Stellaris

Stellaris

Ultimate Technologies
1,821 Comments
Whiteboy 2 hours ago 
这个mod太好用了
DXY__HAN 21 hours ago 
update,please....
AdmirableOstrich 24 May @ 8:21am 
I've posted patches:

- Ultimate Technologies Patch
- Ultimate Weaponry (Standard) Patch

Just note that as mentioned, the utopian infrastructure decision will work but currently it just adds new district options and redistributes your old districts where it makes sense. Without vanilla changes, or new planet classes and major changes to the current events, I can't disable vanilla districts.

Otherwise, should be good for most use-cases in v4.* until Stellaris breaks something else.
Kedi 23 May @ 12:28pm 
@Míla same here omg
Míla 23 May @ 11:49am 
Love the mod, looking forward to playing with it again :3
breloom1994  [author] 23 May @ 7:26am 
@AdmirableOstrich You're welcome to do so. Having a busy working schedule atm, It may take longer time for me to patch for the new version.
甲基磷酸钙 23 May @ 5:20am 
updates pls!
AdmirableOstrich 20 May @ 6:17pm 
@breloom1994. If you don't have bandwidth right now, I can post a temporary patch for both this and Ultimate Weapons (Standard), both of which I have working and moderately balanced. The district situation is somewhat hacky for ultimate infrastructure decisions (that part needs more balancing) but it is functional. There's also the patch below, but I feel that one overtunes a bit too much to fit in with some more-powerful mods.
明智三海信长 20 May @ 1:57am 
Sir....hello? update...please....
SolidSpaceDisk 16 May @ 9:28am 
learnst 14 May @ 10:04am 
求求你更新吧,我什么都会做的
DoKne 14 May @ 8:24am 
I love this mod. Please take all time you need to update. :)
我就是我 14 May @ 6:53am 
大人,时代变了
星辰耀龙 13 May @ 12:26am 
大佬,等更新
純灰chunhui 12 May @ 10:26pm 
大人,时代变了
TheSoi2 12 May @ 6:35pm 
Can't wait for the update, keep up the great work :Fistofdosh:
Battlespark 12 May @ 4:35am 
@blast. Its not 4.0 compatible yet, i wouldnt use it until hes fixed stuff man. Its alright, you will survive a while without it haha.
Blast Hardcheese 11 May @ 8:08am 
I've been using this mod with 4.0 and so far it still mostly works. Just don't use the utopian infrastructure decision or you'll get a CTD. I hope the AI don't use it.
Why not Zoidberg 10 May @ 9:45am 
thank you for all the hard work and cant wait for the update. Though a note the virtual particle cannon needs to be nerfed, so overpowered. :heart:
Kinoe 8 May @ 12:16pm 
thanks for updating. Enjoying this mod for years now
Designed 7 May @ 3:32am 
thank u smm for working on this
Eternum 6 May @ 12:11pm 
take your time, we look forward to what you cook up
breloom1994  [author] 6 May @ 3:56am 
Due to massive overhaul of economy system, update this mod will take tremendous amount of time, please be patient. Thanks for the understanding.
learnst 6 May @ 12:13am 
求求你更新吧,我什么都会做的
1661025149 5 May @ 6:32pm 
4.0更了,求更新
Koornia 20 Apr @ 5:17am 
The “Strategic Resources Discovery” edict, once activated, causes the game to crash when attempting to open the Council screen.

Only official DLCs. No other mods are installed.
α·瓦索龙 11 Apr @ 11:53am 
I rolled the tech as early as 2248, and another playthrough in 2301. @WCHR VIPER
WCHR VIPER 30 Mar @ 12:36pm 
What's the fastest anyone has rolled the tech for this stuff?
Dzone5 9 Mar @ 1:37pm 
still confused. does this require another mod to run?
new user 3 Mar @ 9:00pm 
The MOD adds powerful buildings to Orbital Ring and Starbase, but there is one type of building that increases dock capacity. This means that some bases that do not specialize in shipbuilding will also receive shipbuilding tasks, which reduces the efficiency of shipbuilding. However, those buildings have other benefits, and it is regrettable not to simply use them. These buildings should strengthen existing shipyards instead of creating new ones.
new user 3 Mar @ 8:58pm 
Ionic Cannon Battery has duplicate reactors

Reactors, thrusters, and combat computers cannot be used on fallen imperial ships
These three components do not work well with other mods either
There are similar issues on Star Eater as well
DonDon 24 Feb @ 7:15pm 
are the images using ASB? its a must have for me so I was wondering if it was like automatically compatible or smth
Dzone5 22 Feb @ 10:58am 
I'm not seeing any of the edicts or tech options on my game. Is an update pending?
Ronin 9 Feb @ 3:09pm 
The mod works just fine it's just stupidly OP and unbalanced. You'll out snowball the AI massively with these buildings. Had a 5 million power fleet while the AI could barely field 50-100k fleets on highest difficulty.
Skylingale 7 Feb @ 2:56pm 
@MajorGeneralPike The last update was literally less than 2 months ago chill tf out you no life loser and stop being so damn entitled for something that is free. show some damn respect or stfu
MajorGeneralPike 7 Feb @ 7:23am 
This mod is BUSTED, the Author has abandoned it too.
Roland 6 Feb @ 4:31pm 
I love this mod just the way it is thanks, makes my game be what I want.
MajorGeneralPike 1 Feb @ 12:31pm 
I wouldn't remove it mid save
Fish 1 Feb @ 11:31am 
Is it safe to remove mid save?
MajorGeneralPike 28 Jan @ 7:33am 
This mod needs to be toned down a little bit.
alfharobby 28 Jan @ 3:57am 
by the way does the resources produce by Job at Utopia District receive Bonus from Modifier, or is it still doesn't receive the bonus from modifier.
CikenJamur 17 Jan @ 8:09am 
i think some of the tech are too overpowered, for example modifier that reduce empire size from pops, district and system, maybe can reduce it to make it more balanced
Roland 11 Jan @ 12:29pm 
Great Mod Thanks.
perl 10 Jan @ 9:02am 
You did a good job with the weapon GFX
Smeg 5 Jan @ 11:30am 
i second the "theguty" comment,
to help with some info, changes seem to not be big, what i found are just some ship sizes and classes name changes (example: "explorer_vessel" is now "explorationship" in NSC and at level 4 the size is like a big battleship in power requirements and needs the same class restrictions as "shipclass_military", since it becomes essentially a powerful military explorer ship but it's class is "shipclass_science_ship" in NSC).
Simply put, wherever you have restrictions (for utilities like "power_core", utilities roles) the restrictions are missing the NSC added ships (explorationship, Dreadnought, Battlecruiser and Carrier for example) from the restriction for the size and roles of the utilities.
Kedi 24 Dec, 2024 @ 10:30am 
I have such a deep love for this mod, thank you so so much for making this one day
^Sturm 15 Dec, 2024 @ 7:40am 
Hi, @theguty can you share the file? Thanks
breloom1994  [author] 13 Dec, 2024 @ 4:45am 
Will update this mod soon
theguty 12 Dec, 2024 @ 7:30pm 
Would I be able to post a compatability patch for NSC 3.0? I have it made, but I'm just using it for myself. Without it, the new ship classes don't have access to the reactors, thrusters, or combat computers.
柠檬丶糖 27 Nov, 2024 @ 5:18am 
大佬!求更新啊:steamthis: