Stellaris
Extra Ship Components NEXT
1.048 Yorum
PJ_2005 4 saat önce 
I was probably using the wrong load order, sorry!
Little Tee 26 May @ 12:50 
What is your suggested load order if using ESC Next + Progression + Designs + Weapon Types?
Or does it not matter?
PJ_2005 25 May @ 18:22 
I could and probably should check in a test game though
PJ_2005 25 May @ 18:21 
I for some reason decided to have Ironman on, so I cant tell you if its totally unresearchable...
NHunter  [yaratıcı] 25 May @ 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 May @ 16:10 
(for the record This is most certainly not the only mod I am using)
PJ_2005 25 May @ 16:09 
i cant seem to get psionic weapons despite being a psionic empire :(
TotalCarnage 25 May @ 8:12 
@nyyfandan I would also like to know of something like this! If you find something let me know!
NHunter  [yaratıcı] 25 May @ 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 May @ 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 May @ 7:40 
The first and second image links are giving 404 errors
xtera907 21 May @ 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  [yaratıcı] 21 May @ 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  [yaratıcı] 21 May @ 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  [yaratıcı] 21 May @ 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 May @ 16:07 
Are bioship components slow-going to add because its difficult, or just tedious?
the abominable marty 20 May @ 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 May @ 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 May @ 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  [yaratıcı] 18 May @ 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 May @ 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 May @ 11:22 
Are the new bioship components gonna require a restart?
NHunter  [yaratıcı] 17 May @ 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 May @ 9:14 
Take your time. One-man modding team is not an easy task. Take breaks in between
NHunter  [yaratıcı] 16 May @ 8:14 
I'm slowly updating for bioships. It's a... process.
Genevieve 16 May @ 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 May @ 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 May @ 14:47 
Thanks for the update!
NHunter  [yaratıcı] 13 May @ 11:07 
maybe when I'm done with the component types that are already in the mod.
Lyv 13 May @ 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  [yaratıcı] 13 May @ 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  [yaratıcı] 13 May @ 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 May @ 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 May @ 22:22 
Actually, there's a buncha techs that dont have bioship versions for me; is that intended?
Tal'Raziid 12 May @ 15:49 
Is the Dimensional Spike not available for bioships?
[TmX]Handepsilon 12 May @ 8:09 
whoops, nvm actually. My mistake I think they're all good now
NHunter  [yaratıcı] 12 May @ 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.
[TmX]Handepsilon 12 May @ 2:49 
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 @ 20:35 
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 @ 17:35 
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 @ 17:24 
May I ask if you could add weapons like "Advanced Energy Siphon" for space fauna? qwq
NHunter  [yaratıcı] 11 May @ 15:27 
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 @ 14:50 
Does this mean it's ready to work with meat ships on an equal level?
Can we add it mid-game?
NHunter  [yaratıcı] 11 May @ 12:08 
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 @ 7:26 
@NHunter Ah good, I thought I had screwed something up with the install or other mods.
NHunter  [yaratıcı] 11 May @ 7:18 
@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 @ 2:23 
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 @ 1:35 
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 @ 9:23 
@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  [yaratıcı] 9 May @ 6:23 
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.