Stellaris

Stellaris

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Core Game Mechanics: Debris
   
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May 4, 2018 @ 9:17am
May 27, 2018 @ 11:02am
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Core Game Mechanics: Debris

In 1 collection by ExNihil
CGM Core Collection
3 items
Description
This is a small mod that fixes/boosts the way debris works in Vanilla and really helps the AI. Its an updated version of my 1.9 ExMechanics mod and it will be a part of CGM: Technologies when that mod is finished.

Mod Content
The mod fires an event whenever a new technology is researched. If the given empire does not have the prerequisite techs for the technology – which can only happen with components, it runs an effect that grants these prerequisites. Thus – debris in effect give you ALL the technologies that lead up to a component, not just the latest version. For example, if you have Red Lasers and you suddenly research Gamma Lasers, you will get all the techs between these two as well.

This mod has in-built synergy with the largest component mods:
It works with these mods using global flag checks, and if any or all of these mods are available, uses APIs installed in these mods to check and if necessary grant these mod’s tech as well.

Why does this help the AI?
This helps the AI because the AI - in vanilla at least, is not set up to ignore lower tier techs when it has the higher tier techs. Although the player can ignore them, and for players this is first and foremost a QoL improvement mod, for the AI it really changes research priorities and help improve their game. Furthermore, there is a field called "upgrades_to" on component templates. This field dictates how components upgrade upwards. If the AI has holes in the upgrades_to chain it may cause issues with fleet upgrades and the like. Thus this also help improve AI ship design and upgrade performance.

Compatibility
This mod is 100% compatible with everything. It doesn’t touch any vanilla file. You can turn it on/off at will. It is also 100% savegame compatible.

Performance
The mod doesn't impact performance in any noticable way. It uses the on_tech_increased on action trigger, and doesnt do anything on monthly pulses. It works perfectly for both SP and MP games.


HF!

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32 Comments
Sh@dowBlad3 May 5, 2021 @ 2:47am 
Does any1 know whether this still works post 3.0.*. I liked the idea of this mod but its moot if it doesnt serve a purpose anymore since it wont be updated. If it still works im just changing mod descriptor file
Sneaky Peeky Apr 7, 2020 @ 5:45pm 
update?
Aus1rathia Dec 29, 2019 @ 11:54pm 
6E4.4C0DDF8B9CD8's fork seems to work fine at 2.5.1
https://steamcommunity.com/workshop/filedetails/?id=1604337071
petrovytsh Nov 23, 2019 @ 8:49am 
Update to 2.4/2.5?
Time Lord Oct 7, 2019 @ 2:56pm 
Moe Mod Compilation
Greetings, And thank you for the creation of this awesome mod! I love it and wish to keep playing with it. However I have a request. After the recent Megacorp update I feel as though the game went a poor direction design wise. Portrait sizes are to small and many other things. As such I am playing with version 2.1.3 before the update. If possible can I have access to the mod version that supports V 2.1.3? I have a “Moe Mod Compilation” That it is apart of that I wish to keep playing with. Thank you for your time and consideration! “ Mod Compilation link https://steamcommunity.com/sharedfiles/filedetails/?id=1526656277
Crescidious Sep 16, 2019 @ 8:18am 
@ExNihil update?
Nerule.elurrentv Aug 31, 2019 @ 9:18pm 
Bumperoni
SuNseT`gReeN Mar 21, 2019 @ 5:43am 
Is there any news about the mod update?
WariousGaming Feb 3, 2019 @ 2:42am 
ExNihil any news about this mod yet? ;)
Gerishnakov Dec 29, 2018 @ 5:32am 
I would imagine 2.2 shouldn't affect this too much.