Stellaris

Stellaris

Machine Empire Rebalance
25 Comments
t 27 Feb, 2019 @ 3:07am 
I'm wondering if a compatibility patch was possible between your mod and this one https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1610801043

Thanks in advance
zeroedgeir  [author] 7 Feb, 2019 @ 10:12am 
@Modernkennern

Having read over the changes, I am fine with what Paradox did to rebalance them. This mod will remain here for the 2.2.4 Live build, but I don't see a reason to continue into 2.2.5 with it.

Their rebalance is more generous than mine in some areas (Replicators giving +1 Engineering, Coordinators doing +1 to all 3 Sciences), the flat district production bonuses, and while they don't do anything with manufactured exotic resources, they do touch on Alloys in mostly the same way, while also addressing pop concerns we all had too.

I am generally happy with it all and all, and look forward to actually playing it.
Between Names 7 Feb, 2019 @ 7:50am 
Have you seen 2.2.5 and the ME changes there. Are you planning on continuing working on this mod, or are you fine with the 2.2.5 version of MEs?
Zanyth 4 Feb, 2019 @ 7:44pm 
Well, after checking, seems ZofE: Utopian Paradise and Planetary Diversity both edit the 02_rural_districts.txt file. Since I love both those mods too much to turn off, and this one's practically necessary for a ME, I guess I'll just deal. The other 99% of this mod works fine despite the conflicts, so at least there's that.
zeroedgeir  [author] 4 Feb, 2019 @ 7:19pm 
@Zanyth

That sounds like a conflict. World Type doesn't matter, only District Type, and I have made sure even the uncapped Generator and Mining Districts in the 02_rural_districts.txt are matching properly to 3 jobs per instead of 2. Check if any other mods you have mess with that file.
Zanyth 4 Feb, 2019 @ 4:25pm 
Does this affect Machine Worlds jobs? Because Machine Worlds still lists only two jobs for mineral/energy districts and I'm unsure if it's the result of a conflict or not.
zeroedgeir  [author] 27 Jan, 2019 @ 10:34am 
@Imarian379

That would be the case, if any mod with higher alphabetical listing changes them (starts with a letter earlier than M). That is how load order works for Stellaris (sadly). It cannot be player-controlled.
Æios 27 Jan, 2019 @ 8:21am 
It may be a conflict with one of the other mods i have installed, but it seems that the resource districts only provide 2 jobs.
zeroedgeir  [author] 26 Jan, 2019 @ 6:59pm 
@OuO

I just spent the last few hours doing my own, so... it's up already!
OuO 26 Jan, 2019 @ 11:51am 
@zeroedgeir I've made a compatibility patch for this mod and Glavius's AI (for 2.2.4) for personal use. I could send you what I have if you'd like.
AiursFallen 21 Jan, 2019 @ 5:21am 
Thank you for the clarification on the mods interaction with admin rework. I had no idea it was the issue. I'll give this another go when I get home tonight. I can't say this enough, I really do love this mod. I almost exclusively play ME and this mod makes them much closer to what PDX had promised and closer to what I had envisioned when I started playing them.
::Maethendias:: 18 Jan, 2019 @ 6:59pm 
its quite sad that machine empires are "supposed" to be the most efficient ressourcers...but in actuality, its the complete opposite with the 2.2 changes
zeroedgeir  [author] 18 Jan, 2019 @ 5:05pm 
So, with the 2.2.4 beta patch, and the fact all they did was replace the Maintenance Drone job on Drone Storage buildings with raw Amenities (and cut the housing of them down by 1), with no other changes to Machine Empires, at all (aside from one bug fix I can remove, for the admin job thing), this will remain as it is, at least for the weekend. With the whole "planets not generating districts" issue on the beta branch, it's kind of a "well, they fixed a bucnh of stuff,. but broke another thing..."

I hope they decide to provide some insight into what Machine Empires will get to actually be different soon.
Gryphonheart 14 Jan, 2019 @ 2:27pm 
Ah cool mate ;)
zeroedgeir  [author] 14 Jan, 2019 @ 1:42pm 
@Mirox Blightcaller - For the moment, I'm waiting until the next beta patch gets released. Once we get some word of what will be happening with future balance and updates, I'll adjust from there, and see what I can do to make it work with other major mods as well.
Gryphonheart 14 Jan, 2019 @ 1:09am 
Yeah just checked, both mods modify all the files you mentionned, except megacorp_l_english. So doubt very much they're compatible. Unless you plan on making it compatible, i'll have to pass as the AI mod is just too good to not use.
Gryphonheart 14 Jan, 2019 @ 1:06am 
Hmm. This looks brilliant IMO. Tho not sure it'll be compatible with gravicus's better AI mod.
zeroedgeir  [author] 10 Jan, 2019 @ 8:38am 
@joby - As Spectra Twilight kinda surmised, that would be outside of the scope of my efforts in this mod. My goal was simply to deliver on what the devs stated would be part of Machine Empires initially, and then didn't deliver on at all. Right now, I'm mostly in a "wait and see" point for what they do with the next updates to 2.2, since they are back from holidays.

@rainy67 - Kind of outside scope, as it was never anything that Machine Empires had pre-2.2 either. I am not looking to add things for the sake of them. Just trying to get things in line with what was the reported plan of the empire-type.
forerunner398 8 Jan, 2019 @ 9:56pm 
Any chance you could enable slavery processing facilities, so I can better grid amalgamate?
Serenity Twilight 8 Jan, 2019 @ 3:17pm 
@joby This is no fault of this mod. Amenities is handled differently by the game, and is not affected by generic job production bonuses. Only amenity-specific bonuses influence the output of amenities.

This could be changed, however, by adding a 5% amenity production bonus modifier to efficient processors, and if hidden_modifier works in trait scope, then you could even hide the inclusion of the bonus from its description whilst retaining its effect.

I would imagine that to be outside of this mod's scope, however.
joby 7 Jan, 2019 @ 9:02am 
One more tweak -- I've notced that Efficient Processors does not boost Amenities production. Thanks for this mod it is helpful and balanced.
zeroedgeir  [author] 1 Jan, 2019 @ 3:18pm 
@AiursFallen

The issue you have is specifically with Admin Cap Rework. Both that mod and mine chaneg the 01_gestalt_jobs.txt file. Can't have 2 mods doing the same file. It's sadly how Paradox has made modding work (we can't just add new files, can only add replacers for existing).
AiursFallen 30 Dec, 2018 @ 2:13pm 
I've run into a weird bug, where while running this mod, Admin Cap reworked and SD's admiral/general xp increase, the production jobs for the volatile motes aren't available for use. I can still build the refineries that convert minerals to motes, but the jobs themselves don't appear. There is a question mark in a circle where the job icon should be. If I disable this mod, the jobs reappear.

I really don't want to have to disable this mod. It makes QOL so much better for ME, and IMO is everything (maybe a few balance tweaks) that PDX should have included for ME in the Le Guin update. I won't unsubscribe because this mod is fucking rad (and in the current game I have enough income to just buy the stupid motes), but I thought I'd give you a heads up on the bug.
bulletcasings 28 Dec, 2018 @ 3:05am 
Thank you, very good mod!
Rhotisserie 27 Dec, 2018 @ 7:21am 
Thank you for this, Rogue Servitors are my favorite way to play but the new changes were extremely underwhelming. I'll try a game with this mod and report back if anything weird happens.