Stellaris

Stellaris

Tech Tier Events
60 Comments
Lt. Rad 10 May @ 9:35am 
It looks like something broke in this last update, making this mod crash the game somewhat randomly. The error logs all have the last line of:

[18:09:31][event.cpp:1005]: Event tier_counter.5 has no valid options

(Not always tier_counter.5, there was an 11 in one of them.)
Husher 28 Jun, 2024 @ 8:16am 
up to date?
timOkills  [author] 26 Sep, 2022 @ 3:26am 
@Pnevma No, unfortunately not possible to make this mod ironman compatible.
Neverminder 25 Sep, 2022 @ 7:02pm 
ironman compatible?
timOkills  [author] 18 Aug, 2022 @ 5:23am 
Sorry for getting back to this so late @Kali_Kalhari
I have just updated the mod to fix some stuff (paradox not using their own naming scheme for "null_void_beam" tech :steamfacepalm:.
Can you check if it works again for you?
There are still some error messages in the log, but ingame everything seems to work right now for me.

I think even techs from new DLCs should work now.
If there are certain techs, that are not triggering correctly, please tell me.
Kali_Kalhari 4 Aug, 2022 @ 1:41pm 
👍👍 have a good time studying and good luck.
timOkills  [author] 4 Aug, 2022 @ 6:19am 
I can look into this error at Tuesday.
Gotta learn for an exam, but I made a reminder in my calendar. ;-)
Kali_Kalhari 3 Aug, 2022 @ 11:51pm 
Hey @timOkills.
I get this error message in the log.

[08:33:28][localization_util.cpp:25]: Missing localization key [Recent breakthroughs in engineering unlocked new possibilities of research. You can now research technologies of tier 2.] events/tech_tier_events.txt:228
[08:33:28][eventmanager.cpp:392]: Event tier_counter.5 has no pictures in events/tech_tier_events.txt
[08:33:28][eventmanager.cpp:395]: Event tier_counter.5 has no options in events/tech_tier_events.txt

I guess its because there are new techs?
timOkills  [author] 1 Aug, 2022 @ 2:18am 
Hey @Kali_Kalhari :)
Anything in specific not working right now or do you mean the techs from new DLCs?
I can still update the mod, but I hope you understand that I do not have the money right now to buy DLCs for a game I am not playing. :D
Kali_Kalhari 1 Aug, 2022 @ 2:05am 
Sad that you have stopped playing and updating the mod. It was just the type i was after, and there doesn't seem to be anyone else making a mod like this. Quite a lot over my own skill level to modify this mod, for it to be able to work again. Hope you jump back in, at some point :-)
timOkills  [author] 3 Dec, 2021 @ 9:57am 
@AL|EN Nice to hear that you enjoyed my mod.
First off, I am not playing Stellaris anymore (maybe in the future again, but not right now).
So, I am not going to buy any further DLCs.
I own every DLC except for Lithoids, Necroids, and Aquatics.
Do those add any new techs?
The free updates might also contain new techs that are not included in my mod until now.
I can update the mod with all the techs that are available to me.

If anybody wants to update this mod by himself, there is a link in the description to a github repository with some python code to generate the mod.
It is open source (MIT license), so anybody is free to use my code.
Also, I am happy to give support if any questions regarding the code may arise.
Peter34 30 Nov, 2021 @ 3:14am 
I think he'll be happy to update his mod, if someone else provides him with a list of all the new Techs that aren't already taken into account.

Since the Wiki has finally been updated to 3.1, after having been stuck on 2.8 for a *VERY* long time, that might be something that's doable for oyu, Alien?
AL|EN 29 Nov, 2021 @ 9:57pm 
Hey man!

This mod was a great addition to the game because it release players from keeping track of the amount of tech for certain tiers. Can you please do an update and include all remaining DLC's? Or maybe write some step-by-step instructions on how to do it so maybe another modder will continue to update this mod.
Peter34 15 May, 2021 @ 5:54am 
My main concern is Techs added by the free updates. 2.6 added a bunch. 3.0 added a bunch too.
timOkills  [author] 15 May, 2021 @ 5:08am 
I have not looked into these DLCs:
Nemesis
Federations
Lithoids
Necroids

If they add techs to existing files, the mod should include them, but if new files were added I have to include those.

The other DLC techs should work.

I can have a deeper look tomorrow.
Peter34 15 May, 2021 @ 4:41am 
How up to date is this mod actually? Since it was first created, a lot of new Technologies have been added to Stellaris. Are they all counted?
timOkills  [author] 15 May, 2021 @ 2:57am 
@MaulMachine Sorry, apparently I included a wrong file to this mod (I was working on it to fix the text being over the situation log image).
I removed the Situation_log.gui file and this should fix the conflict.
MaulMachine 14 May, 2021 @ 9:32pm 
Would this conflict in a crash-causing way with UI Overhaul Dynamic? It says they both modify Situation_log.gui.
timOkills  [author] 27 Apr, 2020 @ 3:42am 
@JoNNy_pAstA That might actually be the case.
I will have to look into making a check at the beginning of the game for that.
Thx, for telling me about that!
JoNNy_pAstA 25 Apr, 2020 @ 5:50am 
there might be a problem - e.g. lithoids start with powered exoskeletons researched, so the mod won't count it as researched, right?
timOkills  [author] 5 Apr, 2020 @ 8:12am 
@TECC
This mod triggers whenever a new research is finished and counts it.
So, techs that were researched before the mod was installed cannot be counted.
That is why the mod is only enabled if a new game is started.

Sorry for the bad text formatting.
You can still read the numbers though, right?
Unfortunatly, I am not sure how to fix that and I do not have the time and motivation to investigate.
I have not been playing Stellaris for quite some time, so I am just trying to keep my mods up to date if somebody tells me about an update that breaks this mod.

Feel free to submit a pull request to my github repository if you have a fix for that:
https://github.com/timohl/stellaris-better-tech-info
I can also answer any questions about code in the github issue section.
TECC 4 Apr, 2020 @ 5:06pm 
Hi, thats it. It only works if you start a new game. BUT it doesnt fit well in the window as shown in your screenshot. Maybe because my resolution, 16:10 or UI Mod. Text should, in my case, 4cm lower.
timOkills  [author] 4 Apr, 2020 @ 5:46am 
I have updated this mod to 2.6.2.
Please let me know if something does not work correctly.

@TECC Did you try this mod with a new game?
Because I do not think savegames will work.
This mod triggers at the start of a game to add the log entry to the situation log.
Peter34 4 Apr, 2020 @ 4:38am 
I still see the tech count in my situation Log.
Peter34 4 Apr, 2020 @ 3:04am 
I’m still using the mid, and I get the popups for new tiers, but I don’t remember if it is in the sitlog. I’ll go look within 1-2 hours, then report back here.
TECC 4 Apr, 2020 @ 1:53am 
Hi, can't find it in the situationlog.
MaulMachine 25 Nov, 2019 @ 7:46pm 
Excellent! Thanks for the prompt feedback.
timOkills  [author] 25 Nov, 2019 @ 4:22pm 
Hey, @Peter34 and @MaulMachine.
I have just updated the mod for 2.5.1.
If you notice any remaining bugs like certain techs not counting, please tell me what techs make problems.
From my testing I have not found any techs not working, but I do not have the last DLC, so I am not sure.
Peter34 25 Nov, 2019 @ 1:44am 
I use this mod with 2.5. It might not count all Techs. Possibly it doesn't count newly added Techs (I don't know exactly how the mod works). But it works at least reasonably well.
MaulMachine 24 Nov, 2019 @ 7:45am 
Just to be clear: is this 2.5+ compatible?
timOkills  [author] 7 Jun, 2019 @ 9:07am 
I have updated this mod for 2.3.0.
However, I have not found time to fix the UI being too small.
Sorry for that, but I guess at least it is still usable.
timOkills  [author] 18 Dec, 2018 @ 2:46am 
I do not think I am able to remove the picture just for this event chain, but only for all.
The 1080p Plus mod is a great idea.
I will look into this, but I am not sure how long it will take or how much time I have.
But I will try to get this done this year. ;-)
Peter34 17 Dec, 2018 @ 7:16pm 
I think basically everyone used the 1080 mod anyway, so no harm done.
AL|EN 17 Dec, 2018 @ 2:15pm 
Or cooperate with UI Overhaul 1080p Plus https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=684509615 in order to provide more space?
AL|EN 17 Dec, 2018 @ 1:56pm 
3 event chains is a bit too much, how about removing that picture?
timOkills  [author] 17 Dec, 2018 @ 12:53pm 
Yeah, unfortunately there are too many counters to fit.
I am not sure, if I can just move the text down.
Would you mind if there were 3 event chains - one for each tech area?
AL|EN 17 Dec, 2018 @ 11:35am 
@timOkills English lang works, but it look like this: https://prnt.sc/lw6q2j
timOkills  [author] 16 Dec, 2018 @ 10:38am 
Glad you like it. :)
Peter34 16 Dec, 2018 @ 8:35am 
Thanks! I've really become used to be able to keep track of my Tech tier progress, so playing without it was almost painful!
timOkills  [author] 16 Dec, 2018 @ 4:48am 
@Peter34 I have just updated this mod for 2.2.1.
Have fun with it and tell me if there are any problems. ;-)

@AL|EN Please tell me if the localisation is now fixed for languages other than English.
timOkills  [author] 11 Dec, 2018 @ 3:20pm 
Sorry @AL|EN totally forgot about that. :steamsad:
This is going to be the first thing I do after upgrading for 2.2.
Probably having time for that on Friday.
AL|EN 10 Dec, 2018 @ 10:46am 
@timOkills Translation problem still not fixed ...
timOkills  [author] 10 Dec, 2018 @ 10:05am 
Yes, but I think the soonest I will have time is on the weekend.
Peter34 8 Dec, 2018 @ 4:39am 
Can you please update this mod to 2.2?
timOkills  [author] 22 May, 2018 @ 3:59pm 
I will look into this @AL|EN.
Since I already use a script to generate the mod, it should be rather easy to do that.
AL|EN 17 May, 2018 @ 6:24pm 
@timOkills Thanks for this mod!

My Stellaris main game language isn't English and because you mod archive has only <xxx>_l_english.yml file, all strings are displayed as '<code>_<name>_<something>'
Players who use non-English language would be very happy to see proper texts displayed in English at least.

Could you please fix this problem?

You can do it by: copy <xxx>_l_english.yml into <xxx>_l_polish.yml AND replace 'l_english:' to 'l_polish:' inside <xxx>_l_polish.yml.

Then repeat this for every non-English language.

Maybe you could create script to automate this proces to not forget adding missing translation files when you will update main <xxx>_l_english.yml files?
timOkills  [author] 30 Mar, 2018 @ 3:59am 
Sorry for the delay on updating this mod and also answering you. :steamfacepalm:
I had exams and a lot of work to do, but now I have more freetime again. :D

This mod should now be updated to 2.0.2.

I am not sure right now, but there might be an issue with technologies introduced by the Apocalypse DLC not counting.

Also, since 2.0.0 introduced an additional tier, the event chain in the situation log is kind of overfilled and might overlap.
Maybe I could fix this by splitting it into three event chains.
Do you have any better idea?
Peter34 15 Mar, 2018 @ 6:45pm 
Sorry to nag you, but how is it going?
timOkills  [author] 1 Mar, 2018 @ 11:05am 
Yes, but it is going to take some time since I do not have much spare time right now.
I try to fix my mods until the end of next week.
Peter34 1 Mar, 2018 @ 7:05am 
Will you update this mod to 2.0?