Stellaris

Stellaris

ESC NEXT: Overwrites: Component Progression
213 Comments
Csulu 11 hours ago 
Thank you :steamhappy:
NHunter  [author] 21 May @ 10:30am 
MOD UPDATE:

- Update for the new version of the main mod
- Update NSC reactor overwrites to match their new outputs
NHunter  [author] 17 May @ 4:28pm 
oh, okay then
CreasedTails[FotR] 17 May @ 4:25pm 
That all not big issue, all works, need just "reset" design and replace modules, not big deal. And modded shipset, won't make any issue, it's just...don't know how it say, but after pressing clear project, and all modules in needed places. Don't worry, it's just like side effect after patch
NHunter  [author] 17 May @ 4:17pm 
I don't have such an issue with the "model" modset of ESC + overwrites + NSC (+ UI overhaul). I can inspect your error log to see if something messes with component slot there.

Also, you're using a modded shipset. Is the component shift issue still present if you launch the game without any? Just vanilla shipsets.
CreasedTails[FotR] 17 May @ 4:07pm 
Thx for update, now it's work, but with update u will need recreate designe of ships. Hyper-Engine in Reactor slots, sub-light engines in hyper-engine slots, sensors in sub-light engines and etc. Only NSC battlecruiser won't mess up.
NHunter  [author] 17 May @ 1:09pm 
MOD UPDATE:

- Update for the new version of the main mod
- Fix a bug with NSC reactors
NHunter  [author] 16 May @ 11:05am 
Hm... I'll take a look
CreasedTails[FotR] 16 May @ 10:58am 
seen's now with that overwrites, at least NSC reactor not pickable in designer, without it they pickable on 3.14 not seen's that problem
Cap Buster Boogie 8 May @ 10:45pm 
That's actually very helpful, thank you!

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?
Nyx (She/Her) 8 May @ 9:50pm 
basically this takes the mod's stuff, which are largely sidegrades and then upgrades to vanilla parts, and makes them mandatory upgrades start to finish, instead of side options, so you Must engage with the content from it at some point.
Cap Buster Boogie 8 May @ 4:46pm 
So, what does this mod do exactly? Because I don't really understand what merging the tech trees does and the description is a little vague to idiots like me.

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)
Morpheuss 8 May @ 9:30am 
Thank you very much!!
NHunter  [author] 6 May @ 9:40am 
Updated for Stellaris 4.0
NHunter  [author] 5 May @ 5:32pm 
it hasn't been updated yet.

tomorrow, since I'm not pushing an update at 4am on a workday
Jukki 5 May @ 5:07pm 
This mod is borking the Deep Space Cidatel's components.
Maniac 27 Jan @ 7:42pm 
Hey, love your mod.
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
NHunter  [author] 11 Jan @ 9:06am 
MOD UPDATE:

- Update for new version of the main mod
- Add support for Vengeance Sections Expanded and Kurosections Expanded
Jorgin™ 18 Nov, 2024 @ 8:59am 
does this work with NSC?
NHunter  [author] 17 Nov, 2024 @ 1:44pm 
I'll try again to reproduce your issue tomorrow, but right now in the test runs I did I've had no issue with creature designer that would prevent component placement or stop creature components from being added to the list of possibilities
RedRapture 17 Nov, 2024 @ 1:36pm 
I have no idea either, all I know is that when I removed your mod, it started working. I am not using any other mods that do anything to ship components, no am I using NSC.
NHunter  [author] 17 Nov, 2024 @ 11:14am 
@RedRapture, a quick test once I actually figured out how to access space fauna (still have no idea where to get gravity snares, so console + debug menu it is): I can add vanilla bio components onto creatures without issues. running ESC + CP, so no idea why it didn't work on your end.
NHunter  [author] 17 Nov, 2024 @ 9:59am 
@RedRapture, I'll have to look into that.

Meanwhile



MOD UPDATE:

- Fix vanilla issue with bio-sensor upgrades
RedRapture 17 Nov, 2024 @ 6:52am 
While you're fixin stuff, I don't know if it was this mod or the core ESC NEXT but it broke the ability to put components onto Space Fauna. Found out because I deactivated these two mods and suddenly it worked. I will sadly have to do a new game because Nova doesn't have hyperdrive, but I figured I'd let you know so that when it's fixed I can reactivate the mod.
NHunter  [author] 16 Nov, 2024 @ 1:23am 
@焱淼 , I'll push the sensors fix either later this weekend, or when I manage to fix the computers issue. That one is more important.

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.
焱淼 14 Nov, 2024 @ 7:53am 
The upgrade for "BIO_SENSORS_3" should be "BIO_SENSORS_4" instead of "BIO_SENSORS_3", and this is an error that the official has not fixed.

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.
Misterwheatley #Maintaintf2 13 Nov, 2024 @ 6:24pm 
3.14 compatibility?
ArchAngel 29 Jul, 2024 @ 9:05pm 
Oops, thought this was the main ESC mod. I'll repost there.
ArchAngel 29 Jul, 2024 @ 9:03pm 
I've noticed that the titan auras included in this mod only apply to regular titans and not paradox titans. I can probably edit the mod to include apply them myself, but seems like an oversight.
LyraMoon 19 Jul, 2024 @ 5:31am 
@NHunter
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)
NHunter  [author] 13 Jul, 2024 @ 3:01am 
...steam is being slow and apparently go stuck on verification process. can't really do anything about this... but fix is up there somewhere
NHunter  [author] 13 Jul, 2024 @ 2:15am 
okay, found it. Not sure why I didn't see that one. will push update soon.
yuevolution 12 Jul, 2024 @ 4:29pm 
@NHunter
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.
yuevolution 11 Jul, 2024 @ 5:24pm 
@NHunter
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.
NHunter  [author] 11 Jul, 2024 @ 10:07am 
@yuevolution ,

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?
NHunter  [author] 11 Jul, 2024 @ 8:42am 
hm... I'll take a look. Didn't see anything in patchnotes that would indicate a break.
yuevolution 11 Jul, 2024 @ 1:39am 
@NHunter
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.
leteo39 9 Jul, 2024 @ 4:50am 
Lord El-Melloi II is right
Lord El-Melloi II 2 Jun, 2024 @ 5:06pm 
Vanilla reactors (I to V) for cruisers and battleships are pulling values for NSC ships, even without having NSC installed, leaving vanilla cruisers and battleship with too much power.

I think thrusters have the same problem but didn't have time to check.
Rage000 31 May, 2024 @ 11:05am 
Thank you for the update. For whatever reason the reactor duplication with NSC3 is back
Computica 20 May, 2024 @ 6:27am 
This might have to be slightly updated for the Cosmos Crisis in the Machine Age DLC
Flagellum Dei 12 May, 2024 @ 1:17pm 
@Ghost what mods were causing the various issues with this mod?
NHunter  [author] 11 May, 2024 @ 1:15am 
The name of the variable doesn't matter (as long as it doesn't overwrite another variable). It's the value (defined either in the same file before variable is used, or somewhere in /common/scripted_variables) that matters.

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
JayJ 10 May, 2024 @ 1:05pm 
The error being that the upgraded starbase has no weapons, armor or shields haha because it has no power core! was funny.
JayJ 10 May, 2024 @ 1:04pm 
I thought that when you @something that you have to have a file or somewhere where you define what they refer to right? I just could not find that. While on the subject, I noticed that the overwrite of key = "STARBASE_PRIMARY_REACTOR" caused an error due to the star base names being different as you can see below with my "fix":
@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.
NHunter  [author] 10 May, 2024 @ 12:28pm 
@something is a scripted variable. I use them in my code for non-vanilla ship_sizes mostly to reduce the number of errors VSCode throws at me. NSC uses their ship_size id directly.

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
JayJ 10 May, 2024 @ 10:23am 
Right that makes complete sense, thank you! But where does the @NSC_ part comes in? Where do you find what @###_ I need to enter to point to the correct mod and files? I do not see the NSC mod defined as NSC anywhere. Or to take your mod for example, where is it defined that I can use @ESC_(objectName) for my mod to find the objects from your ESC mod? :)
NHunter  [author] 10 May, 2024 @ 1:48am 
/common contains definitions of all objects and interaction logic (e.g. diplomacy) + some scripted stuff.

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)
JayJ 9 May, 2024 @ 2:48pm 
Awesome that you fixed it mate.

NHunter, how can you identify the internal name of objects? Where are these defined if you do not mind me asking? :)