I'm thinking of making a mod that brings in Yoshimi Robotics from Offworld Trading Company, although I'm really new to modding and having issues solving some of the problems related to the mod I'm thinking of. I have experience fiddling with others codes in various other games (stellaris in particular, many of my mods don't play nice together so I make home-made patches to make them work together lol), but no experience actually making mods. the in-game modding tool is nice, making it a bit easier, but it has problems of its own, which I'll get to in a bit.
What I'm thinking of is making a mission sponsor (Yoshimi Robotics) that has a very heavy focus on robotics, automation, and energy. They'll start with a number of automation-related breakthroughs discovered, though not researched (such as eternal fusion, service AI, extraction AI, superconducting computing, etc), and a smaller number of basic automation techs researched (autonomous hubs and sensors), as well as a new, unique (if possible) tech already researched for them that unlocks an upgrade for all production facilities that require workers (so mines, factories, etc). the upgrade functions like eternal fusion, setting productivity to 100 (maybe 150 for non-mines to compete with manned factories. mines have extractor AI raising it another 50 so they'll be left at 100), but requiring a decent chunk of electronics (which are cheaper to buy) and multiplying the energy cost by several times. right now I'm thinking 4x. so the machine factory, for example, would jump from 30 energy to 120 energy consumption. afaik none of these buildings have a 3rd upgrade. since the only way they can generate additional science is through superconducting computing due to robot-focus, they will be forced to constantly expand their energy farms to meet both the demands of their extremely expensive mines and factories, and their own scientific needs. this in turn raises their metal/polymer/machine parts/electronics maintenance, depending on which energy source they prefer. higher metal maintenance means more mines, which means more energy, etc. basically, until they get fusion reactors, energy expansion should be a constant effort. since the goal is to force humanity into an *EARLY RETIREMENT*, adding this to farms would be nice as well. As a bonus, the evaluation goal is to house colonists. Of course, they won't be working lol. Every colonist gets the "Lazy" modifier as part of that.
The problem, however, is that there's either a bug surrounding the Drone Factory (and shuttle hub, for that matter), or it simply requires a workaround that I don't know of (which is entirely possible), where custom buildings that feature new buttons do not have said buttons, so drone factories cannot build drones (and shuttle hubs, shuttles). Which is why I thought of creating an upgrade for existing buildings instead, but as far as I can tell, you can only add upgrade paths to buildings upon creation, and can't add any to existing buildings. If there's a way to add it to existing structures, I'd like to know. a way to create new upgrades would also be nice to know. I have a feeling it's probably through the "new code" part lol. honestly, I'm way in over my head here lol. doesn't help that I'm only somewhat decent with C++ and whatever stellaris uses, and can somewhat figure my way around sql, but don't know a lick of lua (I need to pick it up sooner or later though). if someone could make a Yoshimi Robotics logo for a decal, tech picture, and upgrade button, that'd also be nice (visible here). naturally, I'll give credit where credit's due.
EDIT: oh and of course Joji-5 (and probably Reni-6 as well) will be showing up as commander profiles. I'll have to think of what they would do, of course.
EDIT 2: and, of course, if someone else can do it better/for me, by all means, that's why it's request/support. help me help myself or offer up more superior services than I could offer lol
What I'm thinking of is making a mission sponsor (Yoshimi Robotics) that has a very heavy focus on robotics, automation, and energy. They'll start with a number of automation-related breakthroughs discovered, though not researched (such as eternal fusion, service AI, extraction AI, superconducting computing, etc), and a smaller number of basic automation techs researched (autonomous hubs and sensors), as well as a new, unique (if possible) tech already researched for them that unlocks an upgrade for all production facilities that require workers (so mines, factories, etc). the upgrade functions like eternal fusion, setting productivity to 100 (maybe 150 for non-mines to compete with manned factories. mines have extractor AI raising it another 50 so they'll be left at 100), but requiring a decent chunk of electronics (which are cheaper to buy) and multiplying the energy cost by several times. right now I'm thinking 4x. so the machine factory, for example, would jump from 30 energy to 120 energy consumption. afaik none of these buildings have a 3rd upgrade. since the only way they can generate additional science is through superconducting computing due to robot-focus, they will be forced to constantly expand their energy farms to meet both the demands of their extremely expensive mines and factories, and their own scientific needs. this in turn raises their metal/polymer/machine parts/electronics maintenance, depending on which energy source they prefer. higher metal maintenance means more mines, which means more energy, etc. basically, until they get fusion reactors, energy expansion should be a constant effort. since the goal is to force humanity into an *EARLY RETIREMENT*, adding this to farms would be nice as well. As a bonus, the evaluation goal is to house colonists. Of course, they won't be working lol. Every colonist gets the "Lazy" modifier as part of that.
The problem, however, is that there's either a bug surrounding the Drone Factory (and shuttle hub, for that matter), or it simply requires a workaround that I don't know of (which is entirely possible), where custom buildings that feature new buttons do not have said buttons, so drone factories cannot build drones (and shuttle hubs, shuttles). Which is why I thought of creating an upgrade for existing buildings instead, but as far as I can tell, you can only add upgrade paths to buildings upon creation, and can't add any to existing buildings. If there's a way to add it to existing structures, I'd like to know. a way to create new upgrades would also be nice to know. I have a feeling it's probably through the "new code" part lol. honestly, I'm way in over my head here lol. doesn't help that I'm only somewhat decent with C++ and whatever stellaris uses, and can somewhat figure my way around sql, but don't know a lick of lua (I need to pick it up sooner or later though). if someone could make a Yoshimi Robotics logo for a decal, tech picture, and upgrade button, that'd also be nice (visible here). naturally, I'll give credit where credit's due.
EDIT: oh and of course Joji-5 (and probably Reni-6 as well) will be showing up as commander profiles. I'll have to think of what they would do, of course.
EDIT 2: and, of course, if someone else can do it better/for me, by all means, that's why it's request/support. help me help myself or offer up more superior services than I could offer lol
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