Stellaris
Extra Ship Components NEXT
1.066 comentários
TotalCarnage Há 1 hora 
DisasterAhead The SCD dev states in the desc that its compatible with ESC. You just won't have tier 4 and 5 versions unless the two devs made a compatibility mod. Which would be really cool
NHunter  [autor] Há 2 horas 
My guess is that they would end up being working in parallel:

- SCD will still add vanilla-tier extra-types of strikecraft
- ESC will still add its types of extra-tier strikecrafts
DisasterAhead Há 4 horas 
OK so I'm leaning towards no just cause the mod in question also messes with ship components, but do you think your mod is compatible with this one?

https://sp.zhabite.com/sharedfiles/filedetails/?id=2945629971

or is it not even worth asking, and I should instead just go see what happens
FiauraTheTankGirl Há 6 horas 
Keep going holy cow this is amazing :)
NHunter  [autor] Há 16 horas 
MOD UPDATE:

- Add tier 2 and 3 Extradimensional weapons for domesticated space fauna.
- Add leviathan components for domesticated space fauna and bioships.
- Add advanced Energy Syphons.
- Allow construction of Stellar Energy Towers in generator zones.
- Fix a bug with nanite weapon on-hit effects.
- Update resource costs for missile weapons.
- Update resource costs for strikecrafts.
Exasperation 30 de mai. às 17:20 
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] 30 de mai. às 17:20 
interesting. will take another look at that.
Exasperation 30 de mai. às 17:16 
I figured it out - the govt. and urban zones specifically exclude farming buildings, while the subterranean does not.
NHunter  [autor] 30 de mai. às 16:58 
that is interesting since the code for zoning for the building is literally

building_sets = { farming urban }
Exasperation 30 de mai. às 16:53 
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] 30 de mai. às 16:39 
@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 30 de mai. às 16:28 
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 30 de mai. às 9:40 
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 de mai. às 15:31 
OK! I'll poke around later and see if the projectiles are weirdly large. Thanks!
NHunter  [autor] 29 de mai. às 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 de mai. às 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 de mai. às 8:04 
MEDIUM_ESC_BIO_SWARMER_MISSILES_4 cannot be used by bio-ships in game 4.0.14.
DisasterAhead 29 de mai. às 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 de mai. às 1:09 
I was probably using the wrong load order, sorry!
Little Tee 26 de mai. às 12:50 
What is your suggested load order if using ESC Next + Progression + Designs + Weapon Types?
Or does it not matter?
PJ_2005 25 de mai. às 18:22 
I could and probably should check in a test game though
PJ_2005 25 de mai. às 18:21 
I for some reason decided to have Ironman on, so I cant tell you if its totally unresearchable...
NHunter  [autor] 25 de mai. às 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 de mai. às 16:10 
(for the record This is most certainly not the only mod I am using)
PJ_2005 25 de mai. às 16:09 
i cant seem to get psionic weapons despite being a psionic empire :(
TotalCarnage 25 de mai. às 8:12 
@nyyfandan I would also like to know of something like this! If you find something let me know!
NHunter  [autor] 25 de mai. às 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 de mai. às 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 de mai. às 7:40 
The first and second image links are giving 404 errors
xtera907 21 de mai. às 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 de mai. às 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 de mai. às 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 de mai. às 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 de mai. às 16:07 
Are bioship components slow-going to add because its difficult, or just tedious?
the abominable marty 20 de mai. às 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 de mai. às 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 de mai. às 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 de mai. às 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 de mai. às 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 de mai. às 11:22 
Are the new bioship components gonna require a restart?
NHunter  [autor] 17 de mai. às 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 de mai. às 9:14 
Take your time. One-man modding team is not an easy task. Take breaks in between
NHunter  [autor] 16 de mai. às 8:14 
I'm slowly updating for bioships. It's a... process.
Genevieve 16 de mai. às 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 de mai. às 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 de mai. às 14:47 
Thanks for the update!
NHunter  [autor] 13 de mai. às 11:07 
maybe when I'm done with the component types that are already in the mod.
Lyv 13 de mai. às 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 de mai. às 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 de mai. às 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)