Stellaris

Stellaris

Extra Ship Components NEXT
1,097 Comments
alankraskow Jun 23 @ 8:35am 
@NHunter yes you are 100% right, I managed to pin point another mod responsible for the lag and completely forgot to get back here to clarify it. Sorry bout that.
NHunter  [author] Jun 23 @ 8:07am 
@alankraskow, error log thing is a side-effect of built-in compatibility with a number of mods that add ship sizes (and some that add planets). basically, it's the game saying that it doesn't know some of those ship_sizes or planet_classes. These errors are harmless beyond inflating the log file.

@Specimen 7 , that's interesting because all weapons in the mod are coded with "target_type = target_enemies". Unless there is some weird issue going on that flips allies and enemies around somewhere, bioweapons should be targeting enemies.

Can you, at least, confirm that it happens only with bio weapons? or all special weapon types are affected?
davidrthompson5368 Jun 23 @ 5:11am 
For some reason, this mod prevents me from selecting shipsets in the Empire Edit menu. The game just freezes.
Specimen 7 Jun 22 @ 2:56am 
so i was using the bioweapons like the acid spitters and other related gene weapons. the weapons seem to target ally ships. so im doing more damage to myself than i am to the enemy or they to me. idk if that is meant to happen or not
alankraskow Jun 21 @ 11:17am 
I was having serious issues with slow loading into the game and slow galaxy creation. Looked into the log, and there are tens of thousands of lines related to ESC. Thought I let you know, as it might be something you would like to look into. I had to unfortunately unsubscribe, because it was causing me too many issues. Love the mod tho.
NHunter  [author] Jun 19 @ 9:16am 
@Zzasicker, it should be. Do note that the prerequisite tech isn't available until end-game year (or 2450, whichever comes first)

@jht_89, not per se. You will need to execute "effect = { set_country_flag = ESC_COUNTRY_FLAG_killed_ether_drake }" to make the mod aware that you did kill the dragon (for the cloning building. upgraded dragonscale armor depends on the vanilla one and doesn't need any additional flags)
eqN Jun 19 @ 8:20am 
Simply amazing. You're a legend.
jht_89 Jun 18 @ 12:05pm 
In a situation where the mod is added in midway through the game (after I've already killed a leviathan - in this case Shard) is there a command that can be used to unlock access to techs that would normally be granted by killing that leviathan?
Zzasicker Jun 17 @ 11:23pm 
weaponised reality warping isnt researchable by organic ship set?
法格恩·方庚 Jun 16 @ 6:17am 
@极品少萝
这个mod有内置汉化啊
极品少萝♥ Jun 15 @ 4:59am 
求一个简体中文汉化补丁
Kashy Jun 15 @ 1:21am 
Hello NHunter, thanks for your great mod.
I noticed that with Archaeotech, the bonus is never added, making it uncompetitive with the others. I noticed this regardless of whether I'm playing with Vanilla or NPC3.
It's interesting to note that if I activate the BetterArcheotech mod after your mod, I get the bonus.
But I'd like to play with just your mod. :-)
Xelan Jun 14 @ 9:52pm 
thank you for your hard work updating this to 4.x and bringing meat into the fold :p2cube:
NHunter  [author] Jun 14 @ 2:17pm 
MOD UPDATE:

- Add gravitic weapons for domesticated space fauna and bioships.
- Buff gravitic torpeodoes slightly as they were a little weaker than other special-weapon-type torpedoes.
- Adjust technology prerequisites for gravitic torpedoes to allow bioship empires access to them.


With this, I should be done updating components for bioships. I plan to update technologies to use alternative icons and text for bioship empires, but I feel like I need a break first before attempting something like that.
Oliveira Jun 13 @ 4:58pm 
Hello, NHunter — I created a mod that translates and revises the localization of various Workshop mods. I use your mod in my playthroughs and have translated/revised it here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3498553777
dft Jun 12 @ 3:48pm 
yeah i was shocked how fast you were putting these updates out feel free to take a week or two off none of us want you to burn out
NHunter  [author] Jun 12 @ 3:45pm 
On the component side, I believe only gravitic weapons left.

I also plan to update technologies to use alternative art and text for bioship empires, but that will probably be something I'll attempt after some break - pushing an content update every 3-4 days for a month has been rather exhausting, to be honest.
LauraTons Jun 12 @ 3:37pm 
How far along like % wise, are you with adapting everything for bioships? :o
Also love the work :svgold:
NHunter  [author] Jun 12 @ 2:03pm 
MOD UPDATE:

- Add advanced mandibles.
- Add nanite weapons for domesticated space fauna and bioships.
- Adjust technology prerequisites for nanite torpedoes to allow bioship empires access to them.
NHunter  [author] Jun 8 @ 6:07am 
MOD UPDATE:

- Add bioship versions of tier 3 afterburners, repair drones, advanced auxiliary fire control and standardtized warheads.
- Adjust technology prerequisites to allow empires using bioships access to repair drones technology.
- Add bioship versions for vanilla tier 1 and tier 2 afterburners and auxiliary fire control.
- Allow ESC titan auras for bioships.
- Fix missing weapon tags.
NHunter  [author] Jun 8 @ 6:07am 
@Rodя, disappeared from where? Probably a translation issue, but I can't figure out what cobbles are.

@FiauraTheTankGirl, Aux components have only just being updated. Have no idea about the latter, even do-nothing techs should be able to be researched. If you're truly stuck, does manually switching techs not let you "unstuck" research? Either way, that sounds more like a bug with the game itself.
Rodя Jun 7 @ 9:36am 
The nanite matrix of thinking has disappeared from the cobbles.
FiauraTheTankGirl Jun 6 @ 11:03am 
Got a few errors:
Auxiliary Thursters, Structural Reinforcement
Have NO tech for biological ships and you can't seem to finish research for them at all.
Lyv Jun 6 @ 7:52am 
crystal weapon mutations have no space fauna tag
法格恩·方庚 Jun 5 @ 7:32am 
@HAN
Just check tech tree images on this page.
HAN Jun 4 @ 6:33pm 
@法格恩·方庚
So what's next?
NHunter  [author] Jun 4 @ 2:06pm 
MOD UPDATE:

- Add Tesla weapons for domesticated space fauna and bioships.
- Add Nanite Thought Matrix computers for bioships.
- Add Gigapredator Instincts Neural Implant 'computer' for bioships (Automated Dreadnought Protocols computer equivalent).
- Fix AI having a wrong conditions on Reprocessing Plant technology weights.
- Update resource costs for gravitic weapons.
- Update resource costs for nanite weapons.
- Fix some errors in localisation.
法格恩·方庚 Jun 4 @ 7:48am 
@HAN
Arc-en-ciel Cannon.
HAN Jun 3 @ 5:35pm 
Which weapon is the strongest? There are so many weapon types that it's confusing.
drinkyxcy10 Jun 3 @ 4:41am 
Is it compatible with base Ancient cache of technologies?
法格恩·方庚 Jun 2 @ 5:10am 
Is there any way to allow bioship-using empires in Stellaris also unlock standard strike-crafts like Assault Strikecraft or Mercenary Squadrons? I mean, in the game’s lore, those factions’ strike crafts are just as man-made and piloted as their squishy ships. Honestly, bioships are still tech—they’re not actual living creatures, so they shouldn’t be blocked from using stuff just because they’re “biological.” Just sayin’. The vanilla tech tree works the same—you can get standard strike crafts (the biological version).

You can check out the concept arts and the official trailer:
https://www.artstation.com/artwork/1NOAkG
https://www.youtube.com/watch?v=pID5tLk1r70&ab_channel=Stellaris
TotalCarnage Jun 1 @ 5:24pm 
DisasterAhead The SCD dev states in the desc that its compatible with ESC. You just won't have tier 4 and 5 versions unless the two devs made a compatibility mod. Which would be really cool
NHunter  [author] Jun 1 @ 4:36pm 
My guess is that they would end up being working in parallel:

- SCD will still add vanilla-tier extra-types of strikecraft
- ESC will still add its types of extra-tier strikecrafts
DisasterAhead Jun 1 @ 2:09pm 
OK so I'm leaning towards no just cause the mod in question also messes with ship components, but do you think your mod is compatible with this one?

https://steamcommunity.com/sharedfiles/filedetails/?id=2945629971

or is it not even worth asking, and I should instead just go see what happens
FiauraTheTankGirl Jun 1 @ 12:22pm 
Keep going holy cow this is amazing :)
NHunter  [author] Jun 1 @ 2:38am 
MOD UPDATE:

- Add tier 2 and 3 Extradimensional weapons for domesticated space fauna.
- Add leviathan components for domesticated space fauna and bioships.
- Add advanced Energy Syphons.
- Allow construction of Stellar Energy Towers in generator zones.
- Fix a bug with nanite weapon on-hit effects.
- Update resource costs for missile weapons.
- Update resource costs for strikecrafts.
Exasperation May 30 @ 5:20pm 
Maybe make it { farming generator } instead? It does provide an awful lot of technician jobs, and most worlds can support at least one of those two zone sets.
NHunter  [author] May 30 @ 5:20pm 
interesting. will take another look at that.
Exasperation May 30 @ 5:16pm 
I figured it out - the govt. and urban zones specifically exclude farming buildings, while the subterranean does not.
NHunter  [author] May 30 @ 4:58pm 
that is interesting since the code for zoning for the building is literally

building_sets = { farming urban }
Exasperation May 30 @ 4:53pm 
It won't go in the normal urban zones, though - only the underground urban zones (which feels weird because they're underground).
Well, it will go in ringworld urban zones too. Just not the ones on normal worlds.
NHunter  [author] May 30 @ 4:39pm 
@cyno up, what exactly do you mean? you bioships no longer have access to weapons at all?


@Exasperation , the main purpose of the stellar energy tower is a food production booster. as such, it's primary build area is *farming*. Allowance for urban was made in case of planets that do not have farming zones.
Exasperation May 30 @ 4:28pm 
I killed the stellar devourer, and the stellar energy tower feels odd in its placement; it provides researchers and technicians, but it can't be built in energy zones or research zones. It also can't be built in the government zone in the primary district or in urban expansion zones, but it can be built in the subterranean urbanization zones that subterranean empires get.
cyno up May 30 @ 9:40am 
After you updated the new version, all the weapons of the biological ships in my old archive were lost and cannot be reassembled. Do you have any clues?
DisasterAhead May 29 @ 3:31pm 
OK! I'll poke around later and see if the projectiles are weirdly large. Thanks!
NHunter  [author] May 29 @ 2:07pm 
MOD UPDATE:

- Add Wave-Motion Guns, Chrono-Vortex Cannons and Arc-en-Ciel Cannon for domesticated space fauna and bioship.
- Add kinetic weapons for domesticated space fauna and bioship.
- Add psionic torpedoes and strikecraft for domesticated space fauna, update resource costs for psionic components.
- Update resource costs for sensors, thrusters, ftl dirves and combat computers.
- Update resource costs for crystalline components.
- Update resource costs for energy weapons.
- Fix Stinger tier 4 swarmer missiles being assigned to wrong component set.
NHunter  [author] May 29 @ 2:06pm 
@TowardTheStars they have wrong component_set icon (fixed) but they are totally useful. By all of the one bioship ship_sizes that allows M-sized missiles.

@DisasterAhead , maybe.... ESC only adds projectile GFX as far as visuals go. Those might not scale properly in all cases by themselves.
TowardTheStars May 29 @ 8:04am 
MEDIUM_ESC_BIO_SWARMER_MISSILES_4 cannot be used by bio-ships in game 4.0.14.
DisasterAhead May 29 @ 7:54am 
Does this mod natively work with ship scaling mods like Downscaled ships? Or would I have to make a patch for it?
PJ_2005 May 28 @ 1:09am 
I was probably using the wrong load order, sorry!