Stellaris

Stellaris

Bedivere's Repeatable Tech Toolkit Vanilla Edition 2
24 Comments
Bedivere  [author] 1 Jan, 2020 @ 6:58pm 
Ok, update posted, let me know if there are any issues.
Bedivere  [author] 31 Dec, 2019 @ 4:54pm 
Finally sat down and debugged the mod, I will be posting a 2.5.1 version and I think I can update this version as well with the fixes. This one will remain at 2.3.3 but until they change up the vanilla repeatable tech it is technically compatible up through 2.5.1.
Bedivere  [author] 24 Oct, 2019 @ 8:24am 
Ok, I am away from my computer this weekend and next but I will start going though and making edits to make it clear this my other mods are going to sit at 2.3.3. Once I get the 2.4.* versions up I'll link them on the 2.3.3 versions.
flodoomable 20 Oct, 2019 @ 11:08am 
sounds good, still love this specific mod
Peter34 19 Oct, 2019 @ 6:52pm 
A fork at this point might be a good idea.
Bedivere  [author] 19 Oct, 2019 @ 4:58pm 
Ok, after some time playing around with the new launcher I am thinking of leaving my current set of mods at 2.3.3 and creating a forks of each for the new 2.4.* launcher going forward. 2.3.3 seems like a solid point to do this but I am curious what folks think about this.
Bedivere  [author] 11 Aug, 2019 @ 8:17am 
Mod updated and tested for compatibility with 2.3.3, enjoy!
Bedivere  [author] 31 Jul, 2019 @ 7:07am 
Tested this in the current version, there seems to be some issues, with old techs. I will be updating this mod here in the next week. I am away from my computer that has content at the moment.
flodoomable 21 Oct, 2018 @ 2:53pm 
Ever since you first made it, thanks again man. You're the MVP
Alkpaz 31 May, 2018 @ 5:01am 
To those who search: The mod still works with 2.1.
Bedivere  [author] 19 Apr, 2018 @ 9:14am 
Updated
Aether 19 Apr, 2018 @ 3:49am 
update?
nicot2k 27 Mar, 2018 @ 9:04am 
I have no idea how modding works but would it be possible to do a compatibility patch between this mod and this one? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1312503183
Bedivere  [author] 25 Mar, 2018 @ 8:53pm 
Patched, should work as intended now. I forgot to add the code to define the @repeatabletechtier modifier.
Bedivere  [author] 25 Mar, 2018 @ 8:47pm 
Ah ok, must be an issue in defining @repeatabletechtier then.
Pietas 25 Mar, 2018 @ 8:15pm 
I was able to fix it by manually setting them to tier=5 instead of tier=@repeatabletechtier
Bedivere  [author] 25 Mar, 2018 @ 6:41pm 
hmm, thats strange, I'll take a look.
Pietas 24 Mar, 2018 @ 9:36pm 
At least for me the techs show up in Tier 1. I had all thre of them as starting techs.
Bedivere  [author] 22 Mar, 2018 @ 1:04pm 
Patched to the tech is Tier 5.
Bedivere  [author] 22 Mar, 2018 @ 12:53pm 
I need to play a bit more but you are probably right. Prior to 2.0 some of the repeatable techs started as early as tier 3. Looking at the vanilla code, they appear to all be Tier 5 now, I'll patch the mod so the tech starts at T5.
Peter34 22 Mar, 2018 @ 5:23am 
Sholdn’t these be tier 5 or something? 2.0 re-worked the Tech tier system, making it more fine-grained.
flodoomable 21 Mar, 2018 @ 9:51am 
Love it, so many thanks for making a 2.0 itteration.
demodletc 21 Mar, 2018 @ 7:54am 
Brilliant idea.