Stellaris

Stellaris

Galactic Dawn: Forgotten Technology
70 Comments
RevanAce  [author] Oct 10, 2020 @ 3:01am 
I'm pretty sure it doesn't, I havent touched it since pops changed and jobs were added.
I actually don't know if there are any othe rmods doing the same, but someone probably made it. I think you'll just have to go on a hunt in the workshop :)
Patrick Oct 9, 2020 @ 5:22pm 
Revan- does this mod still work? if not, are there any new mods that do the same thing?
RevanAce  [author] Dec 10, 2018 @ 2:51pm 
I'll probably have a look at the new update and how buildings work for it this saturday. If I can find a way for this mod to work with the new version I'll probably update it.
Bomb boy Dec 10, 2018 @ 2:41pm 
2.2 please
Sixixix Sep 30, 2018 @ 9:51am 
this mod is out of date for the 2.1.3 pls update :steamsad:
JD0GE Jul 26, 2018 @ 4:54am 
dissappointed there's no science building
The Senate May 20, 2018 @ 8:23am 
@RevanAce Could allowing Tier V buildings to be built on all planets once you research the tech needed to upgrade to your buildings work?
𐩸 Mar 24, 2018 @ 6:14am 
Would it be possible to change the mod version number from 2.0.0 to 2.0.x? We are currently on version 2.0.1 and 2.0.2 is out as beta. Changing it so it says 2.0.x will make the red icon go away for people with those updates installed and keep people from bugging you when the eventual 2.0.3 update comes.
RevanAce  [author] Feb 24, 2018 @ 5:16am 
Just did a quick update bumping the mod to 2.0.0
I dont think there should be any issues, but if you do run into any, let me know!

I am planning on adding some other buildings / technologies to the mod, and I'm probably also going to change back to upgrading to these buildings instead of them being standalone.
I just need to figure out how exactly I want to do that, as the tier V buildings in vanilla can only be built on the capital planet.

For now though, I just want to experience Stellaris 2.0 for a little while
Gbrille Feb 22, 2018 @ 2:41pm 
Well... the author can guess already what we are waiting for with 2.0 released today. :)
lindsaymidas Feb 21, 2018 @ 9:59pm 
wonderful mod any chances to re-introduce "Ancient Archives" a FE research building +8 on Physics , Society and Engineering Output
RevanAce  [author] Sep 27, 2017 @ 9:23am 
No problem, and thanks again to @a vespa is not a motorcycle for the fix!
Gbrille Sep 26, 2017 @ 5:55pm 
Thanks for the update !
a vespa is not a motorcycle Sep 26, 2017 @ 4:35pm 
Alright, I took down my version.
a vespa is not a motorcycle Sep 26, 2017 @ 3:52pm 
He's a friend of mine and I made the compatibility fix because he didn't want to switch to a different fe building mod, but when I made it I accidentally messed up betharian plants. I updated it while he was in game so it didn't update for him. Anyway, I guess I'll take the mod down when I get home seeing as you've updated this.
RevanAce  [author] Sep 26, 2017 @ 12:42pm 
I tested it and I could only build a betharian powerplant on tiles where there is actual betharian, so it should work properly. Did you have any other mods installed?

I did however fix a different bug, the tooltip said you needed a planetary administration, instead of the actuall requirement which is the planetary capital. Also it should now show up as 1.8.* compatible.
RevanAce  [author] Sep 26, 2017 @ 12:28pm 
That sounds like a good idea, lets have a look :)
Calpha Sep 26, 2017 @ 10:18am 
FYI, his fix made it so you can build betharian dark matter plants anywhere, might want to fix that.
RevanAce  [author] Sep 26, 2017 @ 10:00am 
So I just did a quick update, I just 'stole' @a vespa is not a motorcycle 's changes, I hope he doesnt mind. I haven't tested if it works properly, so if you run into any problems please let me know.

Also looking back at the comments it looks like there's a non zero amount of people who prefered being able to upgrade vanilla buildings to these Fallen empire buildings,

So i made a quick strawpoll to see what people like, if it turns out a majority of people prefer upgrading, then I'll change it back. https://strawpoll.com/6s96bxa8
(There is no option for those who don't care, just don't vote ;P)
RevanAce  [author] Sep 26, 2017 @ 9:23am 
Hey, thanks for making the quick fix, I havent played stellaris for quite some time so was't aware of the update, i'll update the mod asap, hopefully today.
Gbrille Sep 25, 2017 @ 8:47pm 
Thx for the temporary fix, hope this is officially updated to 1.8 when creator get time for it.
a vespa is not a motorcycle Sep 25, 2017 @ 2:54pm 
I've made a temporary 1.8 compatability fix here:

http://steamcommunity.com/sharedfiles/filedetails/?id=1147119929

Once RevanAce updates the mod I'll take it down.
Calpha Sep 25, 2017 @ 6:50am 
Because of the building changes you can't build the new buildings as a machine empire becasue for them a planetary administration is called something else.
MisterMonday Jun 3, 2017 @ 6:38am 
please make them upgradeable again please
Knightmare May 31, 2017 @ 7:13pm 
Demorag, factories from this mod are now built not by improving, it is now a separate building!
Demorag | 村佑儒 | May 27, 2017 @ 8:16am 
For some Reason I can't build them.. They aren't listed.
bftbg_foxhunter May 21, 2017 @ 8:57pm 
TBH, I'd just rather have them as upgrades. Takes less micromanaging on a large empire. Love the mods though
RevanAce  [author] May 16, 2017 @ 9:51am 
You werent able to build the batherian dark matter power plant because the game itself switched to only having one level batharian stone generator. In previous versions there were more, the latter of which could be upgraded to the dark matter variant.

I just updated the mod which fixes this, the buildings are no longer upgrades.
this means constructing them is cheaper as you dont need to upgrade all the way up to tier 5 first, but it does require you to click on replace and then the building instead of just clicking the upgrade building.
EvilKnightD May 15, 2017 @ 3:20pm 
I can't level my betharian plant, is it due to a lack in the game or in the mod?
SacredDatura May 11, 2017 @ 5:04am 
Hey, what do you think about scaling down the influence costs? 50 base influence for a single building is pretty steep, even if you have a small, tall empire. If it has to cost influence (which is fair, these buildings are pretty good), base 5 or 10 seems more reasonable.
RevanAce  [author] May 9, 2017 @ 10:19am 
Updated
Justabittired May 9, 2017 @ 8:49am 
Can you make the mod compatible with 1.6 ?

I'm itching to play the game
RevanAce  [author] Apr 21, 2017 @ 9:16am 
Ah I see.
Well at the moment there's nothing I can do, butI'm thinking about changing the mod a bit which would get rid of this problem. For the moment I fear you'll have to make do with a slightly lower income of minerals, energy and food. I'm sure you'll manage to conquer the galaxy nontheless :)
Skill Less Apr 20, 2017 @ 4:00pm 
y but utopia expanded only unlocks them for capital and ringworlds.. hopefully paradox changes the building upgrade mechanics so the upper building declares itself as upgrade.. that would make many mods much more compatible ^^
RevanAce  [author] Apr 20, 2017 @ 1:32pm 
@Crazy935 I just had a quick look at the mod and just like this mod, it makes the fallen empire buildings buildable. Because we're both modifying the same building it probably clashes. That being said, if you use Utopia expanded you already get what this mod offers, so you probably don't need my mod.
Skill Less Apr 20, 2017 @ 1:21pm 
this mod is incompatible with utopia expanded
Grace of Thule Apr 18, 2017 @ 2:31pm 
Thanks. I appreciate it. It would be nice to be able to use autonomous fabricators of some sort in habitats...
RevanAce  [author] Apr 18, 2017 @ 8:55am 
I havent tested this but I'm pretty sure it doesn't.
I am thinking of changing the mod to make use of the new traditions system, and this could possibly also mean making them buildable in habitats.
I havent build any habitats myself yet but from what I've seen you're very limited in what you can build on this. If what I've read is true, I might make a seperate mod to add some new buildings, to enhance them a bit.
Grace of Thule Apr 17, 2017 @ 5:46pm 
I have a question. Does this allow the habitat stations to construct the Tier V buildings? If not, then I think that such a thing should be added to the game. You could do this by creating an upgrade path from habitation module buildings.
RevanAce  [author] Apr 12, 2017 @ 9:23am 
Will do.
Untill it's updated you can still use it. It might give you a warning but I doubt this update changed anything that would cause the mod to break.
Lion El'Jonson Apr 12, 2017 @ 2:29am 
Hallo, the 1.51 is come so can you please updata?:steamhappy:
RevanAce  [author] Apr 11, 2017 @ 9:32am 
Yea that's something I'll have to look into. Like I said before, I want to become a bit more familair with the new update and all it's changes before I start tweaking the mod. Suggestions are always welcome though :)
BluSkyBun Apr 11, 2017 @ 1:18am 
It does work. Though TBH i was having trouble with influince since i feel like i use a lot more in this update then before. Perhaps the buildings should take unity instead? it'd give it more use after all the trees are obtained.
RevanAce  [author] Apr 10, 2017 @ 9:06am 
I'm pretty sure it does.
I'm probably going to change the mod a bit with the new update, but I wan't to play through the new stuff first so I can get a feel of what values are balanced.
Calpha Apr 9, 2017 @ 12:42pm 
does this work for 1.5.1?
DarkSanity Apr 8, 2017 @ 10:27pm 
Hello, might be a good idea to tie the buildings to the ringworld perk instead of research. Just a thought.
LORDJESSIAH Apr 7, 2017 @ 12:12pm 
YAY!
RevanAce  [author] Apr 7, 2017 @ 9:17am 
thanks for the reminder, I'll update it somewhere today or this weekend.
LORDJESSIAH Apr 6, 2017 @ 5:45pm 
I hope this gets an update! :)
BKatt Apr 6, 2017 @ 2:47pm 
Possible for a 1.5 update ? :steamhappy: