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- Update for the new version of the main mod
- Update NSC reactor overwrites to match their new outputs
Also, you're using a modded shipset. Is the component shift issue still present if you launch the game without any? Just vanilla shipsets.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3483342298
- Update for the new version of the main mod
- Fix a bug with NSC reactors
Though, that brings to mind the second part of my question, and maybe you might have an idea of why this is happening.
Does merging the tech trees do something that prevents certain ships from having access to certain reactor types?
Like destroyers just not allowing fission reactors? Or do you suspect it might be that the Origin is unlocking a vanilla technology, and not the modded destroyer?
And the reason I'm asking is because one of the origin mods I'm playing with unlocks the destroyer tech early, but they have no reactors, and the reactor isn't even there. If I unlock all the technologies then some of them become available, (But I can't check them all because i'm still waiting on the UIOD update for the ship builder.)
If I remove this, everything functions just fine. The only reason I included it is because it's been in every collection I've ever played with, so it seemed important to add. (No offense intended)
tomorrow, since I'm not pushing an update at 4am on a workday
The 00_utilities_sensors.txt file is missing the variables below. This causes a lot of errors in the log (and probably problems with building bioships, though I haven't checked).
@cost_fauna_1 = 8
@cost_fauna_2 = 16
@cost_fauna_3 = 24
@cost_fauna_4 = 32
- Update for new version of the main mod
- Add support for Vengeance Sections Expanded and Kurosections Expanded
Meanwhile
MOD UPDATE:
- Fix vanilla issue with bio-sensor upgrades
STARBASE_PRIMARY_REACTOR is an overwrite to NSC overwrites, so I'd rather not change it beyond what I myself need from it. But I'll take a look at that one when I have time.
In "STARBASE_PRIMARY_REACTOR", perhaps only "@NSC_GrandCitadel & @NSC_SolarStronghold" are necessary? Maybe it's because I haven't used the NSC module, so its icon doesn't display, which is strange.
In the description it says overwrites file "nsc_reactors.txt" but the file is called "00_nsc_reactors.txt" (the file is overridden correctly but wrongly called in the description)
Dont know if you check here everyday, but...
3.12.5 patch released (checksum 9a6f)
3.12.5 PATCH NOTES
Improvement
...
Nanite deposits with non-zero available quantity below 1 now appear in galaxy and solar system views
Nanotech empires will no longer receive ships every 5 years, and will instead gain an equivalent amount of nanites with which to build ships. They now have access to the Interdictor ship, a battleship alternative with a fixed nanite cost that can use torpedoes and hangars.
This is the battleship I am talking about.
I think recent several weeks, the dev just update the game. They gave us a nano_interdictor as battleship for nano tradition player, it takes 8 ship pop not 4. I just double checked with the vanilla version, the interdictor still exist even all mod turned off. Instead, ship design in ESC save disappeared, that means the entire ESC mod series did not cover this new ship type.
If this mod is on, the interdictor battleship can not have reactor and engine installed. I click on the slot, there is no components show up. If turned off, I found the ship can only use the vanilla components, not ESC components while the other ship still can.
graygoo_interdictor ship_size is listed under cruiser-size reactors/thrusters/computers in ESC. The ship_size is marked as "is_designable = no" in the vanilla game and the default design of it spawns correctly with all utility components in place. (using minimal test setup of ESC + submods + UI mods)
Though I presume you're talking about something else. A bit more info on what's going on in your game?
Hi the new version of stellaris give us the nanites interdictor.
Your mod does not work with the battleship, there is no engine or reactor for it.
Would you please give us a hotfix with it?
I tried turn off all the mods, and found it is this one cause the issue.
I think thrusters have the same problem but didn't have time to check.
And a quick search through my error log showed no errors related to NSC starbase variables.
@NSC_GrandCitadel = "starbase_stronghold" # Grand Citadel
@NSC_SolarStronghold = "starbase_headquarters" # Solar Stronghold
these have the same values as ship_sizes for NSC starbases as defined in <NSC>/common/ship_sizes/nsc_starbases.txt
@NSC_stronghold #@NSC_GrandCitadel
@NSC_headquarters #@NSC_SolarStronghold
I am just trying to get better at modding, and knowing how to refer to objects from other mods (in the case that they are running) without breaking the game would be awesome.
Yes, you should be able to use variables from other mods if you know they will be there - e.g. ESC overwrites will always be used with base ESC, where ESC variables are defined
If we go specifically for the latest case, ship types are defined in /common/ship_sizes and components - both weapons and utility - in /common/component_templates. Mod need to have same file structure, though obviously can use their own file names if they don't want to overwrite vanilla stuff. You just need to find the entity you're interested (e.g. explorationship for ship_sizes) and check if it is listed where it should in components' size_restriction for these components to appear in the ship designs (empty size_restriction means any ship_size can use it)
NHunter, how can you identify the internal name of objects? Where are these defined if you do not mind me asking? :)