Stellaris

Stellaris

Distant Stars Overhaul & Playable Nanite Machines
914 Comments
Coggernaut  [author] 26 Oct @ 9:28am 
@Küreltai

This is something I will look into, because that is true it's not always wanted.

Although the Gateway Guardian is supposed to act as a force to keep the gate closed, but I might rework it so they're not always spawned
Küreltai 24 Oct @ 7:18am 
Is there a way to not always get the two prescripted countries to always spawn? I want to play with only like few empires.
Coggernaut  [author] 23 Oct @ 4:59pm 
@Мохель

I'll work on this, I pushed an update to Github
Мохель 23 Oct @ 3:32pm 
Good evening. I'm trying to complete the Nanites walkthrough, but instead of story messages, I keep seeing something like "DSO_ancrel.5.desc_nanite". The game language is Russian. I tried changing it to English, but nothing changed. Is there a way to fix this? Ideally, add Russian.
Coggernaut  [author] 20 Oct @ 4:49pm 
@Mitch

You got the Gray Tempest outcome? At the moment... no. But would you like to come to the discord and brainstorm what 'becoming friends' would look like?
MitchMeister- 20 Oct @ 4:44pm 
Last Q, I opened the l-gate, and just am hanging out with the Gray Tempest. Is there anyway to become friends with them?
MitchMeister- 20 Oct @ 4:42pm 
Ah ok, I'm using the nanite shipset as well, so technically they all look like nanite ships. Not a huge deal.
Coggernaut  [author] 20 Oct @ 4:22pm 
Only on Nanite Ships @Mitch

We look to overhaul the nanite ship aspect to work with tradition
MitchMeister- 20 Oct @ 4:05pm 
I think I'm having a conflict with NSC. Can't see any of the nanite weapons on regular ships. Not sure if that's by design or not.
Coggernaut  [author] 12 Oct @ 3:47pm 
Sweet! Hope you get a cool outcome :D
General Riazska 12 Oct @ 3:18pm 
None yet, I got to the point of opening it but I havent actually opened the gates yet. I did get a tech called nanite mastery or some such as an option once getting the tech that lets me open the gate. I am fairly early. did it before mid game, dont even have battleships yet. In the middle of nanite ascension as well. Once the gate itself has been opened I'll let you know.
Coggernaut  [author] 12 Oct @ 9:40am 
No, you just need to open the L-Gate. If the L-Gate is open and you don't see any L-Tech Insights pop up, please let me know
General Riazska 12 Oct @ 12:12am 
Do you need to have the mod added origins to get the new tech?
Coggernaut  [author] 10 Oct @ 4:35pm 
When the colonization is finished, assuming you are Nanite Harvester (or pursuer) origin
Gexi_TheHundredth 10 Oct @ 3:02pm 
What point of colonization should the event appear? My colony ship is just colonizing the planet like normal
Gexi_TheHundredth 10 Oct @ 2:44pm 
Ah, okay. It does not seem like I got an event, tho... I'll look into that
Coggernaut  [author] 10 Oct @ 2:35pm 
@Gexi_TheHundredth

You must -on colonization- decide to make it a harvest world (should be an event on colonization)

After X amount of years, X depending on Planetsize & Type, it will transform into a Forgeworld when depleted
Gexi_TheHundredth 10 Oct @ 11:40am 
At what stage of colonization can I turn the planet into a harvest world?
axe2050 9 Oct @ 1:01pm 
@Coggernaut
Thank you!
Coggernaut  [author] 9 Oct @ 5:13am 
@axe2050

Ahhhh that makes sense! Feel free to send me the fixed code on discord id you'd like. That would make it super easy to upload when I get off work :)
axe2050 8 Oct @ 8:37pm 
@Coggernaut
This mod currently removes the colony ships from biogenesis ship sets. This is caused by the 00_ship_sizes_colony.txt file I believe. I am going to go through the files tonight and figure out what is causing the issue. Should I do so would you like me to send you the fix?

Also @AMPW just unpause the game. You are currently only negative because the game is reading your resource income incorrectly you should shoot up when the month tick happens. In addition to the the Nanite Forgeworld is so good it would justify having no districts at all at first IMO.
Coggernaut  [author] 8 Oct @ 5:38pm 
@AMPW

Are you running any mods?
AMPW 8 Oct @ 7:58am 
I'm trying out the gateway pursuer origin but the nanite forgeworld only starts with one city and one ally district so I'm at -43 ec/month and I can't build any new ones because of insufficient minerals and too long build times. There are also too many maintenance drones which suggests that there are some districts missing. Is that intended like that or do I overlook something?
Coggernaut  [author] 30 Sep @ 8:24pm 
4.1 Hotfixes thanks to F1r3Pr1nc3!
Coggernaut  [author] 20 Sep @ 5:55pm 
Enjoy! Let me know if you find bugs :)
AMPW 20 Sep @ 11:36am 
Yay, finally :steamhappy:, it's a great mod. Thank you very much
Coggernaut  [author] 19 Sep @ 11:56pm 
Updated! :steamhappy:
JPPlayer2000 17 Sep @ 9:17am 
I get it too, hope it gets fixed, one of my fav mods!
Kangarus 19 Aug @ 5:56am 
Looking forward to it. Current version is incompatible with 4.0, at least as far as I can tell - the mod throws a few generic error spam as it currently stands.
artedox 16 Aug @ 3:32am 
Awesome to hear, best of luck!
Coggernaut  [author] 14 Aug @ 3:34pm 
@artedox

It was made prior to nanite ascension, but that is my future goal. Now that Ethics and Civics Classic is in a good spot, I want to revisit this mod
artedox 14 Aug @ 10:45am 
Will the nanite mothership synergize with the nanite ascension? Since you're encouraged to go over the naval cap, is it possible to cut its upkeep for nanite empires or is that design by choice?
Coggernaut  [author] 20 May @ 8:10pm 
@晨曦

MOD尚未更新
晨曦 20 May @ 7:57am 
求更新
晨曦 20 May @ 7:57am 
作者大大,这个MOD用了之后会一直跳事件弹窗,没完没了,搞得我根本玩不了游戏了。
Coggernaut  [author] 5 May @ 4:07pm 
Mod will be Updated, I just need some time to update this and Ethics & Civics Classic. Still actively supporting both mods
Coggernaut  [author] 1 May @ 5:19pm 
It's all compatible :)
nobot999 1 May @ 10:47am 
Is this mod comparable with the Nanite ascension from Machine Age, or does it cause issues?
Furydragonstormer 11 Mar @ 6:36pm 
Alright, did some more testing and even went with patching game files to be safe. Think it's due to a recent update if it isn't a mod conflict then. That, or maybe something in the code given you mentioned it's a new origin. Even a small typo can be enough to screw that kind of thing up when I checked for possible reasons online
Coggernaut  [author] 11 Mar @ 3:25pm 
Keep me posted on your status

However, I don't think it would be a mod conflict since this is a new origin, unless your Authority is different and not fulfilling the requirement
Furydragonstormer 11 Mar @ 10:19am 
Did have that since I was in the middle of tweaking one I had to be more nanite central in theme. Which is what perplexes me. I'll give it a shot again with a completely new one again though. But it might be a possible clash with one of the other mods I got running.

Two current suspects I have are machines and robot expansion continued, or the extra ship components NEXT (nanites expansion continued is a third suspect now that I think about it)
Coggernaut  [author] 11 Mar @ 4:42am 
@Furydragonstormer

Make sure you have Gestalt Ethic & machine intelligence chosen and the origin should appear
Furydragonstormer 6 Mar @ 3:32pm 
Not sure if this is my end for this, but when trying to give a machine empire that harvester origin, I cannot find it anywhere despite looking several times very carefully. Even uninstalled and reinstalled the mod, but nothing changes. Did one of the recent Stellaris updates bork things or what?
ClassyPilot177 6 Mar @ 8:40am 
Ah, I see
Unfortunate, but I believe I am able to use the non-weapon techs in it so that's still good
Best of luck with updating it tho!
Coggernaut  [author] 5 Mar @ 6:03pm 
@ClassyPilot

It does not apply to nanite ascension, I... really need to code that. I've gotten busy in the last year and put what little time I had into maintaining E&C Classic. It would be nice to have someone help me code DSO, that would be a huge help in updating it to the 'new' Nanite DLC. Ironic, given that DLC is almost half a year old...

It's been so long I really need to set aside time this weekend and merge those two ships and avoid confusion. Of course, for those that don't have nanite DLC, I'll keep that modded nanite ship to allow people without the DLC to still get the ship.

This mod introduces it's own nanite shipsets (separate from nanite ascension) which is why you're finding it unable to work on that one. It's confusing, but comes from a time before the DLC
ClassyPilot177 4 Mar @ 10:13pm 
So I've researched the nanite lancer/titanic option for it, the torpedos and the core but nothing is able to be put anywhere
Do I need to wait until the mothership research option pops up in order to use them or something? Or am I missing something/the mod doesn't work with nanotech ascension or? Sorry if this is worded a little weird, just unable to figure out why I've researched them yet am unable to actually do anything with them.
Coggernaut  [author] 3 Feb @ 6:10pm 
Okay
Varlun 3 Feb @ 4:50pm 
I really don't know. I can't offer advice on balancing or how to implement it. Trust your own judgement
Coggernaut  [author] 3 Feb @ 4:10pm 
@Varlun

I will, but I'm debating on how to approach this rather than totally canning it. Maybe a new building to replace it that has replicator jobs?
Varlun 3 Feb @ 4:05pm 
If you're not going to fix the assembly plant, at least remove it from the mod description.