Stellaris

Stellaris

Technology Ascendant
1,430 Comments
ZacharyBuilder 2 Jul @ 9:49pm 
crashes on load up for me, both alone and with mods that help.
Mr.Manga 30 Jun @ 11:04am 
Ah ok
starchitec  [author] 30 Jun @ 7:34am 
Thats not from this mod, this has no buildings.
Mr.Manga 30 Jun @ 3:32am 
Are all of the buildings from this mod supposed to work properly? Can’t seem to build the public information bureau(not sure if that’s what it’s called, but it gives 2 extra envoys.)
Vlad_1492 22 Jun @ 6:24pm 
[BL]StarNerpo - how did you fix the psychohistorian count?
eqN 14 Jun @ 4:57am 
Absolutely love this mod!

Noticed a minor issue, "The Final Frontier" breakthrough lists a modifier as just "50%" and doesn't say what it does fully/correctly.
To clarify, this is only true for the event when you unlock the breakthrough. In the tech tree it seems to be looking alright.
[BL]StarNerpo 11 Jun @ 10:20am 
Please fix psycohistorians for 4.0
i will do it myself for now tho
starchitec  [author] 2 Jun @ 8:23am 
well, psychohistory isnt really psychic- its being so good at math you can calculate the future, ala Hari Seldon. But yes, Ill need to adjust the jobs count
Nikal 1 Jun @ 7:30am 
Speaking of psychohistory, it should probably be limited to empires which have organic populations. As funny as it is, that determined exterminator shouldn't be psychic. ;P
jankosi 25 May @ 10:47am 
FYI psychohistory still gives 1 job instead of a 100.
Nikal 25 May @ 4:23am 
Also this one.

[12:09:01][effect.cpp:533]: Wrong scope for effect 'set_timed_pop_flag' at file: events/TechAscendant_flavor_events.txt line: 468
Current Scope: pop_group
Supported Scopes: pop
Nikal 23 May @ 4:43pm 
Just a small error:

[01:35:00][trigger.cpp:479]: Wrong scope for trigger 'has_pop_flag' at file: events/TechAscendant_flavor_events.txt line: 459
Current Scope: pop_group
Supported Scopes: pop
xtera907 16 May @ 9:46pm 
We apologize for the inconvenience. Thank you.
Your mods are the best. I have always enjoyed them very much. Thanks again.
starchitec  [author] 16 May @ 5:45pm 
hmm, that should not cause a CTD (often the error log wont show the actual cause of a CTD, just unrelated errors), its just missing a variable, which sometimes happens but should be harmless.

That said I am still waiting for the update cycle to calm down a bit to try a 4.0 playthrough myself, so Ill look at improving things then (including the version number)
xtera907 16 May @ 12:31pm 
Hello. I always enjoy your wonderful mods!
I have just had a CTD and would like to report the error log.
The non-alphabetic characters in the following error logs are the Japanese equivalents of the NPC's country name.
[03:44:15][variable_values.cpp:236]: Variable breakthroughs is not set for scoped country 'ズカッカン統一星系集団' at file: common/technology/TechAscendant_tech.txt line: 109
Wairui 14 May @ 5:34pm 
Thanks so much for your time and effort to make this useful mod.
Please change your supported version to the following -
supported_version="v4.0.*"
Now with this line, your mod will show up-to-date whenever Paradox releases update fixes.
MaulMachine 12 May @ 7:22pm 
Indeed, it's a standby for me.
Wairui 12 May @ 7:20pm 
starchitec, thanks so much for this mod v.4.0!
Smokehouse03 11 May @ 12:30pm 
Looks like the one on paradox mods is 3.11 and contains only the descriptor file, do you have a github i could download it from or similar?
starchitec  [author] 11 May @ 11:04am 
There was an older version on paradox mods but it looks like its been flagged? There are also some copies on there not maintained by me (if I maintain them, I usually forget about it).
Smokehouse03 10 May @ 8:29pm 
is there a legacy 3.14 version?
Them8 6 May @ 4:34am 
Nice wonderful you got this updated so fast. Love this mod!
syraphim777 6 May @ 1:17am 
"Living SS" for me - its some Transformers - scentient II in Living Metal corpus. Bioships not scentient. And it good breakthorugh, mb up this as tech for using Living Metal (not simply mining it, but create in spec bilding from TRULY BIG amount of energy and alloys.)
Dragon352 5 May @ 11:30pm 
I love this mod; hope your able to smoothly implement more things/fixs/etc!
MaulMachine 5 May @ 8:14pm 
Indeed, keeping this alive is much appreciated.
Gniwii 5 May @ 6:47pm 
WoW always loved this mod and masters of nature, thanx so much for the continued support of others enjoyment!
starchitec  [author] 5 May @ 9:05am 
preliminary update for 4.0- this should be working. Currently the old breakthorugh "Living Space Ships" is disabled (you just will never roll it), since thats basically obsolete with bioships. Coming up with a replacement for the voidcraft breakthrough once I get a bit more time with the new system. Let me know if you run into anything I missed in the update.
starchitec  [author] 2 May @ 9:05am 
added, thanks
卡尔文迪斯梅特 1 May @ 4:27am 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
Skylord 6 Mar @ 12:39am 
Thank you very much I spent like three hours trying to guess the correct commands but couldn't get it

And for anyone looking:
100 nanofabricators
200 matter replicators
300 living starships
400 inertialess drive
500 predictive quantum mechanics
600 temporal shielding
700 contained singularity
900 psychohistory
1000 universal translators
1100 the final frontier
1200 grand strategy simulations
1300 deus ex machina
starchitec  [author] 5 Mar @ 9:31pm 
`event TechAscendant.100` (or 200, 300, 400... up to 1300) will give you the event that gives you that tech as a research option for each different tech. To instant research it I think you can do `finish_research` Offhand I dont know remember which number is which tech, but there are only 13 so you can try them fairly quick.
Skylord 3 Mar @ 9:52pm 
If I want to forcibly give myself one of the breakthroughs what command do I need to use?
perl 11 Jan @ 4:16pm 
Love this mod!
HeroBob 19 Nov, 2024 @ 5:37pm 
fire to hear @starchitec
starchitec  [author] 11 Nov, 2024 @ 10:13am 
sorry, havent checked in on my notifications for a minute. Not abandoned, just havent had time to give the latest update a real go. As far as I can tell this should still work, but theres always tweaks and balancing to do with new DLC.
Dragon352 10 Nov, 2024 @ 4:06pm 
gotta say; I love this mod. please don't stop maintaining it!

(there are some balance issues with some of the breakthroughs just not being worth the reduced chance of getting the best ones....although your recent re balancing definitely helped!
Gage 9 Oct, 2024 @ 8:01am 
Works with 3.1X.X
HeroBob 9 Oct, 2024 @ 12:33am 
yo is this mod working? i love it so much
FWehning 3 Oct, 2024 @ 9:05am 
Unfortunately when combining this mod with Star Trek New Civilizatons this mod disables assembly of Borg :-( any chance on a fix/compatibility mod?
Figaround 29 Sep, 2024 @ 8:26pm 
Please update. :steamthumbsup:
Drungip 27 Sep, 2024 @ 6:39pm 
Heyo! Anyone test if it works in 3.13? Amazing mod great work starchitec!!
El señor de la Lechuga 28 Jul, 2024 @ 12:07pm 
This mod has been in my modlist permanently, probably one of the best mods for adding flavor and variety to my games.
starchitec  [author] 12 Jul, 2024 @ 12:01pm 
You cannot add or remove the psionic trait, thats vanilla behavior so you can only modify already psionic robots. You should not be able to psionically assimilate robots at all. This combined with the mod making it so you cannot assemble psionic robots (they have to gain it via chance over time) means that you will almost never have 100% psionic robots, but if you have a robot template that is the same template as what you want once they get psionic but without the psionic trait, you will be able to assemble that and in time, those new robots will eventually gain it.
Xyllisa Meem Paradox Station 11 Jul, 2024 @ 2:41pm 
The tech that adds psionics to robots/mechanical populations seems to make assimilation go wonky/break due to not being able to assimilate or modify all of them properly.
starchitec  [author] 8 Jul, 2024 @ 10:40am 
It is up to date. I may have missed version updating after the last hotfix, but it is working in the current patch.
asapas 8 Jul, 2024 @ 7:10am 
hello. Does this mod need updating? Because it has a yellow exclamation mark next to its name in launcher :/
starchitec  [author] 22 May, 2024 @ 9:32pm 
That would mean I need to keep track of what breakthroughs vassals had after they get integrated... which is such a rare circumstance that I dont really think worthwhile.
Sonamiya,Zealot of the Minefield 19 May, 2024 @ 4:39pm 
Would it be possible to add a empire wide spread bonus from integrating a vassal with a specific breakthrough?
starchitec  [author] 18 May, 2024 @ 9:33am 
yeah, same here, integrating a vassal with a breakthrough means you would lose any bonus spread you had from them.
Sonamiya,Zealot of the Minefield 18 May, 2024 @ 4:12am 
What happens to breakthrough techs, when a vassal gets integrated? Does that mean the spread through research agreements disappears? or does the overlord gain the breakthrough itself or a bonus to it?
In vanilla stellaris integrating a subject does nothing for tech sadly