Stellaris

Stellaris

All Enigmatic Technologies (Clean)
88 Comments
Vault-Tec 23 Apr, 2023 @ 7:14pm 
This seems to be working fine for 3.7.*
DefCynodont 19 Sep, 2022 @ 3:14pm 
I just used this with 3.4.5, it seems to still work.
Archangel 9 Apr, 2022 @ 3:09pm 
The tags haven't been updated, but it should still work. I have a game in progress where I just completed the Fortress, so I'll confirm when I can.
Cactus Lord 9 Apr, 2022 @ 12:16pm 
Has anyone found an up-to-date replacement for this mod yet?
Archangel 30 Jun, 2021 @ 7:53pm 
It still worked the last time I played. As the "clean" tag implies, it doesn't affect any content outside of the Leviathans story stuff so it hasn't needed any changes.
Knightmage Bael 28 Jun, 2021 @ 11:46pm 
Wouldn't mind seeing this updated to the 3.0 series
Liseq 11 Apr, 2020 @ 11:44pm 
Please consider to updating the checksum to 2.6.* It would be a good sign that the mod still works
jonjowett  [author] 30 Mar, 2020 @ 7:10am 
@Archangel & ~Poggy~ That's good to know, thanks! I couldn't see any issues when I looked at this yesterday, but it's a somewhat-complex mod and I wouldn't necessarily notice.
Archangel 29 Mar, 2020 @ 5:45am 
Same
MegaPoggy 28 Mar, 2020 @ 8:35pm 
This mod still works fine. I used it successfully still in my 2.6.2 game.
Sephylon 28 Mar, 2020 @ 1:38pm 
is this mod going to be updated
Archangel 14 Feb, 2020 @ 2:54pm 
Worked for me two days ago.
WolvesofZiu 13 Feb, 2020 @ 8:06pm 
Update?
Archangel 22 Oct, 2019 @ 4:20am 
Should be. The fortress hasn't changed as far as I can tell. Haven't had a chance to loot it in several patches, though. No crashes or anything, FWIW.
Kizuna 21 Oct, 2019 @ 7:51pm 
Is this still working?
loyalgaurd 2 Jul, 2019 @ 9:53pm 
Update!
Gavril 16 Jun, 2019 @ 9:26am 
I like "Enigmatic Revelations", though that kinda sounds like its more than just a few techs. I think "All Dark Matter Techs" is the better of the two thown out so far. Maybe "Legacy Enigmatic Reward"? I mean, that's pretty much what it is right? Great mod by the way. been using it since at least 2.0. I don't recall getting the fortress pre 2.0 lol
Archangel 15 Jun, 2019 @ 5:28am 
"Enigmatic Revelations"?
Ranger Dimitri 14 Jun, 2019 @ 8:18pm 
"All Dark Matter Tech's"? I can't really say i've got a good name myself to call it, and I'm rather tired at the time of posting this so you guy's come up with something if you feel like it.
jonjowett  [author] 14 Jun, 2019 @ 7:34pm 
@Archangel: I agree that the name's a bit outdated. It's been quite a long while since the only way to get the endgame techs was via the enigmatic fortress. Any ideas for a better name? (Assuming I can figure out how to change it without breaking everything...)
Archangel 14 Jun, 2019 @ 5:56pm 
Did the fortress quest once already in 2.3, worked fine. Takes a while for the tech to come up, and the name's a little off, but the results are perfect.
Ranger Dimitri 14 Jun, 2019 @ 11:07am 
So is there any way of making sure it work's with 2.3?
Archangel 8 Mar, 2019 @ 4:41pm 
@jonjowett: Thank you for the clarification. I don't think it's causing any problems; I just wanted to be sure. Just FYI, you can also get the techs in question by defeating Fallen Empire fleets and researching their remains.
jonjowett  [author] 8 Mar, 2019 @ 6:28am 
@Archangel: Sorry, this is one of the last of my mods to be updated. Mainly because I've started several games but I didn't manage to hit all of the conditions necessary for this mod to matter: (i) reach the late-game; (ii) have the enigmatic fortress spawn somewhere in the galaxy; (iii) have it spawn somewhere that's reachable. I also prefer to playtest my changes, rather than updating the mod "blind" - especially when the game has changed a lot. All in all, this mod is not completely abandoned, but it's also not my highest priority at the moment.
Archangel 7 Mar, 2019 @ 6:14pm 
v2.2.5 now. Has this mod been abandoned?
Archangel 27 Jan, 2019 @ 12:29pm 
Seems to be working properly in v2.2.3, at least for the techs I care about (power plant, shield, etc). Given that, the reason I'm posting is to ask for you to update the version tag when you have a sec, so the launcher won't keep whining at me. :P

Also, if you haven't played much Megacorp yet, check it out. Very impressive.
shilum_nehum 20 Dec, 2018 @ 12:51pm 
awesome thanks for the info. no rush
jonjowett  [author] 18 Dec, 2018 @ 1:40am 
@shilum_nehum: I am planning to update all of my mods to v2.2, but it's a gradual process because I'm not playing much Stellaris at the moment. Also, I've been pretty busy in RL for the last few days. But, yes, there will eventually be an update :-)
shilum_nehum 16 Dec, 2018 @ 7:49pm 
update for 2.2?
Dentist [2 RANG] 9 Aug, 2018 @ 8:52am 
does this still work with 2.1.2?
♂CombatBottle♂ 23 Jun, 2018 @ 3:41am 
It's working in 2.1.1?
AL|EN 18 May, 2018 @ 4:50am 
@jonjowett Thanks for this mod!

My Stellaris main game language isn't English and because you mod archive has only <xxx>_l_english.yml file, all strings are displayed as '<code>_<name>_<something>'
Players who use non-English language would be very happy to see proper texts displayed in English at least.

Could you please fix this problem?

You can do it by: copy <xxx>_l_english.yml into <xxx>_l_polish.yml AND replace 'l_english:' to 'l_polish:' inside <xxx>_l_polish.yml.

Then repeat this for every non-English language.

Maybe you could create script to automate this proces to not forget adding missing translation files when you will update main <xxx>_l_english.yml files?
jonjowett  [author] 25 Apr, 2018 @ 6:52am 
@Zeratul: Yes, that's correct.
Zeratul Vergil 24 Apr, 2018 @ 8:04pm 
Hmm.. so with this mod, I have 2 ways to obtain dark matter tech, one is fallen empire debris, another is defeat enigmatic fortress?
KaneDraco 7 Apr, 2018 @ 1:35pm 
Thank you.
jonjowett  [author] 7 Apr, 2018 @ 8:30am 
@KaneDraco: Try this .
jonjowett  [author] 7 Apr, 2018 @ 8:12am 
I use that perk all the time, and yet I forgot about it!

Anyway, I've slept on it and thought of an easy way to implement your suggestion. It'll be quick-and-dirty (no extra localisation or anything) and I probably won't put much effort into maintaining it - but it should work fine for your purpose. Back soon with a link.
KaneDraco 6 Apr, 2018 @ 7:08pm 
They have an enigmatic tech ascension perk. The only use for it currently is to make your tech un-reverse engineerable and add +2 to your sensor range. I understand your concerns. I was just wondering.
jonjowett  [author] 6 Apr, 2018 @ 3:50pm 
@KaneDraco:

First, which ascension perk? The only one that seems even vaguely relevant is Galactic Contender. And I assume you mean that the techs would be unlocked using the events above immediately after selecting the perk? Or did you mean something else?

Second, I don't think that unlocking dark matter techs fits thematically with the simple selection of an ascension perk. (At the moment, the enigmatic fortress is powered by dark matter, so it's semi-plausible to unlock dark matter techs as a result of defeating the fortress.) My main concern here is that I won't use the mod personally, so it won't get maintained very well (if at all).

If an empire's closed their borders to you, you can always drag them into a war. Their borders will be open for the duration of the war and for 5-10 years afterwards.
KaneDraco 6 Apr, 2018 @ 2:34pm 
I love using this mod, I do have a small request/question. Could a version of this mod be made that ties these techs to the ascension perk? I have trouble finding the Enigmatic fortress in most of my playthroughs, and the ones that I do find it in it usually spawns in the middle of an Empire that closes their borders :/
jonjowett  [author] 6 Apr, 2018 @ 6:24am 
Yeah, 2.0.2's only been out of beta for a week - and you'd need to be quite dedicated to discover them "naturally" (by taking out a FE) in that time.
nathan67003 6 Apr, 2018 @ 4:10am 
Yeah, just saw that in ASpec's video covering 2.0.2. I didn't know they existed because I don't do betas, rip me.
jonjowett  [author] 5 Apr, 2018 @ 10:00am 
@nathan67003: They are a new feature in v2.0.2. Normally, you research them from debris left by Fallen Empire ships. Basically, they're a tier 5 thruster.
nathan67003 5 Apr, 2018 @ 7:58am 
So, uh, where do Dark Matter Thrusters come from, again? I cannot for the life of me remember how they're obtained. Or even if they're in the base game. Stellaris Wiki just tells me they exist.
jonjowett  [author] 29 Mar, 2018 @ 9:18am 
Updated for v2.0.2 - Tech costs normalised to be the same as in the base game, and you can now obtain dark matter thrusters via this route. I haven't actually tested this yet, but the change is so small that it should be OK.
jonjowett  [author] 26 Mar, 2018 @ 6:38am 
@Nic_1990: Yes. I've added an FAQ above :-)
Nic 1990 26 Mar, 2018 @ 5:48am 
Is this mod save game compatible?
jonjowett  [author] 20 Mar, 2018 @ 10:18am 
Oh, good :-) I was worried for a moment that I hadn't actually fixed the bug!
RADIALTHRONE1 20 Mar, 2018 @ 9:53am 
Sorry should have calrified; It only did that before the update
jonjowett  [author] 20 Mar, 2018 @ 9:21am 
@RADIALTHRONE1: Have you received the updated mod from half an hour ago? I tested using research_technologies and both dialogs were only shown once (as intended), rather than many times.