Stellaris

Stellaris

Technology Guided
38 Comments
SteelCrow Aug 8, 2024 @ 4:01pm 
The mod works. It's very simple. Doesn't need updating.
I use it in most of my games to fix the shafting engineering usually gets.
Przekwi Feb 27, 2022 @ 6:53am 
doesn't work, please update
starchitec  [author] Jul 16, 2021 @ 11:21am 
sure, thanks for asking.
Danetta Jul 16, 2021 @ 1:41am 
Hello. I want to include some of your ideas in my mod (which is going to be close to vanilla features-wise, but with many little fixes), so I ask your permission (with credits and link to an original mod of course).
Philosopher of Aesthetics Apr 27, 2021 @ 7:53am 
Ok, thanks. Just making sure. Great mod friend.
starchitec  [author] Apr 26, 2021 @ 11:10pm 
this should work as is I think?
Philosopher of Aesthetics Apr 26, 2021 @ 11:56am 
Update please.
Everfar Apr 19, 2021 @ 3:15am 
I used to have the same problem others have mentioned, but closing the launcher, unsubscribing, resubscribing, and reopening the launcher fixed it. Others may need to fiddle with a different order of those steps. The launcher has been buggy for as long as I can remember.
starchitec  [author] Dec 1, 2020 @ 11:43am 
huh, ok, Ill have to take a look when I get a chance.
[C] Petra Dec 1, 2020 @ 12:29am 
I'm afraid I can confirm, the policies don't work in the current version.
CS_SpyMan Nov 26, 2020 @ 2:26am 
https://ibb.co/B2mJJVx as you can see, there is no explanation. enabling this policies has no effect.
CS_SpyMan Nov 26, 2020 @ 2:18am 
i don't mean to say the version, it really doesn't work
starchitec  [author] Nov 25, 2020 @ 9:13pm 
it does. This really isnt the kind of thing that needs to be updated, its just the version number.
CS_SpyMan Nov 25, 2020 @ 1:19am 
doesn't work in version 2.8.1
velgr0610 Nov 5, 2020 @ 5:33am 
I tried this with the current version and it worked. Thank you!
starchitec  [author] Nov 3, 2020 @ 8:03am 
This works in the current version, no reason it wouldnt
velgr0610 Nov 3, 2020 @ 1:46am 
please update... please...
GwenBlanketSpecter Apr 10, 2020 @ 9:11am 
neat idea
starchitec  [author] Mar 21, 2020 @ 9:10am 
yeah I can change the version number tho
Vaeringjar Mar 21, 2020 @ 9:10am 
This should work with 2.6 right?
Vaeringjar Apr 10, 2019 @ 9:31am 
Thanks, I'll keep an eye on the log!
starchitec  [author] Apr 10, 2019 @ 9:18am 
Conflicts will only show up if you have two mods overwriting the same file, not if two files overwrite the same individual entry, so it wouldnt catch that. But I went ahead and renamed my file so it will probably be last and win the overwrite war.
Vaeringjar Apr 10, 2019 @ 8:54am 
good point, so I checked and have 0 conflicts with your mod. Anyway, I'll figure out if there's any issue at all when I start a new game.
starchitec  [author] Apr 10, 2019 @ 8:38am 
This should work on its own, I have the researcher modifier categories defined. It is possible another mod you have also changes the category too, but does not generate add modifiers, and is overwriting this. In that case it would overwrite both this and the mod you linked.
Vaeringjar Apr 10, 2019 @ 2:47am 
just noticed this mod is throwing errors like so "[11:04:18][persistent.cpp:34]: Error: "Unknown modifier: planet_researchers_engineering_research_produces_add, near line: 51
" in file: "common/policies/research_policy.txt" near line: 51"

can't check if it actually works in-game or not 'till I start a playthrough though

would it need the linked mod to work?
https://steamcommunity.com/sharedfiles/filedetails/?id=1688887083
Lord El-Melloi II Apr 7, 2019 @ 8:17pm 
Well, It's working for me now, and if it isn't a problem for anyone else, then there's nothing to worry about :)
starchitec  [author] Apr 7, 2019 @ 8:06pm 
weird. I double checked and both files have the same entry for planet_researchers. Not sure what the difference could be.
Lord El-Melloi II Apr 7, 2019 @ 8:04pm 
It also happened on a verified game integrity Stellaris 2.2.7 and no other mods situation.

Strangely enough, I did a local mod with only the relevant files from the Technology Ascendant files, using breakthrough_categories instead, and it miraculously worked... go figure...
starchitec  [author] Apr 7, 2019 @ 6:33pm 
Likely you have another mod overwriting my economic categories file. In this its called guided_categories, while in Tech Ascendant its breakthrough_categories. So possibly its some other mod with an entry for planet_researchers that has a name after B but before G. See if renaming it to !guided_categories.txt works
Lord El-Melloi II Apr 7, 2019 @ 6:11pm 
Weirdly enough, this mod doesn't work for me while Technology Ascendant does. The policies are there but they don't work. Looked around on the mod files but didn't find anything wrong as the code seems to be exactly the same where it matters.
Shrooblord Jan 29, 2019 @ 7:11pm 
I love the intro to this mod post. xD
And thanks for the disclaimer about TA -- I was getting excited for this mod, but it turns out I already own this mod, in the form of TA...!
starchitec  [author] Jan 7, 2019 @ 9:02pm 
A problem we all can relate to.
Zanai Jan 7, 2019 @ 8:24pm 
This is great for when my space engineers are inexplicably better physicists than engineers
dissatisfieduser Jan 5, 2019 @ 9:28am 
modern problems require modern solutions
starchitec  [author] Jan 3, 2019 @ 10:20am 
@Musashi Isnt there already a 10 year cooldown to change policies? There should be.

@Vaeringjar Good point, some one suggested this on the pdx forums to, will do
Vaeringjar Jan 3, 2019 @ 3:41am 
nice solution, but what about the reverse, to reduce one field by -2 ?
Musashi Jan 3, 2019 @ 3:35am 
In the original mod also.... :)
Musashi Jan 3, 2019 @ 3:35am 
Can I suggest a cooldown to change the policy of 3 years or 5? Because it seems too easy to change it every single time you need to speed a research