Stellaris

Stellaris

Expanded Megastructures and Technology
138 kommentarer
Sakura 1. sep. kl. 9:17 
Hi, when this mod is played together with ACOT, the level 5 sensor component (psionic sensors) are always be selected when using automatic ship design, while actually high-level sensors provided by ACOT (e.g. Sigma Sensors) is more powerful. Maybe there's an incorrect component selection weight setting for this component and could you please fix it? Many thanks~
Red Skull 18. juni kl. 0:33 
+1 To waiting until a more stabilized version of Stellaris is released, They really need to just create a huge 4.1 patch that fixes everything they are trying to fix and balance and then leave it for a few months. The constant updating is ridiculous.

Thanks for your mods, @Tovius
B flat 16. juni kl. 18:53 
@Tovius it's completely fine if you want to wait a week or two until PX slows down or something
kahvipensas 14. juni kl. 1:52 
I understand that, I'm not keeping up with changes either... Every time I solve some conflict, another pops up!

Makes me wish Paradox had pushed back the release of 4.0, instead of releasing on schedule and then popping out patches several times a week!
Tovius  [ophavsmand] 14. juni kl. 1:41 
Its the game updating faster than I can keep up
kahvipensas 14. juni kl. 1:04 
tech_fe_assembly_2 is using the weight modifier inline script of fe_assembly_1 instead of 2. There is also a modifier of
building_fe_assembly_1_cap = 1

Are these intentional or errors?
Aki Zeta-9 5. juni kl. 21:37 
I mean 00_fallen_empire_tech.txt from this mod overwrites repeatable fallen empire building techs that were recently updated.
Aki Zeta-9 5. juni kl. 11:47 
00_fallen_empire_tech.txt overwrites fe building techs
Tovius  [ophavsmand] 5. juni kl. 11:01 
This mod shouldn't touch any od the building techs
Aki Zeta-9 5. juni kl. 10:32 
FE building techs have been updated in recent patch
Tovius  [ophavsmand] 25. maj kl. 10:42 
Thank you for your work. It will be fixed in the next update.
Aki Zeta-9 25. maj kl. 1:36 
Hi! I was checking conflicts with Irony and noticed possible errors with this mod.
hull techs don't have a check for bioships and swap for beastmasters
mining drone weapon tech don't have a swap for bioships
Hebrux 24. maj kl. 20:17 
giga structures is such a popular mod, I've be surprised if this wasn't compatible with it
Ewan Norton 21. maj kl. 14:21 
Hey, is it compatible with Gigastructures?
Tovius  [ophavsmand] 20. maj kl. 21:35 
I have uploaded a quick fix. Now cloning vats shouldn't disappear anymore.
Burch 18. maj kl. 1:20 
@Tovius, Thank you for you mod. First time user and I am looking forward to playing it. Cheers
Tovius  [ophavsmand] 17. maj kl. 23:33 
Finally updated. Let me know if you have any issues.
Tovius  [ophavsmand] 17. maj kl. 11:53 
Just wanted to let you know that I am still working to update this. I am currently making bio ship versions of the various ship components, which is taking longer than I hoped.
Tovius  [ophavsmand] 15. maj kl. 0:10 
I am thinking of retiring the Hive Queens origin, unless someone really wants me to keep it. It seems a bit stale in the modern version.
(Genesis Project origin is definitely staying, through)
Tovius  [ophavsmand] 14. maj kl. 22:19 
Due to how pop job swaps are handled now, I had to do some work on the back end to get pop jobs ready, but now that is done this mod is next on my list.
Tovius  [ophavsmand] 8. maj kl. 16:32 
I have limited free time these days, so expect a week or two. I'm also waiting for the hot patches to slow down before seriously digging into the code.
Lancer_Vance 8. maj kl. 10:35 
Any timeline for this to be updated to 4.0? I know it will probably be a lot of work, but I am just looking for the length of time. I'm so used to playing with mods such as this, that I don't want to play the game at all without them. xP
Strife 1. mar. kl. 5:36 
kk thanks tovius
Tovius  [ophavsmand] 28. feb. kl. 22:18 
It is still needed, and updated to the latest patch.
Strife 28. feb. kl. 12:06 
is Expanded Mods Base still needed? seems to have trouble and hasn't been updated in a while either. some1 commented on is page, You should have a look, the games been updated a few times already.
Tovius  [ophavsmand] 2. nov. 2024 kl. 19:12 
Mod Updated
Tovius  [ophavsmand] 2. nov. 2024 kl. 12:57 
A new update should be ready later today.
As an unfortunate consequence of the latest dlc, I found it easier to remove the improved space whale and void cloud weapons tech. I've added additional techs that improve space fauna weapons more generally to compensate.
IlliaJ 17. aug. 2024 kl. 7:06 
Oh, okay then. I just saw it and didn't want to specifically play to check.
Tovius  [ophavsmand] 16. aug. 2024 kl. 16:35 
@IlliaJ
Shroudwalkers already have access to it.
IlliaJ 16. aug. 2024 kl. 7:22 
"- Regenerative Meditation, gives +20 leader lifespan, requires Vitality Boosters tech and Mind over Matter perk"

Since teachers of the Shroud don't require taking the Perk maybe that requiremnt maybe replaced with having started the Psionics tradition?
Lavie 10. maj 2024 kl. 3:41 
Your build two dyson sphere edict doesn't take account of the new 'built_dyson_sphere_swarm' flag.
Tovius  [ophavsmand] 8. maj 2024 kl. 22:38 
I have released the comp patch for 3.12

I have heard that the Arc Furnace and Dyson Swarm are on the weak side, so I may buff them when I come back from updating my other mods. If you have any suggestions, I would like to here them.
Tovius  [ophavsmand] 23. apr. 2024 kl. 15:24 
Also, next time please report bugs in the bug report thread.
Tovius  [ophavsmand] 23. apr. 2024 kl. 15:23 
Make sure you have installed the required sub mod.
REDbeard 23. apr. 2024 kl. 12:31 
Just to clarify, I built a clone vat on a newly colonised planet but couldn't seem to select the clone army pops (the founders of the colony) to grow.

I have a lot of mods, so I wouldn't be surprised if the problem can't be replicate don your end.

Either way, thank you for your time and sorry for bothering you!
REDbeard 23. apr. 2024 kl. 12:27 
SOrry to bug you, but I'm seeing that while the normal clone vats can be used to expand your Clone Army pops, it seems to be a bit confusing. Do you still require an ancient clone vat on a planet to allow for the Clone Army pops to grow?
Tovius  [ophavsmand] 26. nov. 2023 kl. 9:29 
They are showing up on my end. I would check for a mod conflict/

Please post any further inquiries you have in this matter in the bug report thread and not here.
Tovius  [ophavsmand] 25. nov. 2023 kl. 16:51 
It should be fixed
liapatis_o 25. nov. 2023 kl. 16:16 
Using the mod, many megastructure technologies never appear (even if cheating with research_all_technologies). Notably matter decompressor, strategic coordination center, interstellar assembly & mega art installation. I have installed all required mods.
Tovius  [ophavsmand] 18. nov. 2023 kl. 19:57 
Mod Updated
Tovius  [ophavsmand] 15. sep. 2023 kl. 18:00 
Mod Updated.
Tovius  [ophavsmand] 15. sep. 2023 kl. 16:19 
Heads up: I am restoring the Leisure Districts, so the next update will require UI Overhaul, Bigger Planet View, or a similar mod.
Tovius  [ophavsmand] 15. sep. 2023 kl. 12:01 
The changes to habitats are really making me rethink things for this mod. I may end up pulling out most of the habitat related changes and starting over.
Sindusk 12. juli 2023 kl. 3:01 
Hi, I'd like to ask a request to remove the disables of techs from technologies/zz_overwritten_techs.txt. This is disabling key aspects of other mods such as ACOT's Dark Matter progression causing them to completely malfunction. The two overwritten techs (tech_fe_dimensional_fabricator, tech_dark_matter_container) are fine, as they're still available, but the other ones should be removed for compatibility.
Tovius  [ophavsmand] 25. juni 2023 kl. 22:11 
Mod update. Please download the new required mod.
Tovius  [ophavsmand] 20. juni 2023 kl. 20:56 
Well, Scripted Trigger Undercoat was an interesting experiment, but due to the outstanding bugs and slow response time of the mod author, it simply isn't viable for my mods to continue to rely upon it. Over the next few weeks I will be making a much stripped back version for use with my mods. I will try to make it compatible with STU, in case it ever gets its act together in the future.

In the meantime, I would recommend using the version of STU available on my patreon. If you have never downloaded a Stellaris mod manually before, I would suggest you google how to do that.
Tovius  [ophavsmand] 16. juni 2023 kl. 20:03 
The temp version of STU is on my patreon. Sorry I didn't make it clear in my original post.
Tovius  [ophavsmand] 16. juni 2023 kl. 19:49 
Updated for 3.8.4

Scripted Trigger Undercoat is still not updated, but I uploaded a temp version you can use until it gets an official update (don't use both the temp fix and the official mod, or you will run into problems).
Tovius  [ophavsmand] 14. maj 2023 kl. 22:18 
Updated for 3.8
Tovius  [ophavsmand] 28. apr. 2023 kl. 14:30 
This mod now requires Scripted Trigger Undercoat. Please place it near the top of your load order