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Everything else i should fullfill and i will make a point of it now focusing that research. Again thanks for your time.
The only prerequisite technology is Subspace Sensors (tech_sensors_3), so if you have that it has a chance to show up (and if you don't it won't). The tech card showing up then has an increase in likelihood after game years 30, 40, and 50. If you have any councilors with Particle Expertise, Field Manipulation Expertise, Curator, Spark of Genius, or Maniacal traits it increases the chance again. Technological Ascendancy, finishing Discovery Traditions, or being a Scholarium also bonuses to rolling it.
Also, you need to have the Apocalypse DLC enabled or the tech will never show (Colossus functionality, which this uses, is tied to that DLC). No other mods should be messing with the tech discovery unless they've outright removed Subspace Sensors, but if you haven't discovered enough Tier 3 techs (same level as Subspace Sensors) then you won't see a Tier 4 like Fundamentals until you have enough of those too.
Any chance this would be incompatible with a mod that gradually develops hyperlajnes?
Upping it could be done again, but this shouldn't be a problem unless the galaxy is ultra-dense, provided Paradox didn't screw with the euclidean distances (and who knows, they might have, they never document that sort of thing so I don't know and I've been ill-inclined to bother checking given the absolute pile of broken promises 4.0.x has been).
Searching could be possible but it's beyond what I'm able to deal with (Stellaris UI modding is esoteric and complex at times). I won't say never, but it's beyond what I can do now.
Costs, creation distances, and the "wobble" of the Advanced Bore all have variables in \common\scripted_variables\htm_scripted_vars.txt. I'll make a note to see if I can use vars for the other stuff when next I'm tinkering (ship limits in particular are an odd bird), which will also include upping weapon priority since something in the ACOT ecosystem decided to be too low power to be a Colossus weapon and then slapped a huge priority on it.
The Issues:
- When connecting I found the mod does not seem capable of actually detecting all of the plausible systems. Either the mod fails to detect all systems or it has a limit as to how many it can display. This became painfully obvious when systems that were visually half an inch away were not an option, yet systems 4-6 visual inches away were.
As for what it's lacking:
- When connecting systems the selection list can get crazy huge. Would a search bar be possible / out of the question?
- I feel a modifiable, simple and easily understood config file to adjust costs, charge times, number of ships allowed, etc would be useful. Doesn't even need to be configurable in game either, just a txt file or something.
Otherwise, great work and a fun addition. Hope the mod gets better over time.