Stellaris

Stellaris

Detailed Tech Tooltips Remastered
144 Comments
Bunnings_Snag Jun 19 @ 11:35pm 
Great mod. Where can I find the 3.14 version?
Space Cat May 22 @ 1:30pm 
hi, can pls upload it to mods.paradoxplaza? ty
Mory May 16 @ 9:04pm 
Thank you!
StreamlineX  [author] May 6 @ 9:37am 
Updated for Stellaris 4.0!
mezfi Jan 13 @ 3:29am 
your work is amazingly helpful for someone who just started out, like me, thank you for this, and for tech tiers revealed!
StreamlineX  [author] Nov 10, 2024 @ 1:27am 
Updated for Stellaris 3.14!
StreamlineX  [author] Sep 13, 2024 @ 3:01am 
Updated for Stellaris 3.13!
StreamlineX  [author] Sep 10, 2024 @ 2:22am 
@all, the mod is up to date and works fine even though the game launcher throws a compatibility error. The versioning string requires indeed a leading 'v' now, thanks for the tip @dave. I will fix it with the mod update for Stellaris 3.13 which launches later today.
StreamlineX  [author] Sep 10, 2024 @ 2:12am 
@Alxndr, thanks for reporting a potential bug. Synapse Interceptors and Iterative Pilot Training are both repeatable technologies that improve Strike Craft Weapon Damage and Firing Rate. I checked ingame and as of 3.12.5 these are indeed Society techs. Did you look at an outdated Wiki page by chance?
Alxndr Sep 6, 2024 @ 4:59pm 
I think there are errors in this mod.

For example when you hover over carrier operations tech the tool tip says it leads to

Engineering > Improved Strike craft
Engineering > Advanced Strike craft
Society > Synapse Interceptors
Society > Iterative Pilot Training (whatever the hell that is)?

Synapse Interceptors are an engineering tech, not a society tech.

I found this mistake immediately when first loading up the mod so there's probably others like it.
dave Aug 23, 2024 @ 1:55pm 
I think something changed recently where the version strings are supposed to start with "v", so "v3.12.*" instead of "3.12.*". So this may be as simple as updating the supported_version string in the mod info.
Carpal | trade.tf Jul 8, 2024 @ 9:42am 
It seems this isn't able to be used on 3.12.5. Throws the compatibility error and shows compatible version: "3.12.*". It should work but it seems not to?
Martok May 31, 2024 @ 9:26pm 
Huzzah!! Thank you! Really appreciate your work!
StreamlineX  [author] May 31, 2024 @ 3:44am 
Updated for Stellaris 3.12!
TheEventHorizon May 10, 2024 @ 10:50am 
3.12?
StreamlineX  [author] Mar 16, 2024 @ 2:37am 
@HerrBaron, glad it worked out in the end!
HerrBaron Mar 11, 2024 @ 1:13pm 
@StreamlineX, Yup; you're right. It works! Thanks for your time and sorry to have troubled you!
HerrBaron Mar 10, 2024 @ 1:20pm 
I have, but will try again.
StreamlineX  [author] Mar 8, 2024 @ 1:09pm 
@HerrBaron, no the tooltip also appears in the tech cards when you select new research. The target area you need to hover over in order for the tooltip to appear can be a bit tricky to hit though. Try going over the whole tech card slowly with you mouse and see if the expanded tooltip appears.
HerrBaron Mar 6, 2024 @ 1:16pm 
Ok, it seems the expanded tech tooltips only appear when hovering over the text in the window shown after a tech has been researched. Is that really the way this is supposed to work? I'd really like to see these tooltips before I research something. Am I doing something wrong?
HerrBaron Mar 6, 2024 @ 12:33pm 
Hey, StreamlineX! Didn't expect an answer. I play in English, both vanilla and modded (Star Trek New Civ and STNC ship sets) game. Have tried this in multiple versions of the game over time, and it just never shows anything in the interface, always looks just like vanilla descriptions of tech.
StreamlineX  [author] Feb 29, 2024 @ 6:11am 
@HerrBaron, sorry to hear that! In what language are you using this mod?

Unsubsribing and then re-subscribing sometimes fixes issues with mods.

Have you tried disabling any other mod but this one and then see if the tooltips appear when you hover over a tech card? Maybe there is a conflict with another mod you are running...
StreamlineX  [author] Feb 29, 2024 @ 6:06am 
Updated for Stellaris 3.11!
HerrBaron Feb 27, 2024 @ 12:24pm 
I've never been able to get this mod to work at all. Just sayin'...
Gaunt Feb 27, 2024 @ 5:39am 
Will this work for 3.11.* ?
Wrynn.CZ Feb 8, 2024 @ 1:16pm 
This mod is so good, thanks! :steamhappy:
hottt3 Jan 26, 2024 @ 8:20pm 
Thanks for the mod! Can I use it with #MODJAM2024 https://steamcommunity.com/sharedfiles/filedetails/?id=3106012498 ?
HerrBaron Dec 9, 2023 @ 12:36pm 
Trying to use this and the Tech Tiers Revealed mod with version 3.10.3; neither seems to be working at all. What am I missing here? Am I doing something wrong? is there something besides enabling them in the launcher I need to do?
StreamlineX  [author] Nov 22, 2023 @ 1:52am 
No, unfortunately not.
SandMan (Peacekeeperalex) Nov 20, 2023 @ 7:25am 
does this work with new tech added by mods?
StreamlineX  [author] Nov 19, 2023 @ 11:37pm 
Updated for Stellaris 3.10!
biship Nov 13, 2023 @ 9:25am 
Wow, this is great - thanks!
CowabungaDude85 Oct 16, 2023 @ 11:20am 
Just randomly came across this! Nice work and thank you! :]
StreamlineX  [author] Sep 12, 2023 @ 3:19am 
Updated for Stellaris 3.9!
StreamlineX  [author] Sep 12, 2023 @ 3:19am 
@H3llb0und, sorry for the late reply. The MISSING_FEATURE_FLAG is a ingame variable which is replaced with "Nothing..." in the English version of the game. I use it when a tech has no future research options (so we reached the last child in the tech tree). I use the MISSING_FEATURE_FLAG variable instead of directly writing "Nothing..." because it will automatically get localised into all the different languages.
H3llb0und Sep 1, 2023 @ 11:51am 
Hi! I'm looking at adding support for my own mod technologies for this. I've almost perfectly matched the output of your script except for the usage of MISSING_FEATURE_FLAG. Would you be able to share what criteria your script uses to determine whether to output techs with MISSING_FEATURE_FLAG? I appreciate any help you can give.
Lauro Jul 22, 2023 @ 11:57am 
Thank you for the mod and for updating it to 3.8 July / 2023
choconinja May 24, 2023 @ 11:58am 
Thanks for updating this amazing mod!
StreamlineX  [author] May 22, 2023 @ 3:07am 
Forgot to comment: updated for Stellaris 3.8!
StreamlineX  [author] Mar 15, 2023 @ 9:24am 
Updated for Stellaris 3.7.
StreamlineX  [author] Jan 9, 2023 @ 5:18am 
No, only works with vanilla techs. Other techs will not show the detailed tooltips.
Dragonlord Tux Jan 4, 2023 @ 8:51pm 
Does this mod support other mods that add extra techs too?
StreamlineX  [author] Nov 30, 2022 @ 3:29am 
Updated for Stellaris 3.6. This game patch makes many changes to the tech tree due to the new Ascension mechanics.
StreamlineX  [author] Nov 16, 2022 @ 2:55am 
Hey there, sorry for the late reply. I re-ran my scripts to extract the tech tree dependencies from the Stellaris game files and everything still seems to be up to date. Can you name me an example of a tech that does not show all future research info?
Astonishing Boy Nov 2, 2022 @ 7:33am 
It seems not all techs that should have future research info do get future research shown, could you please complete it?
StreamlineX  [author] Sep 26, 2022 @ 12:59am 
Another update: mod now supports Korean and Japanese.
StreamlineX  [author] Sep 23, 2022 @ 5:01am 
Gave the mod a version bump to remove the outdated warning. There were no changes to the tech tree.
StreamlineX  [author] May 17, 2022 @ 7:45am 
@MasterBot, I am not a Stellaris modding expert, but I don't think it's possible to generate this kind of information dynamically ingame.
MasterBot May 13, 2022 @ 5:27am 
Is it even possible to make such a mod work automatically with techs from other mods?
StreamlineX  [author] May 13, 2022 @ 4:57am 
Updated for Stellaris 3.4!