Stellaris

Stellaris

Technology Ascendant
1,421 Comments
jankosi May 25 @ 10:47am 
FYI psychohistory still gives 1 job instead of a 100.
Nikal May 25 @ 4:23am 
Also this one.

[12:09:01][effect.cpp:533]: Wrong scope for effect 'set_timed_pop_flag' at file: events/TechAscendant_flavor_events.txt line: 468
Current Scope: pop_group
Supported Scopes: pop
Nikal May 23 @ 4:43pm 
Just a small error:

[01:35:00][trigger.cpp:479]: Wrong scope for trigger 'has_pop_flag' at file: events/TechAscendant_flavor_events.txt line: 459
Current Scope: pop_group
Supported Scopes: pop
xtera907 May 16 @ 9:46pm 
We apologize for the inconvenience. Thank you.
Your mods are the best. I have always enjoyed them very much. Thanks again.
starchitec  [author] May 16 @ 5:45pm 
hmm, that should not cause a CTD (often the error log wont show the actual cause of a CTD, just unrelated errors), its just missing a variable, which sometimes happens but should be harmless.

That said I am still waiting for the update cycle to calm down a bit to try a 4.0 playthrough myself, so Ill look at improving things then (including the version number)
xtera907 May 16 @ 12:31pm 
Hello. I always enjoy your wonderful mods!
I have just had a CTD and would like to report the error log.
The non-alphabetic characters in the following error logs are the Japanese equivalents of the NPC's country name.
[03:44:15][variable_values.cpp:236]: Variable breakthroughs is not set for scoped country 'ズカッカン統一星系集団' at file: common/technology/TechAscendant_tech.txt line: 109
Wairui May 14 @ 5:34pm 
Thanks so much for your time and effort to make this useful mod.
Please change your supported version to the following -
supported_version="v4.0.*"
Now with this line, your mod will show up-to-date whenever Paradox releases update fixes.
MaulMachine May 12 @ 7:22pm 
Indeed, it's a standby for me.
Wairui May 12 @ 7:20pm 
starchitec, thanks so much for this mod v.4.0!
Smokehouse03 May 11 @ 12:30pm 
Looks like the one on paradox mods is 3.11 and contains only the descriptor file, do you have a github i could download it from or similar?
starchitec  [author] May 11 @ 11:04am 
There was an older version on paradox mods but it looks like its been flagged? There are also some copies on there not maintained by me (if I maintain them, I usually forget about it).
Smokehouse03 May 10 @ 8:29pm 
is there a legacy 3.14 version?
Them8 May 6 @ 4:34am 
Nice wonderful you got this updated so fast. Love this mod!
syraphim777 May 6 @ 1:17am 
"Living SS" for me - its some Transformers - scentient II in Living Metal corpus. Bioships not scentient. And it good breakthorugh, mb up this as tech for using Living Metal (not simply mining it, but create in spec bilding from TRULY BIG amount of energy and alloys.)
Dragon352 May 5 @ 11:30pm 
I love this mod; hope your able to smoothly implement more things/fixs/etc!
MaulMachine May 5 @ 8:14pm 
Indeed, keeping this alive is much appreciated.
Gniwii May 5 @ 6:47pm 
WoW always loved this mod and masters of nature, thanx so much for the continued support of others enjoyment!
starchitec  [author] May 5 @ 9:05am 
preliminary update for 4.0- this should be working. Currently the old breakthorugh "Living Space Ships" is disabled (you just will never roll it), since thats basically obsolete with bioships. Coming up with a replacement for the voidcraft breakthrough once I get a bit more time with the new system. Let me know if you run into anything I missed in the update.
starchitec  [author] May 2 @ 9:05am 
added, thanks
卡尔文迪斯梅特 May 1 @ 4:27am 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamcommunity.com/sharedfiles/filedetails/?id=3108330591
Skylord Mar 6 @ 12:39am 
Thank you very much I spent like three hours trying to guess the correct commands but couldn't get it

And for anyone looking:
100 nanofabricators
200 matter replicators
300 living starships
400 inertialess drive
500 predictive quantum mechanics
600 temporal shielding
700 contained singularity
900 psychohistory
1000 universal translators
1100 the final frontier
1200 grand strategy simulations
1300 deus ex machina
starchitec  [author] Mar 5 @ 9:31pm 
`event TechAscendant.100` (or 200, 300, 400... up to 1300) will give you the event that gives you that tech as a research option for each different tech. To instant research it I think you can do `finish_research` Offhand I dont know remember which number is which tech, but there are only 13 so you can try them fairly quick.
Skylord Mar 3 @ 9:52pm 
If I want to forcibly give myself one of the breakthroughs what command do I need to use?
perl Jan 11 @ 4:16pm 
Love this mod!
HeroBob Nov 19, 2024 @ 5:37pm 
fire to hear @starchitec
starchitec  [author] Nov 11, 2024 @ 10:13am 
sorry, havent checked in on my notifications for a minute. Not abandoned, just havent had time to give the latest update a real go. As far as I can tell this should still work, but theres always tweaks and balancing to do with new DLC.
Dragon352 Nov 10, 2024 @ 4:06pm 
gotta say; I love this mod. please don't stop maintaining it!

(there are some balance issues with some of the breakthroughs just not being worth the reduced chance of getting the best ones....although your recent re balancing definitely helped!
Gage Oct 9, 2024 @ 8:01am 
Works with 3.1X.X
HeroBob Oct 9, 2024 @ 12:33am 
yo is this mod working? i love it so much
FWehning Oct 3, 2024 @ 9:05am 
Unfortunately when combining this mod with Star Trek New Civilizatons this mod disables assembly of Borg :-( any chance on a fix/compatibility mod?
Figaround Sep 29, 2024 @ 8:26pm 
Please update. :steamthumbsup:
Drungip Sep 27, 2024 @ 6:39pm 
Heyo! Anyone test if it works in 3.13? Amazing mod great work starchitec!!
El señor de la Lechuga Jul 28, 2024 @ 12:07pm 
This mod has been in my modlist permanently, probably one of the best mods for adding flavor and variety to my games.
starchitec  [author] Jul 12, 2024 @ 12:01pm 
You cannot add or remove the psionic trait, thats vanilla behavior so you can only modify already psionic robots. You should not be able to psionically assimilate robots at all. This combined with the mod making it so you cannot assemble psionic robots (they have to gain it via chance over time) means that you will almost never have 100% psionic robots, but if you have a robot template that is the same template as what you want once they get psionic but without the psionic trait, you will be able to assemble that and in time, those new robots will eventually gain it.
Xyllisa Meem Paradox Station Jul 11, 2024 @ 2:41pm 
The tech that adds psionics to robots/mechanical populations seems to make assimilation go wonky/break due to not being able to assimilate or modify all of them properly.
starchitec  [author] Jul 8, 2024 @ 10:40am 
It is up to date. I may have missed version updating after the last hotfix, but it is working in the current patch.
asapas Jul 8, 2024 @ 7:10am 
hello. Does this mod need updating? Because it has a yellow exclamation mark next to its name in launcher :/
starchitec  [author] May 22, 2024 @ 9:32pm 
That would mean I need to keep track of what breakthroughs vassals had after they get integrated... which is such a rare circumstance that I dont really think worthwhile.
Sonamiya,Zealot of the Minefield May 19, 2024 @ 4:39pm 
Would it be possible to add a empire wide spread bonus from integrating a vassal with a specific breakthrough?
starchitec  [author] May 18, 2024 @ 9:33am 
yeah, same here, integrating a vassal with a breakthrough means you would lose any bonus spread you had from them.
Sonamiya,Zealot of the Minefield May 18, 2024 @ 4:12am 
What happens to breakthrough techs, when a vassal gets integrated? Does that mean the spread through research agreements disappears? or does the overlord gain the breakthrough itself or a bonus to it?
In vanilla stellaris integrating a subject does nothing for tech sadly
Mice May 13, 2024 @ 7:17pm 
I see, yes I think this is the only part of the mod I've been ignoring for years since I was not too familiar with the systems, thank you again and thank you for your great work on this mod!
starchitec  [author] May 13, 2024 @ 7:12pm 
You just need any asset that has the "technology" skill, so scientists, hackers, or whatever the equivalent is in hive or machine empires. As long as you have an asset, you get a passive boost to breakthrough chances for anything that empire has. Still no guarantee youll get it quickly of course, base chances are still very low even with a boost from an asset.
Mice May 13, 2024 @ 7:08pm 
thank you, lastly for espionage... as long as the asset is a scientist do I need to just "hold" them in my assets list or do I need to do Steal Technology and have them assigned as an asset for it to work?
starchitec  [author] May 12, 2024 @ 1:34am 
Yes, research policies provide a minor boost to engineering/physics/society at the cost of the others. They also modify the chances of discovering breakthroughs in those fields
Mice May 11, 2024 @ 11:20pm 
Are the research policies the one where you focus on one specific field?
starchitec  [author] May 10, 2024 @ 7:06pm 
@MaulMachine, previously, once you had the breakthrough you would get 1 or 2 psionic robots, then all future robots would be built with the psionic trait, which made it a bit to easy imo. Now, you assemble robots normally but species templates with psionic and mechanical will simply not appear in the list. These robots can gain the psionic trait eventually via a yearly pulse event. Overall, the rate of conversion should be much lower than it was previously and you will likely never be able to get a population of 100% psionic robots.
starchitec  [author] May 10, 2024 @ 7:03pm 
---Updated to 3.12---
-Research Policies speed boosts reduced from 20% to 10%
-Synthetic Fertility empires have a minor bonus to the chance to get the Deus Ex Machina Breakthrough (psionic robots)
-Psionic robots cannot be built, they must be assembled as a normal robot and have a yearly chance to gain psionic if you have the breakthrough. Rate at which robots that gain the psionic trait reduced. 'can_species_be_assembled' gamerule overwritten to do this

Also fixed the description link to the Chinese translation
MaulMachine May 10, 2024 @ 7:03pm 
So, once the robot species has the psionic trait, can they then be built? Or can only non-psionics ever be built, and you just have to hope?
焱淼 May 4, 2024 @ 10:55am 
The link to the Chinese translation MOD is missing

中文翻译MOD的链接丢失了