Stellaris

Stellaris

TFW's Bunch Of Ship Parts & More 3.0
454 Comments
Roland Jan 6 @ 1:28pm 
Was good mod too! RIP thanks!
Nicb1 Oct 15, 2024 @ 5:31pm 
Was going through my old Fave mods list. Came across this one again and damn it brings back some good memories. Know its been a long as time but just wanted to put it out there that I miss it and hope that someone manages an update whether it be from the initial author or another party.
[☆] AresOfThrace Sep 4, 2024 @ 5:21pm 
I hope for that too. But I think bro is done with modding Stellaris for good ._.
majna Sep 4, 2024 @ 1:02pm 
Thanks Ares.... guess ill hold out hope of an update
[☆] AresOfThrace Sep 3, 2024 @ 12:08am 
It probably doesn't. At least parts of it will be dysfunctional, all of it will be unbalanced.
majna Sep 2, 2024 @ 6:30pm 
Does anyone know if this still works?
That Feel When  [author] Jul 22, 2022 @ 6:53am 
Yep. Script logic is simple enough.
So, there's still a little interest in this mod, innit? Can't promise anything. I'd love to see this mod to be (partially) included in another, but...
Extosis Jul 19, 2022 @ 8:14am 
Ok I got it, according to the information from reddit in the v3.2 the modifier "valid_for_country" has another type previously it was used as a factor value but currently it has to be used as a boolean value:

so this condition from the modification ("...\common\component_templates\00_utilities.txt"):

valid_for_country = {
modifier = {
factor = 0
has_authority = auth_machine_intelligence
}
}

- set factor to zero if a country is auth_machine_intelligence (if the factor is zero you cannot use the item)

has to be like this:

valid_for_country = {
NOT = { has_authority = auth_machine_intelligence }
}

- not valid for a country if it is auth_machine_intelligence

Also, same thing for the file with tfw armors("...\common\component_templates\tfw_utilities_armors.txt")

This message is for the author(I hope it will find a time for the fixing), or for people that have some skills in programming.
That Feel When  [author] May 17, 2022 @ 1:15am 
Can't work on it anymore
Have no time at all

I am just a man
Fighting other men
For land
For land
76561198148577520 May 16, 2022 @ 5:38pm 
update when?
Legomonkeyboy Apr 14, 2022 @ 10:35am 
Can you please fix the fact that I can't put armour on my ships?
That Feel When  [author] Dec 16, 2021 @ 2:18pm 
Sry mates barely have time to open Steam. See you on the holidays
Firemind1701 Dec 16, 2021 @ 9:00am 
Would love to see this mod fixed too, was playing it a lot and enjoying it's content right up until the update broke it.
That Random Alien Nov 27, 2021 @ 10:08pm 
Yeah, I can't put armor on ships either with this mod, it's odd
ubet Nov 24, 2021 @ 2:13am 
theres always time :)
That Feel When  [author] Nov 24, 2021 @ 2:11am 
I'll check it if I have a time
ubet Nov 23, 2021 @ 2:22am 
Yep still playing or was 3.2 scuttled this mod thou, no armour on ships.A salvage is needed.
That Feel When  [author] Nov 22, 2021 @ 12:13pm 
Oh my
[☆] AresOfThrace Nov 22, 2021 @ 5:34am 
It's been a while since I last played, Stellaris. Since neither mod has been updated since though, I'm pretty sure the statement is still accurate.
Words and Philosophy Nov 22, 2021 @ 4:53am 
there's tens of us. TENS!
That Feel When  [author] Nov 22, 2021 @ 1:40am 
Wow
People playing this do exist
[☆] AresOfThrace Nov 21, 2021 @ 7:31am 
Only problem I know of is that the FE patch doesnt work anymore, the FEs will have missing weapons and components, might be because they generators don't update for them.
That Feel When  [author] Nov 21, 2021 @ 1:40am 
Blagodaram!
Words and Philosophy Nov 21, 2021 @ 1:13am 
we'll see I guess, your artwork has always been really good
That Feel When  [author] Nov 21, 2021 @ 12:32am 
Ha-ha, it's been a while...
I'm not sure if it still works, though
Words and Philosophy Nov 20, 2021 @ 11:38pm 
This mod still exists???

I used to use it back when we had to load our ships with 12 reactors in large module slots! Glad to know this still exists.
[☆] AresOfThrace Apr 22, 2021 @ 6:27am 
That's cool, didnt even think such a mod existed, thanks! Though the Pox bombardment still is quite rare, so therei s still a nieche for pestilence. x)
That Feel When  [author] Apr 22, 2021 @ 4:48am 
Yeah... Oh, have you tried this mod ? Maybe it will fix the situation with the pox.
[☆] AresOfThrace Apr 20, 2021 @ 7:44pm 
Pox bombardment is the one added by the Irassian chain. It's supposed to be like pestilence bombardment, but it is buggy and useless, kills 1 pop after 10 years of bombing.
Understandable. Just know that, if you ever feel like going at it again, there is a bunch o people who would be very happy about it. :P
That Feel When  [author] Apr 19, 2021 @ 7:00am 
@*AngryAresNoises* hmmmm. Irassian events do add new bombardment stance? There are only selective, indiscriminate, armageddon, pox and raiding stances in the file. I also can't find anything about it in event files.
Bringing back pestilence bombardment requires some coding and this is not my favorite part of Stellaris :D I'm just struggling to force myself into it and make my time, due to many changes (tiles are gone) I will have to rewrite a half of the lines.
[☆] AresOfThrace Apr 18, 2021 @ 3:39pm 
Anychance you could bring back the pestilence bombardment or something similar? Or at least fix the one that is added by vanilla through the Irassian precursor event chain, because that is bloody useless. x0
That Feel When  [author] Apr 13, 2021 @ 6:10am 
Hey there, thanks a lot!
I think the problem is with the game launcher. If sub-unsub for this mod doesn't help, maybe deleting launcher-v2.sqlite or json files in the folder YourUser\Documents\Paradox Interactive\Stellaris will help. The launcher will reconfigure these files on next launch.
christophe.poth Apr 13, 2021 @ 5:54am 
Hi ,That Feel When

Thanks for this mod !it worked so far but now the launcher states a "missing descriptor file" so this mod isn't activated by the pdx launcher .
Do you have a clue ?can you help, your mod is really awesome !

Anyways Thanks f

regards
That Feel When  [author] Mar 3, 2021 @ 3:34am 
I'm glad it helped!
It seems the launcher reconfigures mod settings when you delete its json or sqlite files.
[☆] AresOfThrace Mar 2, 2021 @ 8:41am 
Deleted the File, now it's working again. Thanks for the tip!
[☆] AresOfThrace Mar 2, 2021 @ 4:47am 
@That Feel When Nope, haven't found a solution yet, will try the launchers mod reload function, if that doesn't work will try delete the file.
That Feel When  [author] Mar 2, 2021 @ 3:13am 
@*AngryAresNoises* Did you find a solution for that issue? I recently had the problem when all my installed mods were missing from the launcher. Only deleting the json file helped.
[☆] AresOfThrace Mar 1, 2021 @ 1:25pm 
@Max Dude, watch the video in the description. This mod used to kick ass back in the day when there still was tiles, with buildings and all kind of sick sht. The author simply doesn't have the time/motivation anymore to mod on a game as frustrating as Stellaris.
Max Mar 1, 2021 @ 1:05pm 
it works, a good tech-mod (not so exzessive). A Level 2 Titan-weapon is missing.

For Future: additional buildings (new Buildings, not just improvements of vanilla) could be improve the mod further.... "Dark Matter Buildings" for example (Research+energie)
[☆] AresOfThrace Mar 1, 2021 @ 7:38am 
When I tried to play MP with a friend with this mod, we had different game versions for some reason. Guess it's a bug with the Workshop or the Launcher.
[☆] AresOfThrace Mar 1, 2021 @ 7:29am 
@Max does the mod work for you? In my game I don't get any of the content anymore.
Max Mar 1, 2021 @ 7:24am 
@*AngryAresNoises* : Thats it. It is a vanilla Problem, i changed the mod-data for me (it is an easy task). I increased the stats 7%....
[☆] AresOfThrace Mar 1, 2021 @ 6:53am 
Oh, ok. Must have been a while xD Also for some reason the mod doesnt work for me anymore. May be a problem with steam or the launcher though.
That Feel When  [author] Mar 1, 2021 @ 5:05am 
Ah, ok. Well, you're right. If I continue to update this mod, I will keep in mind there are too many enineering techs now (last time I normally played this game phys techs prevailed in numbers... well, I thought so).
[☆] AresOfThrace Mar 1, 2021 @ 2:45am 
@That Feel When: The problem is that there is many many more engineering techs than there is Physics techs, so its easier to get physic weapons techs. But that's a vanilla problem, and if you wanna keep it vanilla friendly, you pretend that it isn't a problem at all.
That Feel When  [author] Mar 1, 2021 @ 2:42am 
@Max >upgrade kinetic weapons is harder
Why so?
tech_energy_lance_1 requires "tech_lasers_4" "tech_battleships"
tech_mass_accelerator_1 requires "tech_mass_drivers_4" "tech_battleships"
Plus they have the same cost and weight stats.
Max Feb 28, 2021 @ 3:09pm 
what is with a titan weapon? Kinetic Hammer should be a slightly "Damage per Second" (Baryon has 197-198; Kinetic should maybe have between 200 and 205 instead of 188-189) than Baryon Lance because of the fact, that engineering research in late-game has more options in compare to physics (upgrade kinetic weapons is harder).

Rest is fine
[☆] AresOfThrace Feb 28, 2021 @ 1:24pm 
Thanks, will test it immediately.
That Feel When  [author] Feb 28, 2021 @ 5:25am 
Well... Sounds strange, but interesting :D
Sometimes I had strange ideas too that seemed pretty cool at the moment.
I've updated the mod btw. Report me if you find bugs or smth.
[☆] AresOfThrace Feb 26, 2021 @ 11:20am 
Much appreciated. I tried ESC in between, but it has some really weird additional features like AI research bonuses that reenable themselves each time you load the game... like seriously, wtf.