Stellaris

Stellaris

Detailed Tech Tooltips Remastered
144 Comments
Bunnings_Snag 19 Jun @ 11:35pm 
Great mod. Where can I find the 3.14 version?
Space Cat 22 May @ 1:30pm 
hi, can pls upload it to mods.paradoxplaza? ty
Mory 16 May @ 9:04pm 
Thank you!
StreamlineX  [author] 6 May @ 9:37am 
Updated for Stellaris 4.0!
mezfi 13 Jan @ 3:29am 
your work is amazingly helpful for someone who just started out, like me, thank you for this, and for tech tiers revealed!
StreamlineX  [author] 10 Nov, 2024 @ 1:27am 
Updated for Stellaris 3.14!
StreamlineX  [author] 13 Sep, 2024 @ 3:01am 
Updated for Stellaris 3.13!
StreamlineX  [author] 10 Sep, 2024 @ 2:22am 
@all, the mod is up to date and works fine even though the game launcher throws a compatibility error. The versioning string requires indeed a leading 'v' now, thanks for the tip @dave. I will fix it with the mod update for Stellaris 3.13 which launches later today.
StreamlineX  [author] 10 Sep, 2024 @ 2:12am 
@Alxndr, thanks for reporting a potential bug. Synapse Interceptors and Iterative Pilot Training are both repeatable technologies that improve Strike Craft Weapon Damage and Firing Rate. I checked ingame and as of 3.12.5 these are indeed Society techs. Did you look at an outdated Wiki page by chance?
Alxndr 6 Sep, 2024 @ 4:59pm 
I think there are errors in this mod.

For example when you hover over carrier operations tech the tool tip says it leads to

Engineering > Improved Strike craft
Engineering > Advanced Strike craft
Society > Synapse Interceptors
Society > Iterative Pilot Training (whatever the hell that is)?

Synapse Interceptors are an engineering tech, not a society tech.

I found this mistake immediately when first loading up the mod so there's probably others like it.
dave 23 Aug, 2024 @ 1:55pm 
I think something changed recently where the version strings are supposed to start with "v", so "v3.12.*" instead of "3.12.*". So this may be as simple as updating the supported_version string in the mod info.
Carpal | trade.tf 8 Jul, 2024 @ 9:42am 
It seems this isn't able to be used on 3.12.5. Throws the compatibility error and shows compatible version: "3.12.*". It should work but it seems not to?
Martok 31 May, 2024 @ 9:26pm 
Huzzah!! Thank you! Really appreciate your work!
StreamlineX  [author] 31 May, 2024 @ 3:44am 
Updated for Stellaris 3.12!
TheEventHorizon 10 May, 2024 @ 10:50am 
3.12?
StreamlineX  [author] 16 Mar, 2024 @ 2:37am 
@HerrBaron, glad it worked out in the end!
HerrBaron 11 Mar, 2024 @ 1:13pm 
@StreamlineX, Yup; you're right. It works! Thanks for your time and sorry to have troubled you!
HerrBaron 10 Mar, 2024 @ 1:20pm 
I have, but will try again.
StreamlineX  [author] 8 Mar, 2024 @ 1:09pm 
@HerrBaron, no the tooltip also appears in the tech cards when you select new research. The target area you need to hover over in order for the tooltip to appear can be a bit tricky to hit though. Try going over the whole tech card slowly with you mouse and see if the expanded tooltip appears.
HerrBaron 6 Mar, 2024 @ 1:16pm 
Ok, it seems the expanded tech tooltips only appear when hovering over the text in the window shown after a tech has been researched. Is that really the way this is supposed to work? I'd really like to see these tooltips before I research something. Am I doing something wrong?
HerrBaron 6 Mar, 2024 @ 12:33pm 
Hey, StreamlineX! Didn't expect an answer. I play in English, both vanilla and modded (Star Trek New Civ and STNC ship sets) game. Have tried this in multiple versions of the game over time, and it just never shows anything in the interface, always looks just like vanilla descriptions of tech.
StreamlineX  [author] 29 Feb, 2024 @ 6:11am 
@HerrBaron, sorry to hear that! In what language are you using this mod?

Unsubsribing and then re-subscribing sometimes fixes issues with mods.

Have you tried disabling any other mod but this one and then see if the tooltips appear when you hover over a tech card? Maybe there is a conflict with another mod you are running...
StreamlineX  [author] 29 Feb, 2024 @ 6:06am 
Updated for Stellaris 3.11!
HerrBaron 27 Feb, 2024 @ 12:24pm 
I've never been able to get this mod to work at all. Just sayin'...
Gaunt 27 Feb, 2024 @ 5:39am 
Will this work for 3.11.* ?
Wrynn.CZ 8 Feb, 2024 @ 1:16pm 
This mod is so good, thanks! :steamhappy:
hottt3 26 Jan, 2024 @ 8:20pm 
Thanks for the mod! Can I use it with #MODJAM2024 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3106012498 ?
HerrBaron 9 Dec, 2023 @ 12:36pm 
Trying to use this and the Tech Tiers Revealed mod with version 3.10.3; neither seems to be working at all. What am I missing here? Am I doing something wrong? is there something besides enabling them in the launcher I need to do?
StreamlineX  [author] 22 Nov, 2023 @ 1:52am 
No, unfortunately not.
SandMan (Peacekeeperalex) 20 Nov, 2023 @ 7:25am 
does this work with new tech added by mods?
StreamlineX  [author] 19 Nov, 2023 @ 11:37pm 
Updated for Stellaris 3.10!
biship 13 Nov, 2023 @ 9:25am 
Wow, this is great - thanks!
CowabungaDude85 16 Oct, 2023 @ 11:20am 
Just randomly came across this! Nice work and thank you! :]
StreamlineX  [author] 12 Sep, 2023 @ 3:19am 
Updated for Stellaris 3.9!
StreamlineX  [author] 12 Sep, 2023 @ 3:19am 
@H3llb0und, sorry for the late reply. The MISSING_FEATURE_FLAG is a ingame variable which is replaced with "Nothing..." in the English version of the game. I use it when a tech has no future research options (so we reached the last child in the tech tree). I use the MISSING_FEATURE_FLAG variable instead of directly writing "Nothing..." because it will automatically get localised into all the different languages.
H3llb0und 1 Sep, 2023 @ 11:51am 
Hi! I'm looking at adding support for my own mod technologies for this. I've almost perfectly matched the output of your script except for the usage of MISSING_FEATURE_FLAG. Would you be able to share what criteria your script uses to determine whether to output techs with MISSING_FEATURE_FLAG? I appreciate any help you can give.
Lauro 22 Jul, 2023 @ 11:57am 
Thank you for the mod and for updating it to 3.8 July / 2023
choconinja 24 May, 2023 @ 11:58am 
Thanks for updating this amazing mod!
StreamlineX  [author] 22 May, 2023 @ 3:07am 
Forgot to comment: updated for Stellaris 3.8!
StreamlineX  [author] 15 Mar, 2023 @ 9:24am 
Updated for Stellaris 3.7.
StreamlineX  [author] 9 Jan, 2023 @ 5:18am 
No, only works with vanilla techs. Other techs will not show the detailed tooltips.
Dragonlord Tux 4 Jan, 2023 @ 8:51pm 
Does this mod support other mods that add extra techs too?
StreamlineX  [author] 30 Nov, 2022 @ 3:29am 
Updated for Stellaris 3.6. This game patch makes many changes to the tech tree due to the new Ascension mechanics.
StreamlineX  [author] 16 Nov, 2022 @ 2:55am 
Hey there, sorry for the late reply. I re-ran my scripts to extract the tech tree dependencies from the Stellaris game files and everything still seems to be up to date. Can you name me an example of a tech that does not show all future research info?
Astonishing Boy 2 Nov, 2022 @ 7:33am 
It seems not all techs that should have future research info do get future research shown, could you please complete it?
StreamlineX  [author] 26 Sep, 2022 @ 12:59am 
Another update: mod now supports Korean and Japanese.
StreamlineX  [author] 23 Sep, 2022 @ 5:01am 
Gave the mod a version bump to remove the outdated warning. There were no changes to the tech tree.
StreamlineX  [author] 17 May, 2022 @ 7:45am 
@MasterBot, I am not a Stellaris modding expert, but I don't think it's possible to generate this kind of information dynamically ingame.
MasterBot 13 May, 2022 @ 5:27am 
Is it even possible to make such a mod work automatically with techs from other mods?
StreamlineX  [author] 13 May, 2022 @ 4:57am 
Updated for Stellaris 3.4!