Stellaris

Stellaris

Extra Ship Components NEXT
1.061 Kommentare
Exasperation Vor 11 Stunden 
Maybe make it { farming generator } instead? It does provide an awful lot of technician jobs, and most worlds can support at least one of those two zone sets.
NHunter  [Autor] Vor 11 Stunden 
interesting. will take another look at that.
Exasperation Vor 11 Stunden 
I figured it out - the govt. and urban zones specifically exclude farming buildings, while the subterranean does not.
NHunter  [Autor] Vor 11 Stunden 
that is interesting since the code for zoning for the building is literally

building_sets = { farming urban }
Exasperation Vor 12 Stunden 
It won't go in the normal urban zones, though - only the underground urban zones (which feels weird because they're underground).
Well, it will go in ringworld urban zones too. Just not the ones on normal worlds.
NHunter  [Autor] Vor 12 Stunden 
@cyno up, what exactly do you mean? you bioships no longer have access to weapons at all?


@Exasperation , the main purpose of the stellar energy tower is a food production booster. as such, it's primary build area is *farming*. Allowance for urban was made in case of planets that do not have farming zones.
Exasperation Vor 12 Stunden 
I killed the stellar devourer, and the stellar energy tower feels odd in its placement; it provides researchers and technicians, but it can't be built in energy zones or research zones. It also can't be built in the government zone in the primary district or in urban expansion zones, but it can be built in the subterranean urbanization zones that subterranean empires get.
cyno up Vor 19 Stunden 
After you updated the new version, all the weapons of the biological ships in my old archive were lost and cannot be reassembled. Do you have any clues?
DisasterAhead 29. Mai um 15:31 
OK! I'll poke around later and see if the projectiles are weirdly large. Thanks!
NHunter  [Autor] 29. Mai um 14:07 
MOD UPDATE:

- Add Wave-Motion Guns, Chrono-Vortex Cannons and Arc-en-Ciel Cannon for domesticated space fauna and bioship.
- Add kinetic weapons for domesticated space fauna and bioship.
- Add psionic torpedoes and strikecraft for domesticated space fauna, update resource costs for psionic components.
- Update resource costs for sensors, thrusters, ftl dirves and combat computers.
- Update resource costs for crystalline components.
- Update resource costs for energy weapons.
- Fix Stinger tier 4 swarmer missiles being assigned to wrong component set.
NHunter  [Autor] 29. Mai um 14:06 
@TowardTheStars they have wrong component_set icon (fixed) but they are totally useful. By all of the one bioship ship_sizes that allows M-sized missiles.

@DisasterAhead , maybe.... ESC only adds projectile GFX as far as visuals go. Those might not scale properly in all cases by themselves.
TowardTheStars 29. Mai um 8:04 
MEDIUM_ESC_BIO_SWARMER_MISSILES_4 cannot be used by bio-ships in game 4.0.14.
DisasterAhead 29. Mai um 7:54 
Does this mod natively work with ship scaling mods like Downscaled ships? Or would I have to make a patch for it?
PJ_2005 28. Mai um 1:09 
I was probably using the wrong load order, sorry!
Little Tee 26. Mai um 12:50 
What is your suggested load order if using ESC Next + Progression + Designs + Weapon Types?
Or does it not matter?
PJ_2005 25. Mai um 18:22 
I could and probably should check in a test game though
PJ_2005 25. Mai um 18:21 
I for some reason decided to have Ironman on, so I cant tell you if its totally unresearchable...
NHunter  [Autor] 25. Mai um 16:20 
In your current game or at all (as in, it's not available even after using "research all technologies" option in debug menu)?
PJ_2005 25. Mai um 16:10 
(for the record This is most certainly not the only mod I am using)
PJ_2005 25. Mai um 16:09 
i cant seem to get psionic weapons despite being a psionic empire :(
TotalCarnage 25. Mai um 8:12 
@nyyfandan I would also like to know of something like this! If you find something let me know!
NHunter  [Autor] 25. Mai um 2:58 
MOD UPDATE:

- Add point-defense weapons for domesticated space fauna and bioships.
- Add tooltip to standard bioship armor componentss to show that they do possess some armor regeneration.
- Update resource costs for archaeotech components.
- Update resource costs for armors components.
- Update resource costs for biological components.
- Fix missions weapon_type_space_fauna tag for biological weapons for domesticated space fauna.
- Fix a bug that caused archaeo PD weapons to be available for weaver bioships.
- Fix a bug with L and XL nanite-augmented dragonscale armor for domesticated space fauna being allowed only for countries using bioships.
nyyfandan 22. Mai um 10:52 
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. Mai um 7:40 
The first and second image links are giving 404 errors
xtera907 21. Mai um 20:21 
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  [Autor] 21. Mai um 10:34 
@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  [Autor] 21. Mai um 10:29 
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  [Autor] 21. Mai um 10:28 
@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. Mai um 16:07 
Are bioship components slow-going to add because its difficult, or just tedious?
the abominable marty 20. Mai um 12:17 
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. Mai um 14:39 
@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. Mai um 14:33 
@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  [Autor] 18. Mai um 12:40 
@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. Mai um 11:51 
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. Mai um 11:22 
Are the new bioship components gonna require a restart?
NHunter  [Autor] 17. Mai um 13:08 
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. Mai um 9:14 
Take your time. One-man modding team is not an easy task. Take breaks in between
NHunter  [Autor] 16. Mai um 8:14 
I'm slowly updating for bioships. It's a... process.
Genevieve 16. Mai um 3:00 
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. Mai um 17:17 
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. Mai um 14:47 
Thanks for the update!
NHunter  [Autor] 13. Mai um 11:07 
maybe when I'm done with the component types that are already in the mod.
Lyv 13. Mai um 10:50 
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  [Autor] 13. Mai um 10:13 
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  [Autor] 13. Mai um 8:03 
@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. Mai um 5:54 
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. Mai um 22:22 
Actually, there's a buncha techs that dont have bioship versions for me; is that intended?
Tal'Raziid 12. Mai um 15:49 
Is the Dimensional Spike not available for bioships?
[TmX]Handepsilon 12. Mai um 8:09 
whoops, nvm actually. My mistake I think they're all good now
NHunter  [Autor] 12. Mai um 8:03 
@[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.