Stellaris

Stellaris

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[SKO] Technological Zenith
   
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File Size
Posted
Updated
67.189 MB
4 Feb @ 11:25am
26 May @ 5:18am
31 Change Notes ( view )

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[SKO] Technological Zenith

In 3 collections by Skogen
Skogen's DOA Playset
57 items
Skogen's MP Playset
58 items
Skogen's Stellaris Evolved - Alpha Playset
46 items
Description
NOTE: This mod is not finished yet, however it is fully playable, some things may be a bit crude/janky (such as some icons) or seem slightly unfinished, but it is playable.
It is pretty much guaranteed to be quite unbalanced at this point in time.
EXPECT FUTURE CHANGES

UI Overhaul Dynamic is required to view the upgraded districts.

!!!Universal Resource Patch [2.4+] is required to view resources from this mod in the topbar.

Content

  • Two more tech tiers including a full set of ship components.

  • Upgraded ship sections.

  • Upgraded districts and buildings.

  • Two more resources.

  • 1 Megastructure (More to come)

  • Unique features for each ascension path. (WIP)

To get started research Caerulenite Manufacturing after researching enough tier 5 technologies and Dark Matter Drawing.

Upcoming Features
  • More ship sections.
  • More buildings.
  • More Megastructures.
  • Unique features for each ascension path.


Compatibility

  • This mod overwrites no vanilla files, so it should be compatible with almost any other mod.

  • Core ship components, such as reactors and thrusters, will currently only appear on supported modded ship types.

  • Because of how the upgraded districts are added to planets, via a planetary decision, they should be compatible with any planet class that uses any vanilla district set. Some mods will still need dedicated support.

  • If there are any specific mods that you want me to add compatibility for please tell me.

Mods with dedicated support

Any feedback is welcome
66 Comments
Skogen  [author] 24 May @ 6:18pm 
@Leviathan Should be fixed now, if you have an ongoing game with the mod you may have to open the console and do the following command after the mod updates:

effect set_country_flag = stz_can_research_viridisium
Skogen  [author] 24 May @ 5:24pm 
Bruh, i typed "weapon components" instead of "ship components" ._.
Skogen  [author] 24 May @ 5:17pm 
Btw, i did make a workaround for when the weapon components are disabled, so that shouldn't be an issue.
Skogen  [author] 24 May @ 5:15pm 
@Leviathan thanks for mentioning this, i was trying so hard to figure out why things weren't working, i completely overlooked that the previous tech tier requirements are per area. And thanks for bringing the issue with the Viridian Transmuter Drone job to my attention, i will be fixing both issues right now.
Leviathan 24 May @ 5:04pm 
I think I figured out why it's not possible to draw the society techs: They're in tier 7, which you've set to require 10 techs from tier 6, but there are no tier 6 society techs. (According to the wiki, the previously_unlocked in a tech tier definition requires that many techs from the same area .) The only tier 6 techs are the Caerulenite techs, which are all in physics or engineering.
If you use the menu in game to disable the ship component techs, I think you would be unable to draw any of the Viridisium techs, for the same reason: Without the Caerulenite ship components, there wouldn't be enough tier 6 physics or engineering techs to unlock tier 7 in those areas either.
The simplest solution is probably just to put all the Viridisium techs in tier 6.

I also noticed another bug: Unlike the regular Viridian Transmuter job, the Viridian Transmuter Drone doesn't start producing nanites when you have Nanite Transmutation.
Skogen  [author] 20 May @ 12:21pm 
@Locomotor79 You're supposed to get access to a building that produces the corresponding resource when you research the technology for it. For Caerulenite, the building that prouces it is the Caerulenite Plant, and for Viridisium its the Viridian Synthesizer. And as i said, i have no issues on my end so i can't help you.
Locomotor79 20 May @ 10:55am 
i got all buildings all wepaons and every you get whit this mod but i wasnt able to find the your green crystel building let alone as recources on the planets deposits
Skogen  [author] 20 May @ 10:47am 
@Locomotor79 Are you sure you have researched the required technologies? I have no issues on my end so i don't know what might be the cause of your issues.
Locomotor79 20 May @ 7:51am 
i am some how unable to craft those crystals and lateron also those other type of recources
and i mean only the 2green colord ones
GlitteringGem 20 May @ 1:30am 
@Ahmet I agree. I think balance is important, otherwise unbalanced mods make the original game content seem irrelevant.