Stellaris

Stellaris

Extra Ship Components NEXT
1,039 Comments
nyyfandan 22 May @ 10:52am 
Does anyone know of a submod (or a mod setting I'm not seeing) that makes techs more strict to unlock? For example, only allowing Bio Material to be usable by organic ship empires, or the Psionic weapons to only be used by Psionic empires, etc?
mel8887 22 May @ 7:40am 
The first and second image links are giving 404 errors
xtera907 21 May @ 8:21pm 
Thank you!
Just imagining the amount of work you do makes me giddy, especially considering how many changes there were in the update from 3.12 to 4.0.
NHunter  [author] 21 May @ 10:34am 
@Seraph , I'm testing out a new set of inline_scripts and script_value / scripted_variables to auto-generate proper component costs and upkeeps. Currently applied to newest version of ESC reactors. It seems to be working fine. Will see about applying to all things in the mod.
NHunter  [author] 21 May @ 10:29am 
MOD UPDATE:

- Add missile weapons for domesticated space fauna and bioships.
- Add amoeba strikecraft and scourge strikecraft for domesticated space fauna.
- Adjust prerequisites for plasma missile technologies to account for the fact that bioship empires do not have access to regular missiles.
- Adjust potentials of some missile and strikecraft technologies to ensure bioship empires have access only to technologies they can actually use.
- Adjust reactor power outputs and re-do their inline_script (again).
- Fix issues with some archaeotech component costs.
- Fix pop count triggers.
NHunter  [author] 21 May @ 10:28am 
@Tal'Raziid, it's a rather tedious process on the coding side. Plus I do custom icons for bioship versions for more than a few components - that also takes time.
Tal'Raziid 20 May @ 4:07pm 
Are bioship components slow-going to add because its difficult, or just tedious?
the abominable marty 20 May @ 12:17pm 
oh my god i have been playing this mod for like a year and i only just noticed that the super advanced psionic field's name is the A T field i didn't notice that for this entire time
Seraph 18 May @ 2:39pm 
@NHunter I forgot to say, what about early game? it would cause problem to have to build up an alloy economy for the beginning of the game and then have to change everything once ESC tier of component arrive .
Seraph 18 May @ 2:33pm 
@NHunter
hmm, I can see what theme you're going for, it's weird that the ship cost food only while the component cost food and alloy I guess paradox didn't want to remove the alloy production cycle for bioship, but I think that food as the main upkeep cost makes more sense than energy
NHunter  [author] 18 May @ 12:40pm 
@TotalCarnage, no, no restart will be necessary.

@Seraph, I'm doing away with alloy costs AND upkeep instead. ESC bioship components cost only food/minerals instead. I felt like that is more thematic. If people feel like I should follow on vanilla alloy/food split cost with no energy upkeep, I'll change it.
Seraph 18 May @ 11:51am 
Thanks for the update,we know and appreciate it's a ton of work . I would like to report an issue with the upkeep of the ESC tier of component, bioship armor/shield in vanilla have a larger food upkeep with a smaller alloy upkeep, but the ESC tier ones have a larger energy upkeep and a smaller food upkeep .
Bioship are not supposed to have an energy upkeep at all, it's part of what makes them different .
TotalCarnage 18 May @ 11:22am 
Are the new bioship components gonna require a restart?
NHunter  [author] 17 May @ 1:08pm 
MOD UPDATE:

- Add shielding armor components for domesticated space fauna and bioships.
- Add archaeo components for domesticated space fauna and bioships.
- Fix issues with some juggernaut reactors' cost.
Genevieve 16 May @ 9:14am 
Take your time. One-man modding team is not an easy task. Take breaks in between
NHunter  [author] 16 May @ 8:14am 
I'm slowly updating for bioships. It's a... process.
Genevieve 16 May @ 3:00am 
Excuse me Dev. I'm curious: will there be a chance for a redone of Armor and other components for Bioships? Because from what I see, it doesn't give Armor Regen when Armor under 50% like the vanilla ones and some stuff (like the strike crafts) hasn't yet have any bio variants. It doesn't have to be immediate. Even a plan is more than enough.
Naraxa 15 May @ 5:17pm 
Have you considered adding new Behemoth Mutations? They're basically empire modifiers you gain from completing a special project for the Behemoth Crisis
bagr 13 May @ 2:47pm 
Thanks for the update!
NHunter  [author] 13 May @ 11:07am 
maybe when I'm done with the component types that are already in the mod.
Lyv 13 May @ 10:50am 
Would it be possible to consider adding an ESC-tier version of the Energy Siphon? Given that ESC-tier variants of Lightning and Amoeba Flagella already exist, I believe an upgraded Energy Siphon could greatly enhance the viability and diversity of Space Fauna-based fleet builds.
NHunter  [author] 13 May @ 10:13am 
MOD UPDATE:

- Fix strategic resources jobs. Again.
- Update XL armors for bioships.
- Change ai-weight code to generalized inline for armors.
- Add shield components for domesticated space fauna and bioships.
- Update list of shields that (don't) work with stealth to include domesticated space fauna and bioships versions.
- Empires using bioships are (temporarily) allowed to research tier 4 and 5 reactor boosters even with NSC enabled.
- Fix duplicated reactors for NSC strikecruisers, carriers and exploration ships.
- Fix duplicate zero point and dark matter reactors for colossus.
NHunter  [author] 13 May @ 8:03am 
@Tal'Raziid, bioship components are a work in progress.

@IGF_HMMurdock, do you mean there is no upgrade from vanilla components to corresponding ESC upgraded versions? Or between different tiers of ESC components? The latter would be a bug, the former can be addressed to an extent by component progression submod (I've never been able to make auto-upgradeable "ships" like starbases to work quite right, but normal designs usually work)
IGF_HMMurdock 13 May @ 5:54am 
Fairly new to this mod so apologies if this has been asked before. Is there a way to trigger starbases and science ships to upgrade to the improved components? They do it for vanilla advanced tech like dark matter and psi, but not for improved neutromium armour, improved singularity reactor etc.
Tal'Raziid 12 May @ 10:22pm 
Actually, there's a buncha techs that dont have bioship versions for me; is that intended?
Tal'Raziid 12 May @ 3:49pm 
Is the Dimensional Spike not available for bioships?
[TmX]Handepsilon 12 May @ 8:09am 
whoops, nvm actually. My mistake I think they're all good now
NHunter  [author] 12 May @ 8:03am 
@[TmX]Handepsilon, can you pinpoint which jobs/buildings still are bugged? I'm pretty sure I've removed all of the 'bad' jobs from Central Research Bureau / Culture Nexus and variants / Watcher of Eternity.

I'll take another look at the production jobs, but I'm pretty sure the game recognizes add modifiers on baseline researchers.
[TmX]Handepsilon 12 May @ 2:49am 
Hey, sorry to bother you again, but the bug with the jobs are still there

Also, one more thing : economic_category for Researchers only supports multiplier, and not additions, so you may want to redirect it to... for example : Physicist for Dark Matter and Biologists for Zro.
LauraTons 11 May @ 8:35pm 
Would it be possible to get a submod that makes all bioships and bio components only take food and no alloys to produce?
Lyv 11 May @ 5:35pm 
The new version of the Energy Siphon is a useful and interesting weapon for players who use space fauna (like Tiyanki) as their main fleet. However, it underperforms in the ESC environment. I real hope you can consider adding an ESC tier Energy Siphon weapon. QwQ
Lyv 11 May @ 5:24pm 
May I ask if you could add weapons like "Advanced Energy Siphon" for space fauna? qwq
NHunter  [author] 11 May @ 3:27pm 
Nope, there is still quite a bit more to be done before bioships have access to all of the stuff they should. I'm probably not even halfway done actually. That said, I did feel like it is better to start releasing actual bioship updates as I get big chunks done, rather than making everyone wait for a couple of extra weeks with bioships being completely locked to just vanilla components in the meantime.

The mod can be added mid-game, but some of the event-triggered stuff (mostly, leviathan-related) may not trigger retroactively. Adding global ship designs overwrites midgame will not not update already-existing "NPC" ships. So to get stronger enclaves / FE ships / whatever with it, you will need a new game (technically, FE have events that give them new fleets, but...)
FiauraTheTankGirl 11 May @ 2:50pm 
Does this mean it's ready to work with meat ships on an equal level?
Can we add it mid-game?
NHunter  [author] 11 May @ 12:08pm 
MOD UPDATE:

- Enable advanced matter disintegrators, tiyanki beam cannons and voidspawn missiles for bioships.
- Add vanilla and vanilla-adjacent ESC-tier energy weapons for domesticated space fauna and bioships.
- Psionic weapons are now fully usable on bioships.
- Add alternate graphics for psionic torpedoes and strikecraft for bioships.
- Update component costs for bioship versions of biological, crystalline and psionic weapons.
- Fix a bug with certain torpedo-sized weapons being available in the mauler G slot.
- Enable most armors for domesticated space fauna and bioships.
Kapitalisti 11 May @ 7:26am 
@NHunter Ah good, I thought I had screwed something up with the install or other mods.
NHunter  [author] 11 May @ 7:18am 
@Kapitalisti , bioship components are a work in progress. I should have the first batch of weapons coming either later today or tomorrow.

@姬红颜 , component progression overwrites tries to merge vanilla tech tree and its ESC extension. you can find the link up in the description
Kapitalisti 11 May @ 2:23am 
Getting a weird bug: I'm using bio-ships but I still get the normal shit ESC techs which don't actually give any components. And I don't see any ESC tier techs for my bio-ships.
姬红颜 11 May @ 1:35am 
Hello, my native language is not English. I found that my ship does not automatically upgrade from MOD accessories. May I ask if other MODs are needed to cooperate?
[TmX]Handepsilon 9 May @ 9:23am 
@NHunter no, the problem is that since 4.0, a lot of jobs are merged together. Culture Worker is no longer a real job in the list and is merged together with Bureaucrats. Same with Science Director being merged with Politicians. A lot of other mods had similar problem too actually

I did a temporary fix on my own playthrough where the Culture Nexus simply creates Bureaucrat jobs instead.

If you want to know what gets merged with what, you can check the entries in pop_jobs folder. I will say that most of the replacements are Bureaucrat and Politician jobs.
NHunter  [author] 9 May @ 6:23am 
Yes, nothing has been taken. Steam does being buggy with pictures, though... It just randomly decided to remove two of those and doesn't let me update them back into view. Will fix sometime later when it works properly again

unfortunately, the mod is just a bit too expansive to fit the entire tech tree on a single image that steam is willing to accept. There is a size limit to images it will let you upload.
ColossusCrusher 9 May @ 5:57am 
I assume all of the leviathan components and stuff are still here, just not in the uploaded tech tree pictures?
NHunter  [author] 9 May @ 5:36am 
MOD UPDATE:

- Add ESC-tier sensors for domesticated space fauna and bioships.
- Add ESC-tier FTL-drives for domesticated space fauna and bioships.
- Add ESC-tier thrusters for domesticated space fauna and bioships.
- Add ESC-tier reactors for bioships.
NHunter  [author] 9 May @ 5:36am 
hm... Did something break in the inline script that assigns jobs? I'll take a look at it. Though it's rather strange. I might temporarily switch it out for simpler code just in case
[TmX]Handepsilon 8 May @ 8:43pm 
Issues with jobs from Central Research Bureau and Culture Nexus : They create jobs that cannot be filled by populations. I believe the jobs were supposed to be replacement through civics.

Not gamebreaking unless you're a virtual empire, which causes your population to implode due to pop creation loop
Bane 8 May @ 4:06pm 
this mod is hands down one of the greatest made. i look forward to new bio ship features.
Morpheuss 8 May @ 9:30am 
Thank you very much!!
Naraxa 6 May @ 7:07pm 
Glad you're excited about all the new stuff added as well, as yeah its pretty awesome! And yeah I doubted it'd take a hotfix either, I was just wondering what the medium-term goal was for the new bioships and integrating them into this mod's progression, and I'm very glad they'll be getting proper inclusion like you said!
NHunter  [author] 6 May @ 4:50pm 
Once the mod stabilizes for 4.0 --- I don't believe that one hotfix will be all it takes --- I plan to start adding ESC versions of bioship components.

And yeah, 4.0 did break quite a few things. Especially in relation to jobs. Ship components as a whole managed to get through the update relatively painlessly. You can actually run legacy components with little issue, with most problems being related to said component being potentially available where it makes no sense. But new options make a lot of interesting things possible - on-hit effect for weapons, non-aura-based buffing/debuffing, etc.
Naraxa 6 May @ 4:07pm 
So what's the current plan regarding bioships and your existing biological weapons, given in base Stellaris they get tech swaps and weapon swaps? Also, wanna say I appreciate the hard work you do, updating this mod to 4.0 was probably a tedious and difficult feat so know your diligence doesn't go unrecognized