Stellaris

Stellaris

[SKO] Technological Zenith
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.
Skogen  [author] 20 Apr @ 6:01am 
@Cyph the Terrible They should have access to the one unity building in the mod, i have noticed that it sometimes takes a very long time for it appear though, so i might have to adjust the techs weight.
Cyph the Terrible 20 Apr @ 3:57am 
Do gestalts have unity buildings or am i just unlucky with tech rolls as machine?
Ahmet 30 Mar @ 5:26pm 
I really appreciate you, there are a lot of modders with unbalanced mods but they dont even say about balance, most popular mods are unbalanced and it is very dissappointing for this amazing game. thank you
Skogen  [author] 22 Mar @ 8:22am 
@†MLS† KIRINAS ';,†,;' ;,,; I forgot to change the prerequisite tech for the Battleship and Titan sections, fixing it now. The society techs should have no reason not to appear if you have all the prerequisites researched, so idk whats going on there.
And there no society related tech whatsoever. Components and buildings in physics and engineering is fine, but this one just dont exist.

Or them is bond to specific perk? I could get it with cheat, but normaly - not, 50 years after finish last viridiam component.
Battleship and titan ship section is gone after add those for others.
Skogen  [author] 19 Mar @ 8:33am 
@Cyph the Terrible It should, though if you find any issues please alert me to them.
Cyph the Terrible 19 Mar @ 5:22am 
Just to make sure this mod supports hive minds and/or gestalts as a whole?
Skogen  [author] 18 Mar @ 8:28am 
@†MLS† KIRINAS ';,†,;' ;,,; I just tested it, and this seems to only happen on your end, so if you can't figure out what is causing it on you end i can't do anything about it.
Im can suggest solution in creating simple edict, that make regeneration of armor 50 + 500% on 10 days with 10 year cooldown. At least it would repair everyting related to this penalty.
Resource is appear after manegment economy, but -50% armor on station and starbases still exist. Unless it not destoyed or downgraded (you cant downgrade orbital rings or repair orbital mining/research station).
Skogen  [author] 18 Mar @ 7:38am 
@†MLS† KIRINAS ';,†,;' ;,,; You mean the resource shortage modifiseres don't disappear after fixing the shortage? I honestly have no idea why that happens. Are you using any other mods?
If player lack of one of moded resources, after getting penalty and making out - debuffs still exist.
I got -50% armor, and every starbase, include chokepointed, cant autorepair.
And, well, since current meta is for rockets, can i suggest making M-L barrage rocket slots? And it will be replacement for improved M-S, with higher rocket speed and small bonus armor damage.
Skogen  [author] 16 Mar @ 7:24am 
@†MLS† KIRINAS ';,†,;' ;,,; I've been considering that for a little while, it's most likely going to be changed in an upcoming update later today.
Tech cost need adjusted to "t6", because its looks wierd, when vanilla t5 researching in 5-6 years, and moded one just 1 or 2. With tech cost adjusted setting.
Ben_D⚜ 6 Mar @ 3:49pm 
I'm curious to see where this mod goes in development. It looks promising. Hopefully it doesn't get abandoned.
Got similar answer from other mod.

Solution was adding eng-localization to all other version of the game, if translation dont exist. At least there be solid text instead *code_name_object*.
Skogen  [author] 3 Mar @ 11:04am 
@†MLS† KIRINAS ';,†,;' ;,,; To my knowledge, this isn't possible at the moment. But if there is a way to do it at some point i would gladly add a fallback localisation.
Can you add fall-back eng-localization of game run on other?
Skogen  [author] 29 Feb @ 4:09pm 
@Molten Ring It should be fixed now, it was a lot more difficult to fix than expected though.
Skogen  [author] 29 Feb @ 3:01pm 
Ok, that is very weird, i might know whats causing it though, let me see if i can fix it.
Skogen  [author] 29 Feb @ 2:56pm 
@Molten Ring Hold on, let me check what might be causing that.
Molten Ring 29 Feb @ 2:40pm 
Ships components are repeating for every class, so we have numerous reactors (10+) for each class
Skogen  [author] 29 Feb @ 10:10am 
@高级水电工浩浩撸 Currently, you just keep researching untill you've researched enough tier 5 tech to unlock Caerulenite Manufacturing which unlocks the first tier, then after researching enough Caerulenite techs you unlock Viridisium Synthesizing, which then unlocks the Viridisium tier.
命脉 29 Feb @ 9:16am 
Hello, I would like to know how to acquire and develop these technologies in games?
卡尔文迪斯梅特 27 Feb @ 12:13am 
I made the Simple Chinese localisation is here.
https://steamproxy.net/sharedfiles/filedetails/?id=3108330591
Skogen  [author] 26 Feb @ 9:08am 
@thepigemperor2 Standalone Ancient Ships ship types now have access to Caerulenite and Viridisium reactors, thrusters and combat computers.
Skogen  [author] 26 Feb @ 5:38am 
@<0> Nyawul The viridian matter decompressing segment is for the Black hole Suprashell from Sparble's Stellar Hyperconstructs. Are you able to see them on habitats or something? Because thats not supposed to happen.
Skogen  [author] 26 Feb @ 5:35am 
@thepigemperor2 Sure, ill add them, and yes i'm planning on adding new ship sections for other ship types too, just not sure exactly what slots and how many i want them to have yet.
calm wolf 26 Feb @ 5:26am 
tjeres nothing but u go to the market and you can see it there
calm wolf 26 Feb @ 5:24am 
hay i found out the new resource in the special resource dropdown
thepigemperor2 26 Feb @ 4:48am 
Heyo, are you planning on adding new ship sections to other ships as well? And if you don't mind, could you add the ship types from Standalone Ancient Ships to your components?
<0> Nyawul 25 Feb @ 11:06pm 
cant figure out how to build viridian matter decompressing segment, is it for another mod or what? I built an orbital habitat and matter decompressor and still nothing.
Vivo 25 Feb @ 1:46pm 
It depends on what level you play in acot, if you play commodre with aggressive ai then youll get sigma before 2350

i mean im on alpha tech and ive seen an ai with sigma. The only reason im top dog is cause of Ancient empires
KernoX The Demon Dragon 25 Feb @ 8:37am 
I don't knot about that kirinas ... I already encountered alpha tech and simetimes even sigma during my playruns with acot so ... maybe this will bring another layer to the game? I will probably wait for this to get to finishing stages and give it a try
i dont like acot because it just bunch heavy costed tech... AI cant use advance more t6, that make further game just boring.

How about here? Does AI try to use it at full?
Skogen  [author] 25 Feb @ 5:08am 
@†MLS† KIRINAS ';,†,;' ;,,; Kinda, but not really. (I personally use both at the same time.)
So... it like acot, but less heavy (with it my game loaded 5 min straight, bruh)?
Vivo 24 Feb @ 4:00pm 
Okie doke ty kind sir! I wanna give it a try with it + ancient empires