required DLC:

- SYNTHETIC DAWN

Optional DLC:

- GALACTIC PARAGONS: Unlock Leader-Building GUIs and Ruler-Building GUIs
- UTOPIA: Unlock Mechanical Origin (non-gestalt Robot)

Some DLCs provide new things for modders to play with and as such some additional mod features may depend on those DLCs.

Contact

🐛 Add your bug reports here 💭 .

💡 Add your suggestions here 💭 .

Say hi (optional)

To chat anytime and follow development updates, and ask questions, visit the machines-robots-expac channel in the Stellaris Modding Den discord. Invite code is 9BkJVZqX Look for me, "Openly Retro"

Contact outside Steam workshop

If you have found this mod outside the Steam workshop, report a bug or share new ideas on the public code repo.[github.com]


What's next?

Ongoing:

- Carefully catalogue existing issues and develop fixes
- Address balance issues & player-reported issues

Planned:
- New origins and playstyles
- Adopt abandoned machine-based mods and assimilate them

Update schedule is 2-4 weeks based on bug reports, feature development, my stress levels afer my day job & other life stuff.

Artwork Credits

Full art credits are listed here

Translation Credits

- Korean: Thanks to y1224y1 and Horangye

- Chinese: Thanks FlantingCort, Krual, and the team at Doves Localization group



Mod Add-ons

- World Machine Origin Vanilla Overwrites, by Legit-Rikk which changes certain vanilla tradition picks to have bonuses for World-Machines
- World Machine Origin Gigastructures Buildings, by Legit-Rikk which adds the automated versions of certain Gigastructural Engineering buildings for use on World Machines.

Mod Compatibility

Known issues with other mods:

- Orbital Cracker doesn't block megas from Gigastructural Engineering
- This mod contains an updated version of mute's Extended Machines, if that mod is active, the version in this one will be disabled.

Overwritten Vanilla Files

Details of overwrites are in this document: OVERWRITES.md in the mod's github repo [github.com]
Popularne dyskusje Zobacz wszystkie (7)
25
3 października o 1:00
PRZYPIĘTE: Bug Reports, Vol 2
Openly Retro
10
2 września o 6:55
"Machine Learning Algorithm" or "1 divided by 0" is unusable ?
Camille1358
65
17 września o 21:44
World Machine Origin Feedback & Bug Report
Openly Retro
Komentarzy: 405
Dog 4 godz. temu 
Hello, one thing i noticed is that most mods you have not added more Trait point researches for Machine Pops even though they now have enough different traits they could select if i checkec correctly Vanilla Bio pops can get 10 Trait Points via Research and ascencion while Machines get 2-4 not sure if it comes from a Mod could you add researches to equalized that ?
holden 2 października o 14:55 
Absolutely love the machine learning civic it is a really neat idea! I think it would be cool if it could be done into perpetuity with like steeper and steeper costs (maybe as an origin) would be neat!
Misterwheatley 1 października o 21:48 
self assembly colony ship is bugged. creates a duplicate capital rather than replacing the starting one.
Exan_Flo 29 września o 14:03 
source code reprogramming and mind separation perks dont work
Openly Retro  [autor] 29 września o 14:03 
Hi everyone, I pushed up a large set of fixes and updates. Please see change notes as there are a good amount of things there. As always thanks for your support and please keep your bug reports and feedback coming! I am aware that building icons are wonky, those will get fixed in the next update. I am mostly up to date on everyone's requests and reports in terms of organizing them in my issue tracker.

@Mike - you might try running `event xvcv_mdlc.41` from the in-game debug menu , that should bring up the menu from when the special project is completed.

@Malkar - that might be fixed in the changes I just pushed up

@samsockeater - Abyss will be re-written with a different "thing that you contact" than Shroud entities, that's all i'm spoiling for now. Psionic tech/ship tech rewards will still be part of it.

@Misterwheatley - I don't know , I didn't play the new Shroud content yet. Please let me know if you find any issues.
Misterwheatley 28 września o 16:41 
Is forged by the shroud borked by this mod?
Xelan 28 września o 9:43 
@samsockeater: there will be a rewrite/integration, depending on how exactly PDX integrates it
samsockeater 28 września o 5:06 
with the new shroud DLC will the abyss stuff get yeeted or integrated ?
Malkar 27 września o 12:02 
The Attempt to Restore World Machine planetary decision seems to be broken currently, it seems to focus on your capital rather than on the world that is supposed to be restored.
Mike 26 września o 12:10 
While trying to assimilate my original pops into the new hybrids from the event I accidentally got rid of the hybrids, any way to ge them back? Even if I add the Bio-mechanical strait to my species the bio mechanical cloning buildings don't produce pops.