Stellaris

Stellaris

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Scientists Produce Research
   
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345.078 KB
28 Apr, 2019 @ 3:55am
16 Jan, 2022 @ 3:31pm
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Scientists Produce Research

Description
MOD UPDATED TO 3.2

Simple mod that causes hired Scientist Leaders to produce research depending on their expertise.
Each Scientist with an Expertise trait now produces 8 research.
The type of research they produce depends on what their Expertise is. If their Expertise is in a field of Physics (blue trait icon), they produce 8 Physics Research.

The research they produce is added into "stored research" each month, which is then used by the main three Scientist working on your Technologies.

The purpose of this mod is simple:
You can only ever have three Scientists working on Technology research at any time, while the rest of your Scientists captain Science Ships, work on projects, or otherwise sit around doing nothing.
I thought it would make sense if all those other Scientists could work towards your main Technology research, assisting those main three Scientist.
This mod does just that.
While the rest of your Scientists you pay good energy for are out flying around the galaxy, they can now relay their findings and notes back to Homeworld to assist your three Technology Scientists with their work!

SPECIAL THANKS
ViolentBeetle#5866 over at Stellaris Modding Den!
For help figuring out how to make this mod. I couldn't have done it without him! I had no idea where to even start.

corsairmarks#7344 also at Stellaris Modding Den
For noting that since 2019, file loading was changed so that my file was completely overwriting the vanilla one, suggesting I rename the file to 01_base_classes.txt. Yep, this mod was broken for well over a year or two because of a single number!

FILE OVERWRITE
This mod does not replace any files, but rather adds a new file (common/leader_classes/01_base_classes.txt) which overwrites a section of the vanilla common/leader_classes/00_base_classes.txt file (the section regarding Scientist class leaders). It will be compatible with (almost) every mod out there, unless it also contains leader_classes/01_base_classes file, which is unlikely (hopefully).


Making mods is a hobby I enjoy very much, and and help you can provide is much appreciated!
[www.paypal.com]
25 Comments
Shukes2880 11 Dec, 2023 @ 4:06am 
thought it'd work, it doesn't and my energy consumption went from 32 to 343k. I hate paradox when they constantly update the game and good mods get abandoned because of it
BobGrey  [author] 23 Sep, 2021 @ 10:48pm 
So, I finally got my new PC a couple weeks ago and finally managed to get Stellaris up and going, then immediately started working on 2 of my mods. Turns out, one of them had no issues still, but this one was crashing upon loading a save or starting a new one. After several hours of digging through the modding wiki and game files to see if something changed in regards to the name of the research resource, leader traits, or how production is coded. Turns out, everything was exactly as it should be, except for the name of the file. It seems that instead of only overwriting the specific lines of the vanilla file like mine was intended, mine was replacing the entire vanilla file due to a change in how file loading works. Changing the name of the file fixed the issue.
Alphasaith 17 May, 2020 @ 8:48pm 
Problem with this mod: For whatever reason, it will *always* freeze the game (and quickly after, my entire computer, requiring a forced reboot) on the seventh day of the second month. I've managed to preform this exact issue dozens of times, identifying it to be this exact mod that causes the problem.
TubaDawg 29 Apr, 2020 @ 9:36am 
Ive heard that if recruiting a scientist, it freezes up my game. Possibily their might be a mod conflict Im using with.
BobGrey  [author] 18 Apr, 2020 @ 9:35am 
It should. As far as I know, there has not been an update which changes the resource names for the research resource.
TubaDawg 15 Apr, 2020 @ 8:51pm 
I wonder if this mod still works.
Gas Town War Boy 18 Dec, 2019 @ 5:43pm 
thanks
BobGrey  [author] 18 Dec, 2019 @ 1:02am 
Sorry for the very late reply. I have been unable to play this game for about a year or so (it feels like) but have just gotten it working the other day!

I have been downloading a few mods (including this and another mod of mine; I had to redownload them as I recently had a system wipe and was unable to recover any files) and both seem to work without issue on current version even with other mods.
Gas Town War Boy 24 Jun, 2019 @ 2:15pm 
im using the mod with other mods right now and my game crashes after the first day but im not sure if its this mod causing the problem im still doing more tests ill let u know if it is or isent
BobGrey  [author] 23 Jun, 2019 @ 2:33pm 
I can probably update it, but I can't test my update to make sure it works in-game. As I said a few days ago, the mod SHOULD work still. If this is the case, I can simply change the version number of the mod to get rid of the launcher's error. Has anyone tested the mod to see if it actually works?

@Lucius Halthier: that depends. Does "Jack of All Trades" actually add the expertises to those scientists, or does it just add the boost those expertises provide? This mod checks for the expertise itself, so if their expertise is listed as "Jack of All Trades", it would not have any effect.