Stellaris

Stellaris

All Enigmatic Technologies (Clean)
88 opmerkingen
Vault-Tec 23 apr 2023 om 19:14 
This seems to be working fine for 3.7.*
DefCynodont 19 sep 2022 om 15:14 
I just used this with 3.4.5, it seems to still work.
Archangel 9 apr 2022 om 15:09 
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 om 12:16 
Has anyone found an up-to-date replacement for this mod yet?
Archangel 30 jun 2021 om 19:53 
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 om 23:46 
Wouldn't mind seeing this updated to the 3.0 series
Liseq 11 apr 2020 om 23:44 
Please consider to updating the checksum to 2.6.* It would be a good sign that the mod still works
jonjowett  [auteur] 30 mrt 2020 om 7:10 
@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 mrt 2020 om 5:45 
Same
MegaPoggy 28 mrt 2020 om 20:35 
This mod still works fine. I used it successfully still in my 2.6.2 game.
Sephylon 28 mrt 2020 om 13:38 
is this mod going to be updated
Archangel 14 feb 2020 om 14:54 
Worked for me two days ago.
WolvesofZiu 13 feb 2020 om 20:06 
Update?
Archangel 22 okt 2019 om 4:20 
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 okt 2019 om 19:51 
Is this still working?
loyalgaurd 2 jul 2019 om 21:53 
Update!
Gavril 16 jun 2019 om 9:26 
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 om 5:28 
"Enigmatic Revelations"?
Ranger Dimitri 14 jun 2019 om 20:18 
"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  [auteur] 14 jun 2019 om 19:34 
@Archangel: I agree that the name's a bit outdated.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 om 17:56 
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 om 11:07 
So is there any way of making sure it work's with 2.3?
Archangel 8 mrt 2019 om 16:41 
@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  [auteur] 8 mrt 2019 om 6:28 
@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 mrt 2019 om 18:14 
v2.2.5 now. Has this mod been abandoned?
Archangel 27 jan 2019 om 12:29 
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 om 12:51 
awesome thanks for the info. no rush
jonjowett  [auteur] 18 dec 2018 om 1:40 
@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 om 19:49 
update for 2.2?
Dentist [2 RANG] 9 aug 2018 om 8:52 
does this still work with 2.1.2?
♂CombatBottle♂ 23 jun 2018 om 3:41 
It's working in 2.1.1?
AL|EN 18 mei 2018 om 4:50 
@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  [auteur] 25 apr 2018 om 6:52 
@Zeratul: Yes, that's correct.
Zeratul Vergil 24 apr 2018 om 20:04 
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 om 13:35 
Thank you.
jonjowett  [auteur] 7 apr 2018 om 8:30 
@KaneDraco: Try this .
jonjowett  [auteur] 7 apr 2018 om 8:12 
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 om 19:08 
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  [auteur] 6 apr 2018 om 15:50 
@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 om 14:34 
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  [auteur] 6 apr 2018 om 6:24 
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 om 4:10 
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  [auteur] 5 apr 2018 om 10:00 
@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 om 7:58 
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  [auteur] 29 mrt 2018 om 9:18 
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  [auteur] 26 mrt 2018 om 6:38 
@Nic_1990: Yes. I've added an FAQ above :-)
Nic 1990 26 mrt 2018 om 5:48 
Is this mod save game compatible?
jonjowett  [auteur] 20 mrt 2018 om 10:18 
Oh, good :-) I was worried for a moment that I hadn't actually fixed the bug!
RADIALTHRONE1 20 mrt 2018 om 9:53 
Sorry should have calrified; It only did that before the update
jonjowett  [auteur] 20 mrt 2018 om 9:21 
@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.