Stellaris

Stellaris

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Additional Vanilla Components Revived
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2.651 MB
4 Mar @ 11:53am
18 Jun @ 1:45pm
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Additional Vanilla Components Revived

Description
Welcome to the revival of the ever popular Additional Vanilla Components! Originally created by the great Sam_, it has been kept alive by the community since Sam_'s disappearance. This overhaul was started from the 3.10 files uploaded by Anarchy.

NOTE! This update (3.12.3) breaks Cosmo ships in save files. See comment below as to why.


What is this mod? What does it do? Sam_ would say....
Originally posted by Sam_:
This mod adds 57 new components to extend the vanilla component tree, with the aim of doubling the number of components and technologies in a way that is vanilla friendly. Simply the same components in the base game, times two. It adds additional tiers beyond what the base game has, now with 10 tiers of shields, reactors and armor.

About
Most component sets have been doubled, except Jump Drives which have 5 tiers. The tech cost for each technology in this mod increases exponentially, instead of linearly as the base game does, making the final 10th tier a significant task to research even during end game.

If you play Stellaris like me, you always go for a technological ascendancy, producing as much research as possible. That means by the start of mid-game you have reached the final tier of reactors or shields and you will spend the rest of the game watching the more primitive empires catch up to you. In reality a highly advanced society focused on technology would continue to advance without limits.

With this mod you can continue to advance until end game, way beyond the capabilities of even the Fallen Empires.


Changes
  • Adds 57 new components
  • Adds 57 new technologies


Balance
  • This mod has received a general balance pass, following vanilla ratios and unused values. Be aware, if you have used the original version of this mod, you will notice a difference.
  • FTL drives are now three different paths: Hyperdrives for focused lane travel, Jumpdrives for the utility jump, and Psi for a bit of both with some extra disengagement.
  • New Dark Matter and Dragonscale items have been moved to be their capstone technologies. They require the previous max tier (Armor/Shield/Reactor T10, Drive T8) and their special technologies (same as vanilla versions) to unlock these upgraded versions.
  • Reactors are balanced to ensure a modicum of choice when designing ships.


Compatibility
This mod changes vanilla icons.
This mod is NOT achievement compatible.


Notes
  • Mods that add additional ship sizes/types require a patch. Conflicts are: new Reactor and Thruster sizes needed and Computer "size_restriction" variable corrections.
  • Mods that add technology tiers have to either: add Tier 6 society techs, or will likely need a patch. May break Precog and Psi 3 research options. Conflict is "previously_unlocked = 3" for Tier 7 technology. ...\common\technology\tier\(whatever the modder named the tier file).txt


Patches
We'll see what other patches I, or one of you fine people, get around to making!


Known Issues
  • Ship Auto Upgrading does not work correctly with all components in this mod. You may need to manually replace the final tier of vanilla components with the first tier of components from this mod before standard upgrade behavior resumes. This can only be resolved by editing vanilla files, and not something I am willing to do for this particular mod. Beyond the preexisting icons, of course.
  • Mods adding additional ship types cannot use these items. It REQUIRES adding their tags to every component and likely the creation of additional ones. A Patch is absolutely required.
  • Hyperdrive progression feels flat. May add FTL speed to expand gap between Jump and Hyper archetypes.
  • AI can go crazy with the items from this mod. It's an AI weights thing. They DO use the new components, but may limit other items to fit the brand new thing. Can be a little silly at times (Did that battle ship really have 2 guns to fit all 6 Tier 6 shields with that Tier 2 reactor? Yes, yes it did. Sigh.....). Will need adjustment, as I'm able to.


Localisation
  • Русский перевод - Russian Localization by Holo (Included)
I believe that is who provided the translation. The files were already included, all I did was correct syntax, add the missing code, and "Торпедо". Hopefully, it's a proper translation for you!


Don't forget to check out the companion mod:
Additional Vanilla Weapons Revived!
73 Comments
DreadHedgehog 26 Jun @ 6:34am 
@Hellshiver
1. FEs have it
2. Adding it via debug works without issues
3. Councilor and 40 rounds of techupdate didn't work

Doing a second PT now, we'll see if it happens again.
Good old Stellaris duckery :'D
Hellshiver  [author] 26 Jun @ 5:00am 
Well, we can see if it's even populating your game. Check the Starbases of a Fallen/Awakened Empire for their installed power core. "Should" be the Advanced Dark Matter Reactor, due to a bug I'm looking into. You could use the debug menu to add all techs and see if it gives it to you that way, with a save beforehand or a fresh save game.

Additionally, you could pop a scientist with the Expertise: Particles trait into your council. Might kick the tech card system into showing them. They do have low weights and the rare tag, so that may be the issue: rolling the cards but the rare tech options are rolled to not show that cycle.

I remember a few of my playthroughs having tech system bugs (Events not granting research progress, ability to see 4 options but only getting 3, etc) and I'm racking my brain trying to remember if it was a mod conflict or a vanilla issue. Pretty sure it's vanilla bugs that showed up with the Machine Age DLC, but not 100% on that.
DreadHedgehog 25 Jun @ 11:10am 
@Hellshiver I checked the game files thoroughly, I don't see Cosmogenesis giving the empire an FE flag, and Cosmogenesis itself gives the same tech as salvaging FE ships does (tech_dark_matter_power_core etc)
DreadHedgehog 25 Jun @ 9:56am 
@Hellshiver thanks for the reply.
I have ALL the tech researched, with only repeatables left. And I've researched few of those as well. I also got more tech picks per research round than techs that show up. I tried and waited for good few rounds, hell, I even reached for debug and used techupdate few times to make sure.
I got the FE tech through Crisis progression, maybe that's the problem?
I'm not playing as FE, just a regular Machine Intelligence empire with Cosmogenesis crisis ascension perk. Unless it gives the empire the FE flag, which I think it shouldn't, at least until you finish the crisis progression.
Hellshiver  [author] 25 Jun @ 4:25am 
DreadHedgehog

I assume you have those 3 researched to Tier 10, and have the vanilla Dark Matter versions? As long as you have at least two Tier 10 Physics items and the relevant Dark Matter tech, they should show up.

If you don't have a council member with the relevant research trait, it may take a few refreshes of the tech pool to see it. I've had times were I just could not get the tech I was looking for to show.... until I was about done with that play through. Might be one of those RNG moments?

Only other thing I can think of would be: Are you playing as a Fallen/Awakened Empire? Original version of the mod set FE to have a 0% chance to see it for research, and I haven't changed that as it didn't seem to affect anything.
DreadHedgehog 24 Jun @ 11:40am 
Hello!
Dark Matter components of lvl 2 (power core, shields and engines) don't appear on research list as they should. I checked in files, I have all the required techs.
Is there something I'm missing?
ArutamSartek 18 Jun @ 1:29pm 
:Blessing:
Hellshiver  [author] 18 Jun @ 1:29pm 
Checking the update for changes that need to be carried over. Will push an update when finished.

"nanite_interdictor" has been found already, just combing through the rest of the changes.
Hellshiver  [author] 16 Jun @ 12:19pm 
Outstanding! Adding a link to the Localization section!
Микрочлен 16 Jun @ 3:45am 
I manually translated AVW and updated and polished AVC to russian. Link: https://steamproxy.net/sharedfiles/filedetails/?id=3268939619