Stellaris

Stellaris

Technology Repeated
240 Comments
star-of-the-fogotten Jun 25 @ 8:18pm 
it works mostly fine for me in 4.0+. the job techs almost never show up though but thats about it really.
Why not Zoidberg May 19 @ 7:48pm 
judging by the numbers you have here on the mod the only thing that need to change for the new pop system is the max jobs and housing need to be multiplied by 100. The rest should work the same since this mod does not change the output of said pops
starchitec  [author] May 8 @ 9:49pm 
maybe? A few of the repeatable job techs might not make any sense anymore. Might need some other adjustments with the new system.
Sammich May 8 @ 8:45pm 
will this work with 4.0?
Icarus Dec 24, 2024 @ 10:37am 
Works with 3.14, ACG and the compatibility patch
kibitz! Jul 16, 2024 @ 12:09am 
the mod works on 3.12 in my experience so far. the only relevant issue I've noticed is that the '+1 of x type of job per y number of pops' repeatables currently also apply to the lathe, but the pops won't fill said jobs so it has no significant impact
NotFox Jun 29, 2024 @ 6:39pm 
I haven't had any problems with it.
KeinNiemand Jun 29, 2024 @ 2:14pm 
Does this work with 3.12?
GnoSiS Jun 19, 2024 @ 8:50pm 
works with 3.12? if so please state it and perhaps update the version. Thanks!
NotFox Jun 19, 2024 @ 6:55pm 
Really? That's news to me, I didn't think there were any hull techs in vanilla. Just goes to show how long It's been since I played without mods lol. Thank you for putting up with my questions.
starchitec  [author] Jun 19, 2024 @ 11:33am 
general hull is vanilla (this mod slightly edits it to make the techweights match what this mod gives all repeatables) Hull is uncapped.
NotFox Jun 19, 2024 @ 11:31am 
Oh lmao, I didn't even realize the general hull increase was from this mod because I didn't see it in the pic at the top of the mod page. Is that general hull increase tech one of those that can be done infinitely or is there a cap on them?
starchitec  [author] Jun 19, 2024 @ 10:57am 
Havent done anything specific for the cosmo ships, but I think the basic hull repeatable will get all ships, so not 100%. Also obviously armor/shields would work too.
NotFox Jun 19, 2024 @ 10:49am 
Alright, i suppose that makes sense, I'm assuming there isn't one that would affect the riddle escort for the same reason?
starchitec  [author] Jun 19, 2024 @ 10:46am 
I think I limited them to battleships and titans since increasing hull on corvettes can be a bit overpowered- like the genius armor destiny trait. Corvettes are cheap and have high evasion, giving them repeatable hull makes them pretty crazy.
NotFox Jun 19, 2024 @ 10:23am 
Alright, I'll be checking soon since I just went cosmo in my game, just thought i'd ask because the techs specifically say battleship and not battlecruiser, so I wasn't sure if it would apply properly. On a side note, are there hull increasing techs for the smaller ships? Because the only ones I've seen are the ones for battleships and titans.
starchitec  [author] Jun 19, 2024 @ 9:59am 
hmm, I would think so? easy to check in the tooltip once you build one. Its just generic ship hull not size specific.
NotFox Jun 18, 2024 @ 9:28pm 
So do the hull increasing techs apply to the Cosmo ships?
starchitec  [author] Jun 17, 2024 @ 11:05am 
not this
NotFox Jun 17, 2024 @ 8:38am 
Does this mod have a tech that increases districts? One of my mod adds a tech that increases districts and it is also adding extra districts to the synaptic lathe and I'm try to figure out what mod does it before I start my next run.
Voidlord Jun 6, 2024 @ 9:20am 
i think Power output from reactors are hardcoded, as in there are no mods that can increase them.
NotFox May 13, 2024 @ 1:41pm 
I guess I'll have to go looking then, thank you for humoring me.
starchitec  [author] May 13, 2024 @ 1:38pm 
I dont know how to make that work as a repeatable- there isnt a ship power modifer I can find. It would have to actually be new power components. There are mods that add more components and levels that should do what you are looking for however.
NotFox May 13, 2024 @ 12:53pm 
Is there any way you could add a repeatable that increases ship reactor output or reduces module power usage? It's annoying that as a Cosmogenisis Empire that rival the Fallen I can't put whatever I want on my ships while they have a massive 1-2k energy deficit on theirs.
NotFox May 13, 2024 @ 12:13pm 
Okay, I see it now, that's weird it doesn't show up in the designer. Thank you for your help!
starchitec  [author] May 13, 2024 @ 8:57am 
Are you looking at ships in the designer, or the mouseover tooltip for ships that have actually been built and are in a fleet? Country modifiers from tech do not show up in the designer.
NotFox May 12, 2024 @ 11:44pm 
It doesn't look like the hull point tech is working, I've researched multiple of them but the hull points on my ships haven't changed.
NotFox May 12, 2024 @ 7:58am 
"Becoming a savant in all fields is nearly impossible." Hahahaha Synaptic Lathe go brrrrrrr
starchitec  [author] Apr 26, 2024 @ 10:06pm 
no, extra building slots require additional UI so I cant increase it over the normal cap
UyTheo Apr 21, 2024 @ 1:56pm 
Does this make a repeatable +1 building slot?
starchitec  [author] Jan 26, 2024 @ 12:08pm 
some of them are capped, but generally I cap reductions, since getting to -100% is broken, while damage boosts have no real need to be capped
p2d Jan 26, 2024 @ 3:38am 
ex: hull damage specialization capped at +100%
p2d Jan 26, 2024 @ 3:37am 
is there a patch that caps combat repeatables at 20? Coming from using ACOT defines and I felt that was a good mechanic
FR Mathlaguerre Jan 13, 2024 @ 12:53am 
Thank you for your great mods and your reactivity !
starchitec  [author] Jan 12, 2024 @ 12:56pm 
Oh right, 3.11 renamed the modifier. Easy fix, done.
FR Mathlaguerre Jan 12, 2024 @ 12:10pm 
I can confirm Cell Rejuvenation doesn't work. The modifier in the mod's file is "leader_age" but in the vanilla files the modifier is labelled "leader_lifespan_add". Copying the line from the game's file worked for me.
MaulMachine Dec 17, 2023 @ 10:43am 
The text for Cell Rejuvenation is blank in the tech list.
Asami Haruko Nov 6, 2023 @ 1:59pm 
Somehow got BOTH increases of leader and fleet command limit
had loaded in today and wondered where my caps went
well that explains it
starchitec  [author] Nov 5, 2023 @ 9:12am 
....huh, surprised that got in. Shows how often I play until repeatables these days! Should be fixed.
S3V3R Nov 3, 2023 @ 10:06am 
I can confirm the comment below, it's nuts
Peter34 Oct 29, 2023 @ 11:43pm 
There's a Tech that is supposed to give +10 Fleet Capacity, but instead it gives +10 LEADER CAPACITY, which is completely and utterly nuts!!! Please fix ASAP!
starchitec  [author] Sep 25, 2023 @ 5:23pm 
I think so
Peter34 Sep 25, 2023 @ 5:12pm 
Does this mod work with v3.9?
Kiithnaras May 21, 2023 @ 10:57pm 
Oooh, unexpected but very welcome. Cheers!
starchitec  [author] May 21, 2023 @ 1:34pm 
ah right. I swapped it for leader cap since that seems to be the thing everyone wants now. 5 max levels so it doesnt completely remove the cap.
Kiithnaras May 21, 2023 @ 1:40am 
The modifier for Admiralty Support Staff [code]tech_repeatable_command_limit[/code] is deprecated, and the tech gives no benefit with this mod. The new modifier is simply [code]command_limit_add[/code] if you feel like fixing it.
starchitec  [author] Mar 21, 2023 @ 2:04pm 
afiak, it should still work. But I honestly don't really use this anymore myself
Naraxa Mar 21, 2023 @ 1:38pm 
does this work for 3.7 or does this need an update? I would test but I have an issue in my modpack and don't know what mod is causing it so I hesitate
ZacharyBuilder Mar 17, 2023 @ 1:55pm 
update 3.7x
Talulah Mar 17, 2023 @ 2:14am 
3.7 update?