Stellaris

Stellaris

Technology Repeated
240 kommentarer
star-of-the-fogotten 25 jun @ 20:18 
it works mostly fine for me in 4.0+. the job techs almost never show up though but thats about it really.
Why not Zoidberg 19 maj @ 19:48 
judging by the numbers you have here on the mod the only thing that need to change for the new pop system is the max jobs and housing need to be multiplied by 100. The rest should work the same since this mod does not change the output of said pops
starchitec  [skapare] 8 maj @ 21:49 
maybe? A few of the repeatable job techs might not make any sense anymore. Might need some other adjustments with the new system.
Sammich 8 maj @ 20:45 
will this work with 4.0?
Icarus 24 dec, 2024 @ 10:37 
Works with 3.14, ACG and the compatibility patch
kibitz! 16 jul, 2024 @ 0:09 
the mod works on 3.12 in my experience so far. the only relevant issue I've noticed is that the '+1 of x type of job per y number of pops' repeatables currently also apply to the lathe, but the pops won't fill said jobs so it has no significant impact
NotFox 29 jun, 2024 @ 18:39 
I haven't had any problems with it.
KeinNiemand 29 jun, 2024 @ 14:14 
Does this work with 3.12?
GnoSiS 19 jun, 2024 @ 20:50 
works with 3.12? if so please state it and perhaps update the version. Thanks!
NotFox 19 jun, 2024 @ 18:55 
Really? That's news to me, I didn't think there were any hull techs in vanilla. Just goes to show how long It's been since I played without mods lol. Thank you for putting up with my questions.
starchitec  [skapare] 19 jun, 2024 @ 11:33 
general hull is vanilla (this mod slightly edits it to make the techweights match what this mod gives all repeatables) Hull is uncapped.
NotFox 19 jun, 2024 @ 11:31 
Oh lmao, I didn't even realize the general hull increase was from this mod because I didn't see it in the pic at the top of the mod page. Is that general hull increase tech one of those that can be done infinitely or is there a cap on them?
starchitec  [skapare] 19 jun, 2024 @ 10:57 
Havent done anything specific for the cosmo ships, but I think the basic hull repeatable will get all ships, so not 100%. Also obviously armor/shields would work too.
NotFox 19 jun, 2024 @ 10:49 
Alright, i suppose that makes sense, I'm assuming there isn't one that would affect the riddle escort for the same reason?
starchitec  [skapare] 19 jun, 2024 @ 10:46 
I think I limited them to battleships and titans since increasing hull on corvettes can be a bit overpowered- like the genius armor destiny trait. Corvettes are cheap and have high evasion, giving them repeatable hull makes them pretty crazy.
NotFox 19 jun, 2024 @ 10:23 
Alright, I'll be checking soon since I just went cosmo in my game, just thought i'd ask because the techs specifically say battleship and not battlecruiser, so I wasn't sure if it would apply properly. On a side note, are there hull increasing techs for the smaller ships? Because the only ones I've seen are the ones for battleships and titans.
starchitec  [skapare] 19 jun, 2024 @ 9:59 
hmm, I would think so? easy to check in the tooltip once you build one. Its just generic ship hull not size specific.
NotFox 18 jun, 2024 @ 21:28 
So do the hull increasing techs apply to the Cosmo ships?
starchitec  [skapare] 17 jun, 2024 @ 11:05 
not this
NotFox 17 jun, 2024 @ 8:38 
Does this mod have a tech that increases districts? One of my mod adds a tech that increases districts and it is also adding extra districts to the synaptic lathe and I'm try to figure out what mod does it before I start my next run.
Voidlord 6 jun, 2024 @ 9:20 
i think Power output from reactors are hardcoded, as in there are no mods that can increase them.
NotFox 13 maj, 2024 @ 13:41 
I guess I'll have to go looking then, thank you for humoring me.
starchitec  [skapare] 13 maj, 2024 @ 13:38 
I dont know how to make that work as a repeatable- there isnt a ship power modifer I can find. It would have to actually be new power components. There are mods that add more components and levels that should do what you are looking for however.
NotFox 13 maj, 2024 @ 12:53 
Is there any way you could add a repeatable that increases ship reactor output or reduces module power usage? It's annoying that as a Cosmogenisis Empire that rival the Fallen I can't put whatever I want on my ships while they have a massive 1-2k energy deficit on theirs.
NotFox 13 maj, 2024 @ 12:13 
Okay, I see it now, that's weird it doesn't show up in the designer. Thank you for your help!
starchitec  [skapare] 13 maj, 2024 @ 8:57 
Are you looking at ships in the designer, or the mouseover tooltip for ships that have actually been built and are in a fleet? Country modifiers from tech do not show up in the designer.
NotFox 12 maj, 2024 @ 23:44 
It doesn't look like the hull point tech is working, I've researched multiple of them but the hull points on my ships haven't changed.
NotFox 12 maj, 2024 @ 7:58 
"Becoming a savant in all fields is nearly impossible." Hahahaha Synaptic Lathe go brrrrrrr
starchitec  [skapare] 26 apr, 2024 @ 22:06 
no, extra building slots require additional UI so I cant increase it over the normal cap
UyTheo 21 apr, 2024 @ 13:56 
Does this make a repeatable +1 building slot?
starchitec  [skapare] 26 jan, 2024 @ 12:08 
some of them are capped, but generally I cap reductions, since getting to -100% is broken, while damage boosts have no real need to be capped
p2d 26 jan, 2024 @ 3:38 
ex: hull damage specialization capped at +100%
p2d 26 jan, 2024 @ 3:37 
is there a patch that caps combat repeatables at 20? Coming from using ACOT defines and I felt that was a good mechanic
FR Mathlaguerre 13 jan, 2024 @ 0:53 
Thank you for your great mods and your reactivity !
starchitec  [skapare] 12 jan, 2024 @ 12:56 
Oh right, 3.11 renamed the modifier. Easy fix, done.
FR Mathlaguerre 12 jan, 2024 @ 12:10 
I can confirm Cell Rejuvenation doesn't work. The modifier in the mod's file is "leader_age" but in the vanilla files the modifier is labelled "leader_lifespan_add". Copying the line from the game's file worked for me.
MaulMachine 17 dec, 2023 @ 10:43 
The text for Cell Rejuvenation is blank in the tech list.
Asami Haruko 6 nov, 2023 @ 13:59 
Somehow got BOTH increases of leader and fleet command limit
had loaded in today and wondered where my caps went
well that explains it
starchitec  [skapare] 5 nov, 2023 @ 9:12 
....huh, surprised that got in. Shows how often I play until repeatables these days! Should be fixed.
S3V3R 3 nov, 2023 @ 10:06 
I can confirm the comment below, it's nuts
Peter34 29 okt, 2023 @ 23:43 
There's a Tech that is supposed to give +10 Fleet Capacity, but instead it gives +10 LEADER CAPACITY, which is completely and utterly nuts!!! Please fix ASAP!
starchitec  [skapare] 25 sep, 2023 @ 17:23 
I think so
Peter34 25 sep, 2023 @ 17:12 
Does this mod work with v3.9?
Kiithnaras 21 maj, 2023 @ 22:57 
Oooh, unexpected but very welcome. Cheers!
starchitec  [skapare] 21 maj, 2023 @ 13:34 
ah right. I swapped it for leader cap since that seems to be the thing everyone wants now. 5 max levels so it doesnt completely remove the cap.
Kiithnaras 21 maj, 2023 @ 1:40 
The modifier for Admiralty Support Staff [code]tech_repeatable_command_limit[/code] is deprecated, and the tech gives no benefit with this mod. The new modifier is simply [code]command_limit_add[/code] if you feel like fixing it.
starchitec  [skapare] 21 mar, 2023 @ 14:04 
afiak, it should still work. But I honestly don't really use this anymore myself
Naraxa 21 mar, 2023 @ 13:38 
does this work for 3.7 or does this need an update? I would test but I have an issue in my modpack and don't know what mod is causing it so I hesitate
ZacharyBuilder 17 mar, 2023 @ 13:55 
update 3.7x
Talulah 17 mar, 2023 @ 2:14 
3.7 update?