Stellaris

Stellaris

Overflow Workaround Components (3.7)
61 Comments
NULL★Sparkle  [author] Dec 31, 2024 @ 9:40am 
Honestly, my original intention was -mostly- to counter all the passive regen effects I would accumulate over the course of a game, and these initial numbers, were very much sufficient for what I needed. (And granular enough so I could get the regen just under the limit, but stay as high as possible.)

Of course, if you play with different setups that have even more regen passive effects applied you're gonna need more I guess.
NULL★Sparkle  [author] Dec 31, 2024 @ 9:38am 
@XavierMace It's a bunch of files with numbers I slapped in and a bunch of icons I hacked up in paint.net in like, 30 mins. And the source on my github is literally labeled CC0 lol. Do as you will, I haven't played stellaris in a while, mostly due to time constraints. So do as you please yeah?
XavierMace Dec 30, 2024 @ 9:57am 
@NULL★Sparkle I posted an fork of this with MUCH higher values as I was still hitting overflow on systemcrafts and hercs even with all slots filled with your components. If you have any objection to this, just let me know and I'll remove it: https://steamcommunity.com/sharedfiles/filedetails/?id=3396224530
Swaginton11 Nov 12, 2024 @ 3:32pm 
you think you could do a quick update so it just appears that its up to date if it still works? not necessary but it annoys my ocd lol
NULL★Sparkle  [author] Nov 12, 2024 @ 3:14am 
Yeah go ahead, it's a very, very, *very* simple component mod that just adds components with negative modifiers.

When I made it back then I literally made it mid save lol.
Kanami Nov 9, 2024 @ 7:43pm 
Can this be added mid save
Yaknafein Aug 3, 2024 @ 9:46am 
It still works even nowadays
Swaginton11 Jul 3, 2024 @ 4:31pm 
this still work?
Bacon Apr 4, 2024 @ 5:32pm 
God bless this mod
Blubbyfeet Dec 23, 2023 @ 8:25am 
will this be updated?
tithin Oct 26, 2023 @ 2:46pm 
Appreciate this mod - thank you.
Would you have any objections to me forking this for the purposes of adding a higher % regen component?
Willem Aug 18, 2023 @ 3:48am 
@Helobu Over roughly 900 Million of a stat will cause an overflow, however: Regeneration can trigger that as soon as it passes 2.1 Million roughly, and there's no Hard Cap on Regeneration.
Helobu Aug 18, 2023 @ 2:36am 
Thank you. After what value is the bug triggered? After experimenting with the constructor, I got a rough idea of somewhere between 65 and 90 million.
Willem Aug 17, 2023 @ 11:57am 
@HElobu Modifiers could add to create the overflow, maybe there's something in the systam or your admiral boosting your Herculean's armour, and the Blokkats on higher difficulty get around it by letting their ships have multiple lives, for an example: Say a Blokkat Ship has 10 Lives, and it has 800 Million HP, It actually has 8 Billion because it revives 10 times, just an example, same with armour and shields.
Helobu Aug 17, 2023 @ 11:31am 
How does overflow work? The Hercules armor is nullified, but the systemcraft is not, and the blockcats can put up ships that exceed mine by several millions of armor.
Hexaton Jul 24, 2023 @ 12:44am 
Hope to get the 10% and 5% one day. This mod is almost perfect! (Probably the best overflow prevention mod imo).
Baka Racker Jul 16, 2023 @ 10:57am 
Clever workaround!
fromafar2013 Jul 11, 2023 @ 11:36am 
I'm using this to fix an armor overflow, and it works great so far. Haven't messed around with the other features much, but so far, no bugs.
NULL★Sparkle  [author] Jul 7, 2023 @ 6:14am 
@anyday308 Anything broken? I really haven't had time to game much recently. If there's anything critically broken then I'll try to deal with that first.
anyday308 Jun 30, 2023 @ 6:26am 
Would love an update if and when you can this summer. Thanks for staying active on here!
NULL★Sparkle  [author] May 30, 2023 @ 5:03am 
Haven't got around to deal with this, will try to get around to doing it this weekend.
Rogueone May 29, 2023 @ 6:21pm 
Update?
ZyNfrix May 4, 2023 @ 12:54am 
gfx images [drive.google.com]

You can find the images there. The ones with a 2 after Nerf are the 5% ones. Let me know if you have any problems downloading them.

The folder includes a .xcf version from gimp which shows the layers and can be edited easily. and the .dds are the ones the game uses and cannot be edited easily. <-- for those unaware of the different files.
ZyNfrix May 3, 2023 @ 11:33pm 
That is a reasonable assumption lol. Its why I ended up editing the mod. I use other component mods along with AcoT so 25% ended up doing exactly that. So I duplicated your code and made the 10 & 5% which work for my personal playthrough. :steamhappy:
NULL★Sparkle  [author] May 3, 2023 @ 10:02pm 
But sure, send me your edited icons and i'll update the version here.
NULL★Sparkle  [author] May 3, 2023 @ 10:01pm 
Part of the reason why the hull and armor regen is at 1% is mainly because I was concerned about them going too far and putting the regen into *negative* territory.

If the hull / armor strength was high enough.
ZyNfrix May 2, 2023 @ 10:42pm 
Heres a Picture of what I mean for reference.
Edited version [imgur.com]
ZyNfrix May 2, 2023 @ 10:29pm 
Awesome mod btw, its exactly what I was looking for when it came to Overflow isues
ZyNfrix May 2, 2023 @ 10:27pm 
So coincidentally I edited your mod for personal use and changed the 25% to 10% then added duplicate 5%'s. I also edited the icons so if you want I can send them to you. Its very lazily edited as I only added a 2 to the name lol

name = "SPK_armor_nerf2"
textureFile = "gfx/spk_armor_nerf2.dds"

Like that :steamhappy:
NULL★Sparkle  [author] Apr 30, 2023 @ 8:36pm 
Oh.

Yeah. I've never built an O-class systemcraft. Sure I'll get around to adding that sometime.
It'll probably take longer to bash together the icon for it I think.
Varsia Apr 30, 2023 @ 4:10am 
Like, -5% regen versions? It doesn't really work well for things bigger than that, like the O-class systemcraft from Stellar Manipulation for instance, where I had to practically fill the thing with hull regen reduction in order to get just the hull not overflowing - but the armour was overflowing too so I couldn't fix both
NULL★Sparkle  [author] Apr 30, 2023 @ 2:45am 
@Varsia
How much stronger are you talking about though.
Heck, the original use cases for these were on things like systemcrafts and whatever that ACOT big thing was. Those had copious amounts of space for them.
Varsia Apr 29, 2023 @ 3:06pm 
Any chance we could see stronger versions of the regen components? Depending on your mods and such you can get enough to where multiple regens overflow and you won't have enough space to reduce the regen of all enough to fit for whatever reason
NULL★Sparkle  [author] Mar 30, 2023 @ 3:03am 
Well, I just updated it. Should be fix, at least from my cursory inspection in game.
Try it out and let me know.
Figaround Mar 29, 2023 @ 5:44pm 
Below I read about a bug with regeneration, as I understand it (I know English poorly) is it just a visual bug? It can still be confusing.
Figaround Mar 29, 2023 @ 5:42pm 
Planning to update?
NULL★Sparkle  [author] Mar 21, 2023 @ 7:27am 
Oh uh. Damn. did pdx change something with the multipliers? hmm. I'll take a look when i have time to..
leolan Mar 19, 2023 @ 3:32pm 
Oh, and I also found a bug. The dampener components are shown as -100% regen, not -1%.
leolan Mar 19, 2023 @ 3:30pm 
Just discovered this mod. Thanks! You just saved my O-Class Systemcraft!
VI6 D DARK KING Mar 14, 2023 @ 10:01am 
Finally now I don't Have to Worry about My Dark Energy Enhanced O Class Systemcraft Getting Thanos Snapped Out of Existence.
NULL★Sparkle  [author] Jan 30, 2023 @ 11:40pm 
Ngl, @Dark Dragon DV
That gave me a good chuckle.

Also that being said, anyone tested it with the latest version yet?
Still don't quite have enough time to assemble a new mod list to play again.
Dark Dragon Jan 11, 2023 @ 4:20pm 
"Turn off the dampeners"

Sir, are you sure? Doing that will lead to the ship hitting critical power overload destroying the vessel after the battle!

You heard me, if we don't win this battle the galaxy will be at stake, lets show them our true power briefly.

Y-yes sir!

(Dies to reactors exploding into a supernova whilst the armor collapses into itself leading to a very violent formation of a black hole decimating the remaining extragalactic invaders after a solid hour of being indestructible)

*Dies of cringe irl*
NULL★Sparkle  [author] Jan 10, 2023 @ 8:59am 
=/

Oh. Well. ngl, I'm not sure how that'll affect this. I haven't played stellaris for months, and still don't have the time to.
Willem Jan 10, 2023 @ 8:57am 
@NULL*Sparkle They did, they multiplied all regeneration by 10 Times but made it drop back to normal once Combat is Entered, not sure if the components are updated for that behaviour.
NULL★Sparkle  [author] Jan 10, 2023 @ 8:57am 
It's literally, just a component template that just sets a negative multiplier.
NULL★Sparkle  [author] Jan 10, 2023 @ 8:55am 
I mean, unless the game changed the multiplier attributes, it's likely to work all the way.
Rogueone Jan 5, 2023 @ 2:23pm 
Update?
samsockeater Dec 19, 2022 @ 3:19pm 
still works, my system crafts have clothes on again as well as forcefields and skin
samsockeater Dec 19, 2022 @ 11:23am 
does this still work? armour on my system crafts is evaporating and remembered this so figured i'd have a look
NULL★Sparkle  [author] Aug 20, 2022 @ 10:04am 
@mythic banana
Well, no. I'm not nearly *that* good at modding to do anything like that, if it's even doable.
I usually just hit the ships with a "damage" console command to trigger their regen to see if it goes down, and then start adding parts until it stops going down.

Or just add enough to directly counter whatever buffs I have active so that it stays as...un-buffed.. as possible. Because it's usually those event / tech modifiers that usually build up and cause problems for me.