Stellaris

Stellaris

Additional Vanilla Components Revived
131 Comments
Hellshiver  [author] 10 hours ago 
@Dog
To confirm, are you referring to Space Fauna or Bioship Titans?

Have not looked at the new Bioships yet, and would be surprised if ANY reactors from this mod worked with them.
just a person ? 6 Oct @ 10:07am 
there should be update artilery computer chip for corvette, also please update base power number to % power power for auxilary reactor.
2412127720 29 Sep @ 12:56am 
Update!
Hellshiver  [author] 18 Sep @ 12:14pm 
I had concidered it previously, but we are able to reach 100% armor/shield hardening as is. Adding higher percentage modules removes the choice to go full hardening or not, as it would become far too easy to reach the caps with room to spare.
C_D_R 31 Aug @ 12:22pm 
can you add reactive armors "armor hardering" ? and another one that is for shield to. those are boost modules for % against penetration ect ect
Hellshiver  [author] 5 Aug @ 8:01pm 
@Dog
Bioships are likely their own shipclass, which would need their tags added to existing reactors or their own reactors in general. I'll see if I have time this hometime to look into it, but cannot promise anything.

@BaBoFantasy
I'll look when I have a chance. One of those things I noticed but haven't had time to dive into. We'll see if I get some to look into it a bit deeper.
Dog 26 Jun @ 8:18pm 
Hello, just for your info Bioship type titans cant equip the Reactors from this mod for some reason
BaBoFantasy 11 Jun @ 8:12am 
@Hellshiver
Your mod works well and is quite great, but I do have one request. Additional components in your mod still use an outdated ship_restriction script to determine compo-ship availability. While it still works for now, most vanilla content and other major mods have since moved on to using potential blocks and scripted_triggers instead. Updating to this newer approach would help ensure your mod remains compatible with future versions of Stellaris and integrates more smoothly with other mods. I hope you'll consider it.
Hellshiver  [author] 28 May @ 3:07pm 
@bluesmythe

Sort of. T5 is Dark Matter in Vanilla. The power output of T6 is a side grade/path to progress beyond Dark Matter.

@xray163

I've been on the road. I'll try to see if everything is in order before I head back out, but no promises!

@Zeizei Pumpum
@Draconia Empire

Perhaps. I'll try to do a quick check, and if it passes, I can push an update to at least remove the out of date warning. No promises though!

@MR_DISHWASHER

Glad to hear! As above, I'll try to do a quick check at some point and push an update to remove the warnings. Key word "try." ^.^
MR_DISHWASHER 27 May @ 7:49am 
bruh this mod work very good in 4.0.13 i don't found any bugs
Draconia Empire 14 May @ 8:28am 
hi, is it possible for you to update your mods to 4.x.x., thx
Zeizei Pumpum 6 May @ 10:14am 
so u have plans for a 4.0 update?
xray163 5 May @ 6:01pm 
i think the 4.0 release broke this mod. Hope you are still up to the task of updating the mod.
bluesmythe 14 Apr @ 1:08pm 
is right that the T6 Reactor from the cruiser and higher has less power generation that the Vanilla T5?
bodhi.agnew08 26 Mar @ 4:01pm 
Nvrmd I messed it up
bodhi.agnew08 26 Mar @ 3:41pm 
does this mod mess with cloaking? I can't seem to find it after getting the dlc for it.
Hellshiver  [author] 12 Jan @ 5:00am 
Unfortunately, I'm only fluent in bad English. I do not trust online translation software when it comes to technobabble, and would not want to insult/misspeak due to my ignorance.

Hopefully, someone who is fluent in Spanish will be able to make a translation patch?
James-Shadows 11 Jan @ 8:09pm 
Hi, is there a possibility that the mod be translated into Spanish? Since once the mod technologies are released, there is no description, just a couple of words in English and signs. It would be much appreciated. :)
Hellshiver  [author] 6 Jan @ 3:38am 
I'll take a look when I can. I'm thinking it's AVFE; gonna move discussion to it's page.
FranzZ 5 Jan @ 6:50am 
Still seems to be present on the affected entities, with the most recent update, whether or not it would require said entity (starbase, for prime example) to have a module removed and re-added, I have not tested to that extent for now, as I am off to bed xD
FranzZ 5 Jan @ 6:36am 
Will keep you posted and let you know if there's any change (:
Hellshiver  [author] 5 Jan @ 6:07am 
Huh.... very strange. See if these updates fix it. If not, it may be those error reduction placeholders getting weird, and will need to be removed; RIP error log.
FranzZ 5 Jan @ 5:55am 
Which is strange, as I do not have AVWR or AVWR-ASB Patch on, I have also found AVE_SWARMER_MISSILE_5 to be another anomalous weapon to appear on Starbases.

Unless I'm missing something like AVCR requiring AVWR, but I 'd not come to this issue before. I do use ASB-Ironman if its any consolation?
Hellshiver  [author] 5 Jan @ 5:43am 
That is strange.

Fallen Empires shouldn't cause it, as the template is a placeholder to prevent error log spam. The module shouldn't even show up, and is unused in the ship_templates for FEs unless AVWR is installed. Code may be doing funny things though; we'll see if today's update fixes it.

AVCR doesn't have the strike craft modules; that'd be AVWR.

Could be the ASB patch? There was an error in the template that is being resolved with today's update.

Let me know if it continues past this next update!
FranzZ 4 Jan @ 6:55pm 
Im not too sure if this is an issue with Additional Vanilla Components Revived or Additional Vanilla Fallen Empires, however when upgrading a starbase with a hanger, or a default ship is generated using hanger bays, they will generate with AVW_STRIKE_CRAFT_4, which deal an average of 42,949.67 damage :featherduster:
Hellshiver  [author] 27 Dec, 2024 @ 4:25pm 
Test Branch uploaded. Have the DLC now, so I can test as need, but figured some of you would like a sneak peak. Enjoy, and let me know if there's any un-noted issues!

AVCR - Test Branch
✙ÇŘŪŚÃĐĘŖ 26 Dec, 2024 @ 3:03am 
Yes, i'm doing ok. Merry Christmas btw, a bit late but whatever.
Hellshiver  [author] 12 Dec, 2024 @ 4:09pm 
Update 4 of 4 pushed!

Let me know how it goes! ...and yes, your upkeep costs for Juggernauts went up. SOMEONE had set them to the same costs as Titans. No clue who.... >.>

This weeks question: Are you doing ok?
Hellshiver  [author] 10 Dec, 2024 @ 12:15pm 
Glad to hear it!
De Clare 8 Dec, 2024 @ 4:18pm 
Very good update. So far, I haven't witnessed or noticed any game breaking issues with the latest updates.
Hellshiver  [author] 5 Dec, 2024 @ 1:01pm 
Update 3 of 4 pushed!

Highly recommend loading, run a few in-game days, and saving again before the next update. Aiming for next Thursday/Friday for the final installment.

Let me know how the update goes! This weeks question: is it Bonuses, or Boni?
Hellshiver  [author] 28 Nov, 2024 @ 6:27pm 
No worries! Just happy people enjoy it! ^.^
De Clare 28 Nov, 2024 @ 5:42pm 
Amazing update, thank you for your work.
Hellshiver  [author] 28 Nov, 2024 @ 11:44am 
Update 2 of 4 pushed!

Highly recommend loading, run a few in-game days, and saving again before the next update. Aiming for next Thursday/Friday for the next push.

Added Disengagement chance to Hyperdrives to give a real choice versus Jump/Psi drives.

Let me know how the update goes! No word so far, so must be going well! The only question I have is: Potatoes or Stuffing?

Also, do we want a patch file to add the computers to the Vanilla file, resolving the display and auto-upgrading issues? I'm wary of making and uploading one due to the nature of the issue, and the conflicts it will cause with other mods. Let me know!
Hellshiver  [author] 21 Nov, 2024 @ 1:54pm 
Update 1 of 4 pushed!

Highly recommend loading, run a few in-game days, and saving again before the next update. Aiming for next Thursday/Friday for the next push.

Let me know how the update goes! Are there errors in values? Does the AI go full Armor, even when shield based? Do you put milk on your cereal or eat it dry? Questions we all ponder, from time to time...
AEdwardian 15 Nov, 2024 @ 12:43pm 
Thanks for checking. Funny thing is, it all used to work previously. Not exactly sure what got changed.
Tenshi Hinanawi 13 Nov, 2024 @ 12:15am 
Ah, I understand. Thank you
Hellshiver  [author] 12 Nov, 2024 @ 3:59am 
AEdwardian

IIRC, the mods that allow you to redesign the non-combat ships change their types. Basically, a new ship class. The standard versions are already funky, and that likely makes them more so. I'll take a look when I get a chance, but not sure if there's much I could do. May require a patch.

Tenshi

Likely a conflict with those mods and how they class ships. Drives are based around ship classes (shipclass_military shipclass_transport, etc), while most everything else is around ship sizes (corvette frigate colonizer, etc). I'd guess a patch would be needed to add the new ship classes. The game gets weird when it can't find references in components, and a big part of why I removed out the box compatibility for NSC.
Tenshi Hinanawi 7 Nov, 2024 @ 6:21pm 
Hi, I've noticed the combat computers tend to glitch out with certain mods installed, notably Better Army Types and Extra Large Galaxies (the latter I uninstalled for another large galaxy generator). It only shows the vanilla combat computers in the ship building interface.
AEdwardian 6 Nov, 2024 @ 9:24am 
Maybe a weird edge case, but if you mod things to make Construction Ships, Colony Ships, Science Ships, and Transport Ships manually designable again, then you can't select any of the new hyper drives or jump drives. All the new reactors, thrusters, and sensors do appear.
Hellshiver  [author] 2 Nov, 2024 @ 5:05am 
We'll have to see. I don't have the new DLC (many DLCs missing, honestly), so it'd be a shot in the dark for balancing and testing. I can take a look after the Archeo add-on, but don't want to make any promises.
orzelek16 1 Nov, 2024 @ 11:17am 
New DLC adds separate set of bio components for space fauna ships. Any plans to also expand those with new techs?
Base game seems to unlock new bio components along same techs as normal ones.
Hellshiver  [author] 29 Oct, 2024 @ 12:39pm 
Update pushed. Good find! <o
Hellshiver  [author] 29 Oct, 2024 @ 12:31pm 
I see the issue. Give me a few to rectify it. Logic failed me in those statements.
Hellshiver  [author] 29 Oct, 2024 @ 12:24pm 
Huh, I'll take a look. May have been a left over in an experiment I did, but NOR should be read as Not This OR That.
Директор РЕН-ТВ 29 Oct, 2024 @ 12:19pm 
Spent some time wondering why I cant get dark matter tech 2 (tier 10), it seems that its impossible unless you're fallen or awaken empire, commented the NOR equasion and tier 10 started to drop, so I guess it's a bug or smth?:doge:
Hellshiver  [author] 23 Oct, 2024 @ 4:34am 
Bluetail

It is! You'll be able to see the new research options after completing one (1) tech research in that category, assuming you have advanced to a high enough level.
Bluetail 21 Oct, 2024 @ 7:43am 
Save game compatible?
Hellshiver  [author] 24 Sep, 2024 @ 4:06pm 
Shouldn't need an update for today's patch. If there are issues, let me know!