Stellaris

Stellaris

Aux Module Expansion 2.0
116 Comments
MaulMachine 21 Jul, 2019 @ 9:16am 
Outstanding! Welcome back.
Killian  [author] 21 Jul, 2019 @ 8:37am 
A 2.2+ compatible version is up at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1811044551 AS A PLACEHOLDER . I intend to make more drastic changes to the available modules and resource costs/etc. in future updates, whenever I get around to those.
Crazy Old Texan 15 Jul, 2019 @ 10:05am 
I would love to see this come back. Best tech mod on the workshop
Nanao-kun 25 Jun, 2019 @ 5:48pm 
I miss this mod.
ADHyperDad 30 Mar, 2019 @ 12:05pm 
Arcalane: Your mod is one of the best for stellaris (IMHO). So I will happily wait for your muse to strike you again. When that time comes I look forward to seeing what amazing concepts you bring forth.
MaulMachine 21 Mar, 2019 @ 1:42pm 
WEll, here's hoping you can get to it eventually.
kinngrimm 21 Mar, 2019 @ 9:57am 
fingers crossed and wish you all the best :)
Killian  [author] 21 Mar, 2019 @ 9:49am 
Yeah, I just haven't had the time or energy to update it for the resource system changes. Especially because I want to go through and redo a lot of stuff in the process.

Soon, maybe. I've been feeling a little more inspired to take another look at Stellaris lately, but we'll see if that persists or not.
kinngrimm 21 Mar, 2019 @ 9:03am 
i just started playing again and sadly noticed your mod seems to make soem issues and therfor i disabled it. Thanks for your work sofar and i keep an eye on this side should you choose to continue this mod.
LogosDistributing 31 Jan, 2019 @ 11:51pm 
Been back on playing and realized how much I miss this mod, so just wanted to say thanks for your work- looking forward to an eventual update!
Killian  [author] 13 Jan, 2019 @ 10:30am 
It won't be ready for a while - I have too much on my plate right now.

There'll be clear notices when it's available.
NakiriAyameSuki 13 Jan, 2019 @ 4:20am 
Is version 2.2.3 have gone ready?
Crazy Old Texan 2 Jan, 2019 @ 8:52pm 
Oh darn, only hypothetical, oh well.
Killian  [author] 30 Dec, 2018 @ 7:47pm 
If I could cap things, I'd probably cap things at no more than 3, so there's still some stacking potential, but crazier combinations would be curbed.

Since I can't (at the moment) this is all purely hypothetical talk, of course. :conwayshrug:
MaulMachine 30 Dec, 2018 @ 7:22pm 
Yeah, I prefer it that way.
Crazy Old Texan 30 Dec, 2018 @ 6:43pm 
Most people using this mod like having the option of stacking modules.
Killian  [author] 28 Dec, 2018 @ 8:41pm 
Unfortunately Stellaris doesn't have any inbuilt tools or settings for limiting the number of stacked/installed modules, so there's not really an easy way to do it.
KRT™Alexander 28 Dec, 2018 @ 8:10pm 
Request / suggestion
Limiting the amount of individual modules to 1 per ship, depending on ship mods you can have upwards of 7 identical modules on a ship class, with NSC for example, and if they stack which iirc they do, it you can easily use, say 5 range expanders on a big artillery ship and just engage across the star system, or 5 multiloaders on a kenetic artillery ship for rapid fire.
Also, the rapid loader has no speed penalty while the other attack speed modules do, making kenetic a little bit more viable.

Great mod, I am looking forward to the update! :-)
Killian  [author] 17 Dec, 2018 @ 8:52am 
No. Resource costs have not been updated, amongst other things.

I'm planning to go through and do some extensive revisions/tweaking, which might take a while.
Skull Man 17 Dec, 2018 @ 7:53am 
Is this working on 2.2?
0oRainbowo0 7 Dec, 2018 @ 12:54am 
ok,thanks
Killian  [author] 7 Dec, 2018 @ 12:22am 
..actually, thinking about it, I will have to go through and update all of the build costs. I wouldn't recommend playing with this seriously until I've had time to revise that.

The new strategic resources will probably be part of the costs, and some modules may be removed/new ones may be added.
0oRainbowo0 6 Dec, 2018 @ 11:27pm 
@Arcalane glad to hear that, im trying
Killian  [author] 6 Dec, 2018 @ 9:27pm 
I think the only thing that should need updating is the version number, as ships/combat haven't changed extensively.

If you find something that doesn't work as intended, let me know!
0oRainbowo0 6 Dec, 2018 @ 8:14pm 
update please.
MaulMachine 16 Sep, 2018 @ 2:48pm 
Can you add them to the Ion Cannons and other non-warship things you can design, like the Colossus?
Killian  [author] 16 Sep, 2018 @ 2:34pm 
Orrrr they could fix it so that autoupgrade doesn't keep touching core modules even when turned off, soooo... :conwayshrug:
Killian  [author] 16 Sep, 2018 @ 2:33pm 
Selecting the vanilla zero point core should still work? You'll just have to set it back each time. Just don't research the Core R&D when it pops up in future, for now.

It's frustrating because I'm not sure where to start on fixing it exactly. If I set the cores back to no AI weight, it'll ignore them in favour of zero point cores. There's no convenient/simple way to restrict them to one per ship. I'd like to make them a new, seperate component slot, but that's another pile of shit to maintain.
Skeleton Knight 16 Sep, 2018 @ 2:10pm 
I was about to complain about Rampart and Bastion cores being unremovable from core slot but I see it was already mentioned 12 days ago.
Too bad. Enjoyed most part added in this mod but being forced to use only your cores just ruins everything for me. I hope you fix that soon.
TrollofReason 5 Sep, 2018 @ 10:55am 
I totally understand. I wish there were some better modding tools available, & communication betqeen the devs & the workshop community.
MaulMachine 4 Sep, 2018 @ 5:47pm 
Then perhaps you could just add your custom power cores to Ion Cannons and Titans/Colossi?
Killian  [author] 4 Sep, 2018 @ 4:21pm 
Yeah, I've been contemplating adding extra core sizes for mod support but haven't gotten around to anything yet -- I'm burnt out on Stellaris and waiting on 2.2, mostly. Plus it feels a bit like a slippery slope when it comes to adding support for all the possible options.

The real issue is that while I know how to add slots to things, the issue is making it so that I don't have to update files every the game does. If I overwrite vanilla ship sizes, I need to keep them updated to avoid issues, and that's extra fuss that I'd rather avoid.
TrollofReason 4 Sep, 2018 @ 2:43pm 
Well, two things actually. First, I play with NSC+, so the power cores aren't scaled to the new ship classes correctly (not your fault AT ALL, but worth mentioning), and second is that yes, I use the higher output power cores to increase weapon capacity, thus maximizing that all-important alpha strike. Something that, thanks to the now singular nature of the Cores rework, is no longer really able to be worked around. Not that I would stack too many of the Cores on before the rework, because of that alpha strike consideration, plus the range finder AUX component.

If you'd like to, you might want to consider getting in contact with the folks who do the NSC+ mod, because they've done some really amazing things, including: Adding slots to ships, and makingi t so that ships can't benefit from two of the same thing being added to a ship design.
Killian  [author] 4 Sep, 2018 @ 2:29pm 
Blackburn, I don't care if you think you're being helpful, please don't spread misinformation by answering questions for me. Cores worked fine in Aux slots; I moved them to the Power Core slot because stacking them was too powerful, but I didn't want to add them to their own special slot.

Their power core output is balanced to be about half way between Zero Point and Dark Matter as a conscious decision. Do you take the enhanced durability the Special Cores offer, or do you take the higher power output and use the greater power allowance for weapons/etc.?

If it were easier to just add stuff to vanilla files, I'd love to easily add a special slot or something, but it gets tricky to maintain, and unfortunately I can't maintain compatibility with everything.
TrollofReason 4 Sep, 2018 @ 1:25pm 
Er-not sure if this was intented or not, but the Bastion, Warden, and Rampart Cores are being slotted into the power generator area. I'm wondering if this was intended because they muck up designs with other parts mods, while their functionality as power cores is highly limited to begin with. I know before that they were power hungry AUX components, and they worked rather well in that capacity.
A Big Hairy Monster 2 Sep, 2018 @ 8:44pm 
Cool, thanks for the reply. I figured it was something like that since everything else seemed to work.
Killian  [author] 2 Sep, 2018 @ 8:39pm 
Yeah, as far as I'm aware the damage boosters all work in actual combat - the ship designer UI just isn't designed with taking those modifiers into account for whatever reason, so damage might seem to take a hit due to lower power but it should be higher in practice.
A Big Hairy Monster 2 Sep, 2018 @ 7:53pm 
Just tossing a question out here, though it IS mod-interaction related probably. Namely, I'm noticing in my game that all the aux that modify weapons don't seem to change anything in the ship's damage / day calculation at the bottom. That's in the ship designer, anyway.

Is that normal for this mod, like a hardcoded thing but they do work? The armor / hull / etc Aux items work fine, just the weapons ones seem to not do anything except wierdly lower damage slightly. (Which I'm assuming is because of the excess power = increased stats thing)
MaulMachine 2 Sep, 2018 @ 12:30pm 
Charming.
Killian  [author] 2 Sep, 2018 @ 10:40am 
I think I see what the problem is. Disabling autoupgrade will leave the hardpoints and optional slots untouched, but it still autoupgrades the reactor/drives/etc. -- and since the custom cores are reactors, it'll keep fucking with them.

Thanks, Paradox. More stuff I can't fix. :conwayfacepalm:
majna 2 Sep, 2018 @ 10:12am 
i disable that as soon as i can
majna 2 Sep, 2018 @ 10:11am 
nope thats disabled
Killian  [author] 2 Sep, 2018 @ 9:34am 
Do you have autodesign/autoupgrade enabled? I suspect it's something to do with that, but I'm not certain.
majna 2 Sep, 2018 @ 2:44am 
Okay this is something i think has been mentioned below with the powere cores, only in my case no matter what, once i do the reasearch to the bastion cruiser core it locks the cruisers and battleships to that somehow, no matter what i try to change it to another power source it snaps back to that right after and i have no idea why ?
Killian  [author] 20 Aug, 2018 @ 5:46am 
Of course since I haven't touched the vanilla power core upgrade path at all it may act weirdly still. I make no promises.
Killian  [author] 20 Aug, 2018 @ 5:41am 
Okay, update out. This should (big question marks here) fix the redesign thing. I've set each core type to have its own AI weighting.

AIs that prefer energy weapons will prefer the shield cores, AIs that prefer ballistic weapons will prefer the armour cores, and AIs that prefer explosive weapons will prefer the hull cores.

This does mean the AI will start using cores if it discovers them, so expect their ships to get tougher in the lategame when they see the techs pop up in their research lists!
Killian  [author] 12 Aug, 2018 @ 11:30pm 
I have an idea as to why. I'll tinker with it later.
MaulMachine 12 Aug, 2018 @ 9:11pm 
Hey, Arc, the new power cores are really fun, but I keep running into issues with upgrading designs. For some reason, when I put your custom power cores in the ship's integrated power core slots, they just default to the Tier 5 reactors as soon as I tab back out and tab back in, and the ship's stats sometimes adjust to reflect the smaller power supply.
Killian  [author] 11 Aug, 2018 @ 2:09pm 
No, Paradox should fix their engine is what should happen.

I'm not implementing a hacky workaround that modifies vanilla files. It's one more thing for me to maintain whenever the game updates, and it's one more thing that breaks compatibility with other mods - especially if I need to update for other mod support as well ( e.g. NSC/SCX).
BlacKBurn 11 Aug, 2018 @ 12:25pm 
yep both not working bec of they should be put on right panel like reactor radar ...