Stellaris

Stellaris

Survived through Ages 1.9
106 Comments
Oswald 30 Apr, 2020 @ 3:59am 
"Buildable Ancient Buildings" is not version 1.9 its 2.0+
loyalgaurd 13 Jun, 2018 @ 8:40pm 
please update I miss it :(
Skill Less  [author] 2 Mar, 2018 @ 12:34pm 
good news, i uploaded the cherryh version of this mod. you find a link at the top of the description. This mod won't get any other updates, but I leave it online for all cherryh haters :)
Skill Less  [author] 27 Feb, 2018 @ 1:06pm 
As I said, I need some time to improve my tools. I won't create hundreds of lines manually. I plan to roll out the update march 16th. Thanks for your patience and the interest in this mod. :)
guardian1368 27 Feb, 2018 @ 12:48pm 
please update it
TheCloneSerpent 26 Feb, 2018 @ 4:25pm 
thanks for making an amazing and usefull mod keep up the great work
Skill Less  [author] 25 Feb, 2018 @ 11:28am 
I need some time to rework my mod helper tools and then this mod will be reuploaded for 2.0
OverlordMGC 22 Feb, 2018 @ 11:12am 
Update?
Skill Less  [author] 7 Feb, 2018 @ 9:49am 
until the signals will awake u :)
falhxer 6 Feb, 2018 @ 1:35pm 
had my game, i fought, i lost, now i rest...
falhxer 16 Jan, 2018 @ 7:02am 
rated git gud and subscribed
Battlespark 10 Jan, 2018 @ 5:05pm 
Ah hah! theres the mod, i had an HDD format to do and somehow forgot to add this to my collection list. Ty for the work dude.
Redd7niner 10 Jan, 2018 @ 12:00am 
when are we going to get the update for the new patch?
Skill Less  [author] 19 Dec, 2017 @ 8:59am 
well this mod does not officially support NSC. this mod only gives you vanilla techs (and those from Buildable Ancient Buildings) If NSC alters any vanilla techs then the problem is situated there. if nsc adds new techs, those techs can be researched after approving proper prerequirements.

Sorry, but this mod won't support any other mod which alters / removes base game assets.
@Filbert_Games 18 Dec, 2017 @ 12:25pm 
will this get updated
[TCPIP] Krystal 17 Dec, 2017 @ 9:10pm 
I have noticed, that the techs this mod gives you, borks NSC ships. IE with NSC you need to learn the spaceport techs in a certain order, and with this mod giving you techs I noticed alot of the NSC ships were missing. I never got the carrier the battleship the dreadnought, wierd thing is the battleship is a basegame ship.....I did have two battlecruiser ship designs though lol, as in two seperate battlecruisers I could make designs for. it was reallly wierd.....
Skill Less  [author] 13 Dec, 2017 @ 10:27am 
It should be safe to use the mod at 1.9.0 I don't have much time these days as the years going to the end. As soon as I find some time, I'll improve the mod :)
Kail 12 Dec, 2017 @ 8:04pm 
Also, can you add a Machine World start for those with Synthetic Dawn?
Kail 12 Dec, 2017 @ 8:04pm 
I'm sure he will, lel.
No Name 9 Dec, 2017 @ 11:24am 
Going to update to new patch?
Skill Less  [author] 23 Nov, 2017 @ 8:40am 
it's planned, but it might take a bit .. I'll leave a comment when it's done :)
Traveller: James 22 Nov, 2017 @ 1:51pm 
can you make another version for those who do have the DLC?
Skill Less  [author] 22 Nov, 2017 @ 8:58am 
i believe it can be terraformed if you install "Plentiful Traditions" mod .. however it is the vanilla damaged habitable ringworld section and not the utopia megastructure... because if it was the mod whould lock out anyone who does not have the dlc.
Traveller: James 21 Nov, 2017 @ 10:12pm 
can the damaged part of the ancient ringworld be repaired?
Kail 18 Nov, 2017 @ 8:17am 
:D
Skill Less  [author] 18 Nov, 2017 @ 2:15am 
UPDATE: I added a new starting system "Ancient Ringworld" to start as ancient survivors on a ringworld (partly damaged) Have fun :)
Skill Less  [author] 4 Nov, 2017 @ 3:56am 
thanks, have fun :)
Soberlife420 3 Nov, 2017 @ 1:50pm 
even though i didn't know at the time i still subbed cause this is a cool mod cheers m8
Mysterius 3 Nov, 2017 @ 11:13am 
Haha thanks
Skill Less  [author] 3 Nov, 2017 @ 11:12am 
@mysterius, the bug was fixed one hour after my last post, sry for forgotten update post :)

@soberlife420, yes you can research it.
Soberlife420 3 Nov, 2017 @ 2:11am 
so u cant research jumpdrive then? sadface
Mysterius 3 Nov, 2017 @ 1:37am 
Any progress? ^^
Skill Less  [author] 24 Oct, 2017 @ 10:23am 
yeah that's a bug, i'm currently on this.. i think i fix this in the next hour :)
Mysterius 24 Oct, 2017 @ 2:08am 
On the description of the system ingame, it says there will be cryo chambers on the planet. However, there never is. Is that intended? I liked the roleplay idea of having dormant organcs on my home planet :).
Skill Less  [author] 19 Oct, 2017 @ 9:59am 
upcomming update will include a (player-only) event on game start where you can choose to be an acient survivor without having the proper system... it needs some testing but I guess it's uploaded in the next few hours ;)
Michelin Man 18 Oct, 2017 @ 6:24pm 
Is there any way for use this mod on the Solar System?
Kail 17 Oct, 2017 @ 8:15pm 
Works like a breeze so far.
Skill Less  [author] 17 Oct, 2017 @ 10:20am 
UPDATE: so I improved the mechanics, now there should not be any issues with synthetic dawn. if you find something I might have forgotten, please contact me :)
Skill Less  [author] 13 Oct, 2017 @ 9:29am 
if you give the start to an empire that spawns as AI it should get all benefits from it. I did not test it, but it's intended that it does not matter whether the empire is player or AI :)
ozu95supein 13 Oct, 2017 @ 8:09am 
can I set an AI empire to spawn in game with this start? Or is it only for players?
Skill Less  [author] 3 Oct, 2017 @ 12:48am 
@Kail Sure you can. The mod is hosted at Github (link in description) Maybe you have some ideas for the current state. If you not familiar with git you can just download the files and send your improvements at modding.cray935@gmail.com :)
Kail 29 Sep, 2017 @ 7:02pm 
@cray : Anything a novice like me could do to help? I'm familiar with picking files apart in .txt things, and have nothing better to do with my time.
Skill Less  [author] 28 Sep, 2017 @ 11:10am 
Buildings bug is fixed now. Next update will include support for synthetic dawn dlc. this might take some time, because the modding wiki is not up-to-date and finding the right things in vanilla code is a bit time consuming..
Skill Less  [author] 28 Sep, 2017 @ 10:13am 
Thanks for your clarification, i'll fix this ASAP :)

@G.Hemza No, but I plan to add some configuration options at game start after I fixed all other bugs.
sunsetclick 27 Sep, 2017 @ 8:28pm 
Starting with Syncretic Evolution on 1.8 and I received no buildings and my second race didn't spawn properly.
MikeWe 27 Sep, 2017 @ 8:03am 
@Cray935, my mod shouldn't be an issue anymore since I used the 1.8.0 00_buildings.txt (Updated to 1.8.0 on 21 Sep). And I also made it possible for machine empires to upgrade into them since they have different capitals. I also never changed any namespaces. So there shouldn't be an issue with your mod.
Hemza 26 Sep, 2017 @ 5:06pm 
Is there another version without the tech given to you?
The Peasant 26 Sep, 2017 @ 5:02pm 
Same, I just started a game and I don't have any buildings.
Oblivious 26 Sep, 2017 @ 11:50am 
I can verify in his place. Whenever I start any empire (meatbags and machines), I do not start out with any buildings whatsoever. I also do not recieve any research regarding any machine tech. I know of the machien research, just not any of the organics/meatbags tech being researched or not.
Skill Less  [author] 26 Sep, 2017 @ 9:20am 
people, i already updated fast-forward for 1.8

@justincwilburn that mod is an issue for 1.8 because the author overwrites ALL vanilla buildings and these have changed a bit since capek. Can you verify that my replacement still does not work without the ancient buildings mod ?