Stellaris

Stellaris

Enigmatic Technologies
690 Comments
Vivo 2 Mar @ 1:51pm 
This is a super sick mod, uhhh dev or if any other devs see this itd be neat to see it updated if the resources are available. Really neat mod and would love to add it to my playthroughs c:
nnmangen 6 Feb @ 11:05pm 
PLZ
Inerael 26 May, 2023 @ 12:43pm 
pls someone, update :(
w.girl27 8 May, 2023 @ 12:28pm 
i still miss this mod it was so good in adding more tech and flavour to the worm in waiting would greatly appericate if some code skilled person restores at least its content if not its code.
darthprimus123 26 Dec, 2021 @ 11:41pm 
I really enjoy this mod, I really do. But I must ask why this mod isn't getting updated?
Kangarus 23 Oct, 2021 @ 1:53am 
From what I gather and have tested, part of the mod still works. Still get the extra building slots on my homeworld when starting as an Enigmatic Heir or a Loop Adherent as of 3.1. Too bad I'm not a programmer otherwise I'd take on the task of updating it myself.. Would love to use Loop Adherent status with the upcoming Aquatics content to make some Lovecraftian type nasties. This was one of my favourite mods and I would hate to see it be lost forever. There was a screenshot of the civics reworked as origins that was promising but that was back in 2020. I've given a Golden Unicorn award to Spartan878 for a job well done; hope they can find some time or another suitable modder to continue this great project.
{!} 25 Apr, 2021 @ 9:44pm 
Anyone willing to update this? I'd be willing to pay a small commission of $20!

Mostly just concerned that the speeds of some ships are broken, a few of the buildings produce zero resources, and some of the ship sets have no weapons slots! I'm not sure how THAT broke but it did! Anyways, love the mod!
Ruuj Rubellite 25 Apr, 2021 @ 7:19am 
Mod sadly looks abandoned, or the creators are busy with IRL things.
NotAKenku 25 Apr, 2021 @ 6:34am 
Does this mod work for the current version? And if not, is there any chance it might get updated at some point?
Chillkroete 24 Apr, 2021 @ 6:35am 
Take the award as a token of gratitude and consider making it even better :)
Kangarus 16 Apr, 2021 @ 4:04am 
Would love to see this mod updated for 3.0.1, it is too good to just let die...
SaniK 19 Mar, 2021 @ 7:46pm 
Update your mod to 2.8.1 please!
eaglegundam 21 Nov, 2020 @ 7:01am 
ok Mod works nice with all buildings and tech but missing the celeltial trait
Dies Irae 13 Nov, 2020 @ 2:21am 
Theres a interaction going on in my 2.7.2 games where enigmatic tech's as well as aoc overpowered techs are showing up in everyones empires at the spawn
WWDragon 11 Nov, 2020 @ 4:14pm 
This mod prevents the game from loaded when it is enabled.
This is sad, cause it was such a good mod! :steamsad:
Ashkenazishe Yingele 4 Nov, 2020 @ 2:44pm 
Also, little hope of this mod's return still lives.
Ashkenazishe Yingele 4 Nov, 2020 @ 2:42pm 
This is cool mod. Very pity that this mod has been abandoned. But we, your fans, will remember you and your great creation, dear authors.
Press F to pay respects.
⎛⎝๖ۣۜÐÆ ๖ۣۜTigar⎠⎞ 31 Oct, 2020 @ 6:43am 
I really hope this gets updated even if its just a bug fix update
eaglegundam 29 Oct, 2020 @ 3:40pm 
ok this mod has some issues wit 2.8 and had to remove it frommy loadorder
maybe ill try again later
Kangarus 23 Oct, 2020 @ 4:40am 
I think the content of this mod would pair well with the content of the Necroids DLC. Any clue on when the next version of this mod will be out? Love playing this mod as I like the whole uplifted civilisation theme it implies. I know that you're probably busy with the nanite mod etc but please update this mod with your planned origins etc. All in all I think you did a good job with the mod, keep up the good work!
Tanuith 28 Jul, 2020 @ 7:17am 
How is the update development coming along here?
Thought I would check in as this is one of the preferred mods I tend to use.
LOL233 is right a lot of the enigmatic ship line is missing their hardpoints but the mod is servicable for the most part still despite being a bit aged.
LOL233 14 Jun, 2020 @ 3:05pm 
The mod ran into few issues on version 2.7.2
Some of the ship module is been bombed, it only contain auxiliary section but no weapons section. Other tech some stuff run into few issues but it was playble.
PLZ UPDATEED! THIS IS SUCH A GREAT MOD!
Roberto 18 May, 2020 @ 11:42am 
Hello.

Hope you don't mind this, but wondering when a update may come out. Saw you stated below that one may come after Federations is released which was back in March so yeah. Any status update on what's going on with this or is it safe to say there may be another few months before an update is released or possibly no longer being continued?

Just want to know as I liked using this mod a lot a few months ago and wanted to continue using it again for some MP games with friends.
Spartan878  [author] 2 Apr, 2020 @ 5:19pm 
Go ahead
NightWarrior 2 Apr, 2020 @ 4:15pm 
Hey @Spartan878, can I add you in friends? I wanted to ask you something.
Zin 31 Mar, 2020 @ 4:27pm 
Not asking for new Technologies or anything like that. But It seems like the Spiral buildings are broken. For example, Loop Mines functions fine, but Spiral mines yields no minerals/gas/crystal/motes. Same for Farms and any of the other Spiral Buildings that require research to get access to.

As a minor thing, no idea if it is consistent across many weapons, but Spiral Plasma in ship builder only shows in the Large slot, in Medium and Small the "icon" is blank, but the part is equipped on the ship and the effects work.
eaglegundam 27 Mar, 2020 @ 1:53pm 
soo not to be pushy but when will the update come?
Spartan878  [author] 22 Mar, 2020 @ 12:00am 
Right now it will be me just updating it, which I will have to release a new version of it. So right now there is not be any new content for a while.
Shaddev 20 Mar, 2020 @ 8:50pm 
Do you intend to add any extra content with the next few updates? Really enjoying the mod, been following it for quite some time.
Spartan878  [author] 16 Mar, 2020 @ 3:03pm 
I will be updating the mod when Federations comes out. Also I will leave the civics in place alongside the origins for more possible combinations for players to use. But AI will always have the origins not the civics.
Spartan878  [author] 9 Mar, 2020 @ 9:36pm 
It is compatible with Zenith of the Fallen empires and ancient cache of technologies.
HiakyqLite 11 Jan, 2020 @ 11:11am 
is it compatible with Zenith of the fallen empires and ancient cache of technologies?
Kangarus 11 Jan, 2020 @ 7:35am 
There is a bug that does kill immersion somewhat, the Fusion Power research option unlocks all the vanilla reactor types instead of researching each reactor type one by one. Other than that, enjoyable mod, like the concept behind it, looking forward to seeing an updated version for Federation.
SarikOstheim 30 Nov, 2019 @ 12:57pm 
I don’t really mind the rate at which things can happen. I also run a bunch of mods that make Fallen Empires way harder once the War in Heaven starts, as well as the crisis. It took me the better part of a century to go from starting to Celestial, and that was often with desperate resource management to rush unity so I could face the next threat.

My biggest complaint is once I went celestial, it basically ruined the triggers for the final system in the Lgate cluster, as well as my ability to research crisis entities. As others have asked, if we could turn off the auto-explore as the default when going celestial, it would help maintain the game flow.

Just as well, when I tried to go Celestial without taking on the ethics, I did not receive the technologies. I don’t know if this was another mod I was running, or if it just gives access to the research. I made a save at that point in case it’s the latter.
Spartan878  [author] 27 Nov, 2019 @ 9:46pm 
Good to know about the Shield bug and yes I will be updating been following the rule "life before hobby" but now that I am more settled I will be updating my mods. And yes all the civics you see will be made into origins (But on popular demand I will keep the civics for more combinations but I will see about making them non-selectable after game-start). But I will make the higher perks harder to get so that the Heirs and Adherents to understand the technologies in just under decades (really it should take longer than that).
{!} 26 Nov, 2019 @ 8:06pm 
this breaks when upgrading to celestial in hive mind. Make a celestial hivemind ethos perhaps?
Also, make it so that the celestial shields regenerate shields, otherwise all my construction ships and science vessels have no regen which is kind of aggrivating.
xXThe FramerXx 23 Nov, 2019 @ 8:13pm 
update plz?
ii Max 7 Nov, 2019 @ 5:37am 
can you please update
stormchild9 3 Nov, 2019 @ 5:11am 
can you please update to 2.5.x
⎛⎝๖ۣۜÐÆ ๖ۣۜTigar⎠⎞ 18 Oct, 2019 @ 6:50am 
2/2

The fastest i have been able to reach celestial empire is 14 years(No cheat mods used just focusing heavy on unity creation) and you can imagine with 14 years not a lot of the galaxy is explored yet nor are all other empires found and there is a chance that after you go celestial empire that those empires you havent spoken to cant be spoken to at all anymore unless they form a alliance with other already known empires then you can greet them

But ya can that instant explore of everything be locked behind a trigger?
⎛⎝๖ۣۜÐÆ ๖ۣۜTigar⎠⎞ 18 Oct, 2019 @ 6:50am 
When going into a celestial empire is it possible to make the "explore entire galaxy" part of the switch be an edict or policy or an quick to research event in the situation log?

This combined with a high unity creating empire can make one reach celestial empire way way quicker then what i presume you want people to reach it and thus also leaves a lot of the galaxy still unexplored and then suddenly is explored and no events will ever trigger leaving a huge part of exploration out of the game

1/2
Kangarus 14 Oct, 2019 @ 9:04pm 
Played a bit with your mod and happily found it to work with my 2.4 (just ignore the warning sign). Hopefully an official update for 2.4 will come. Uprated, favourited. Keep up the good work :-)
vunderguy123 31 Aug, 2019 @ 1:22pm 
Hey, for some reason, the AI empires in the game, despite having access to this tech, seem only interested in building automatic strip mines and power plants using the slots planets have rather than building up districts and using those slots for more specialized things. I've tried finding out which mod does this or if this is just a normal thing for the AI, but I haven't been successful. Can anyone help?
vunderguy123 30 Aug, 2019 @ 11:23am 
@Spartan878

Oh yeah. That's from something else.
Spartan878  [author] 30 Aug, 2019 @ 11:12am 
Stellarite utilization? if this is from another mod no.
vunderguy123 30 Aug, 2019 @ 10:39am 
This mod has stellarite utilization, right?
Spartan878  [author] 30 Aug, 2019 @ 10:37am 
Could you elaborate?
vunderguy123 30 Aug, 2019 @ 10:25am 
How do I get access to stellarite exploiting tech for this?
vunderguy123 25 Aug, 2019 @ 6:30pm 
How do I get access to stellarite exploiting tech for this?
Ruuj Rubellite 13 Aug, 2019 @ 4:22am 
@Spartan878 Thank you for the reply. I assumed it was a buildable structure from Starbases as it was in the ship builder; but it appears I'm wrong. I appreciate it!