Stellaris

Stellaris

More Cybernetic stuff
48 Comments
Larx  [author] 17 May, 2024 @ 11:28am 
Hi, bad news...I wont update this mod....

But I made a new one :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3248524559

It was easier to start from scratch after Machine age came
Not everything is added yet and probably wont be. I will try Machine age first and see if there are any more thats missing

Sorry for the long time away, been doing other hobby projects and took time off modding

Okay, hope you enjoy the new one
Andrevus 15 May, 2024 @ 10:40am 
Update time
Beast-Storm 5 Oct, 2023 @ 5:04pm 
Can you make a 3.6.1 legacy version???
INoble KnightI 14 Jul, 2023 @ 4:30pm 
I went The Flesh is Weak and it gave me negative on my faction even though it was giving me a negative for not having it. It still shows scionic theory.
Pamparampampamparam 21 Jun, 2023 @ 12:41pm 
I feel the Cybernetic path could do with adding +1 Robot Trait Points on top of the Biological Trait Point.

There really should be a path for Empires that just want to buff their robots and not turn into them lol
guywithpups 7 Jun, 2023 @ 8:10pm 
Awesome! thanks for the update
Larx  [author] 7 Jun, 2023 @ 2:22am 
Update today to work with 3.8
Sorry for the delay
Small reqork was needed on the Civic and Leader traits
Also corrected the energy upkeep for cyber traits
guywithpups 21 May, 2023 @ 1:32pm 
I think you might be missing the energy upkeep for the cybernetic traits added by the mod. I was looking into how this works for Vanilla cybernetic traits and found there's a bit of a hidden voodoo with inline scripts. Look at like `common/pop_categories/00_social_classes.txt`, you'll see for each category, there's a `resources` block with a reference to an inline script: `common\inline_scripts\pop_categories\cyborg_upkeep` which has a bunch of blocks like

```
upkeep = {
trigger = {
has_trait = trait_cyborg_efficient_processors
}
energy = @cyborg_energy_upkeep
}
```

One for each of the Vanilla cyber traits. I don't see anything like this for the traits you've added, so not sure the upkeep is being added for them...?
Droz_64 9 May, 2023 @ 4:05pm 
Any update in the works for 3.8? If not, are the major things broken civics that we might be able to mod ourselves?
Larx  [author] 6 May, 2023 @ 1:25am 
I might add it as an civic, its nice to have the option
Naraxa 15 Apr, 2023 @ 3:21pm 
or sorry cyber cult, lol
Naraxa 15 Apr, 2023 @ 3:21pm 
While that does make sense @icey (She/They), given that other mods have machine cults and other spiritualist-altering civs it might make this mod less compatible with those mods, so that might add extra work down the line for @Larx. If you'd like, there's a mod called secondary origins that allows you to select vanilla (or if you have one or more of its patches modded origins) so you can still get that scion machine cult lol
Icey 10 Apr, 2023 @ 1:04am 
do you think you might be able to make the cybernetics cult into a civic, too? i'd like one of my empires to both be a scion and a cybernetically enhanced cult
Larx  [author] 9 Apr, 2023 @ 9:15am 
oops, typo...fix incoming
Naraxa 8 Apr, 2023 @ 10:34am 
yeah linear frames gives +50% output its kinda broken rn lmao
Andrevus 6 Apr, 2023 @ 1:45pm 
Linear Frames gain 50% worker output... FOR THE OMNISSIAH!
Naraxa 31 Mar, 2023 @ 6:27pm 
hey liking the sound of the new origin! Though with it now overriding vanilla files I think it'd be good to make compatible with one of the ethics and civics mods (I use bug branch, for example) and a mod called Empires Expanded, as both add their own versions of a machine cult which also changes the traditionalist faction
Larx  [author] 31 Mar, 2023 @ 11:32am 
New update today,added a new Origin.
Note that it now alters one of the original files and may be incompaible with some other mods
The file is the Traditionalist faction
akito0158 22 Mar, 2023 @ 3:23am 
@Larx Thanks for reply. You had did it ? Sorry, I'll check it.
Larx  [author] 18 Mar, 2023 @ 3:24am 
@Ranger Dimitri, planning to check this weekend.

@akito0158, thanks for the input. Has can_remove_beneficial_genetic_traits replaced the old one? And also, I removed the speciec traits from this mod after Cybernetic ascension was implemented in the base game. Can it be that your cya file set is not updated?
Ranger Dimitri 17 Mar, 2023 @ 5:54pm 
Does this mod work in 3.7?
akito0158 2 Mar, 2023 @ 3:33am 
I love this mod very much! But sadnessly, it has an issue. Vannila traits in this, like robust, use bellow.
species_possible_remove = {
can_remove_beneficial_traits = yes
}
It won't work now.
You should use it now. ↓
species_possible_remove = {
can_remove_beneficial_genetic_traits = yes
}
Or you may able to do it→ just remove "04_species_traits" file. I think "cya~~" files are read after "04~~" files, so I think it'll work.
Valtiel_The_First 7 Jan, 2023 @ 2:55pm 
@Larx: amazing idea
Larx  [author] 7 Jan, 2023 @ 4:00am 
@Valtusill: no, not really. Since the cybernetic ascencion is now in the base game it seems redundant to have one more. But im plannaning a new AP that opens a digital world, like Tron

@Noxara: yeah,its because I dont play hive minds or assimilators :) . But if you have suggestions I might add them.
Naraxa 6 Jan, 2023 @ 4:07pm 
Is there stuff planned and/or added for assimilators and hives in this mod? I like the idea of this mod but it seems very geared to normal empires
Valtiel_The_First 3 Jan, 2023 @ 8:09am 
are you gonna add the AP again ?
Armitage Shanks 18 Dec, 2022 @ 3:48am 
@Larx Thanks, can confirm it worked on an existing savegame. What do the planet unique buildings do? One gives a % bonus to artisans, the other has no jobs or bonuses?
Larx  [author] 17 Dec, 2022 @ 1:46pm 
New update today, added in the Origin
@Armitage Shanks, all of the added techs should appear if you add this mod to an existing game
Armitage Shanks 11 Dec, 2022 @ 10:47am 
Is this save game compatible?
Larx  [author] 3 Dec, 2022 @ 3:48am 
@Krieger 78B, they will most likely come back. But I want to be sure it fits with the new Cybernetic system first
Krieger 78B 1 Dec, 2022 @ 1:42pm 
I loved your cybernetic traits. I would be delighted if you could add them back in, if at all possible.
Larx  [author] 29 Nov, 2022 @ 1:45pm 
New update today to make it work with 3.6.0
Unfortunately it will break your save games since the Perk is now removed
Larx  [author] 3 Nov, 2022 @ 1:34pm 
While we are waiting for Cybernetic Ascendancy to finally be in the base game (Yay!!) feel free to try my new mod Mycelium Engineering
Valtiel_The_First 3 Oct, 2022 @ 6:35am 
ready to cyberpunk my star trek esque empire
Larx  [author] 10 Aug, 2022 @ 11:30am 
New update today, added a origin and did a balance tweak on lots of the effects.
Mic1402 - Lockdown 26 Jul, 2022 @ 4:41pm 
I think this mod is really neat, good job. Back a few patches ago my go to was to just take flesh is weak but not continue. Happy that this makes that viable again.
Some feedback:
The new leader traits are cool, but don't seem to show up often. Maybe implementing a event that gives a leader a chance to get one when they level up? Like Psionic does?
Might need more access to more trait points by endgame, as because you can't remove positive traits some species builds can be locked into no being able to fully use the cyber traits. especially with the AI's often baffling choices. Alternatively maybe a free "improved" or additional cybernetic trait? The second option might be better thinking about it.
Larx  [author] 13 Jul, 2022 @ 2:17pm 
Hi, back from vacation and updated the mod for 3.4.5
Thanks for the feedback.

I agree that the first traits could include something more than today, I will try to think of some fancy new cyberware and add it as soon as possible.

Also like your suggestion for removable traits and did some quick research. It seems to be the advanced_trait property that gives this option but I have to do some thinking how to implement without opening the Bio traits as well.
rflox93 2 Jul, 2022 @ 2:45pm 
Very cool mod. For your next addition (if it is doable) I would suggest to make all the cyborg traits removable at any time like the Evolutionary mastery do for biologic traits. Cyborgs should be able to modify their body when ever they want and it is also enhances gameplay without being broken.
cyclopsslayer 30 Jun, 2022 @ 6:02am 
Played about 70 years in. I have the Cyber Ascension. I can't comment on the advanced cyber traits yet, but the initial 3 were underwhelming. Well, by my playstyle at least. I barely use armies, so the Cyber focus on armies is a bit meh. Codebreaking is of little use in single-player.
The access to 4 modding points, 2 genetic, and 2 cyber is the most beneficial part so far. I stripped away Unruly and Deviant, and added the cyber arms... :)
Larx  [author] 30 Jun, 2022 @ 2:42am 
Typical, hope you stay true to the cyberway
cyclopsslayer 29 Jun, 2022 @ 2:07pm 
I just found this, this morning. Very interesting. Started my first game with it, and wouldn't you know the Haunted Sea started immediately and handed me Psionic Theory by year 10. Trying to tempt me from the true path
joertide 24 Jun, 2022 @ 12:05pm 
Ahh, nice. Love having a cybercommunity wothout the focus on robots :)
Peter34 21 Jun, 2022 @ 11:02am 
Sounds nice! I'd like to give this a try next month, when I purchase Overlord. A couple of times, some years ago, I played a Lithoid Corp and stopped at the first Synthetic Ascension Perk, because staying as cyborgs felt more right in terms of roleplay. It sounds as if your mod will support that kind of roleplay, without making it overpowered.
Larx  [author] 21 Jun, 2022 @ 11:00am 
Its balanced but a little more on the cautious side of the egde if that makes sense. Personally I try to avoid mods that gives the player too much advantage
Peter34 21 Jun, 2022 @ 5:04am 
Is this mod intended for use in social/roleplay multiplayer games, or is it created only with single-player games in mind with zero respect for game balance?
Mechrothatcher 20 Jun, 2022 @ 8:56pm 
always thought this was needed. very quick subscribe
Larx  [author] 18 Jun, 2022 @ 11:00am 
Thanks, and enjoy
Ravener 18 Jun, 2022 @ 9:26am 
This sounds interesting. Testing it now.