Stellaris

Stellaris

Expanded Megastructures and Technology
137 Comments
hydra 18 Jun @ 12:33am 
+1 To waiting until a more stabilized version of Stellaris is released, They really need to just create a huge 4.1 patch that fixes everything they are trying to fix and balance and then leave it for a few months. The constant updating is ridiculous.

Thanks for your mods, @Tovius
B flat 16 Jun @ 6:53pm 
@Tovius it's completely fine if you want to wait a week or two until PX slows down or something
kahvipensas 14 Jun @ 1:52am 
I understand that, I'm not keeping up with changes either... Every time I solve some conflict, another pops up!

Makes me wish Paradox had pushed back the release of 4.0, instead of releasing on schedule and then popping out patches several times a week!
Tovius  [author] 14 Jun @ 1:41am 
Its the game updating faster than I can keep up
kahvipensas 14 Jun @ 1:04am 
tech_fe_assembly_2 is using the weight modifier inline script of fe_assembly_1 instead of 2. There is also a modifier of
building_fe_assembly_1_cap = 1

Are these intentional or errors?
Aki Zeta-9 5 Jun @ 9:37pm 
I mean 00_fallen_empire_tech.txt from this mod overwrites repeatable fallen empire building techs that were recently updated.
Aki Zeta-9 5 Jun @ 11:47am 
00_fallen_empire_tech.txt overwrites fe building techs
Tovius  [author] 5 Jun @ 11:01am 
This mod shouldn't touch any od the building techs
Aki Zeta-9 5 Jun @ 10:32am 
FE building techs have been updated in recent patch
Tovius  [author] 25 May @ 10:42am 
Thank you for your work. It will be fixed in the next update.
Aki Zeta-9 25 May @ 1:36am 
Hi! I was checking conflicts with Irony and noticed possible errors with this mod.
hull techs don't have a check for bioships and swap for beastmasters
mining drone weapon tech don't have a swap for bioships
Hebrux 24 May @ 8:17pm 
giga structures is such a popular mod, I've be surprised if this wasn't compatible with it
Ewan Norton 21 May @ 2:21pm 
Hey, is it compatible with Gigastructures?
Tovius  [author] 20 May @ 9:35pm 
I have uploaded a quick fix. Now cloning vats shouldn't disappear anymore.
Burch 18 May @ 1:20am 
@Tovius, Thank you for you mod. First time user and I am looking forward to playing it. Cheers
Tovius  [author] 17 May @ 11:33pm 
Finally updated. Let me know if you have any issues.
Tovius  [author] 17 May @ 11:53am 
Just wanted to let you know that I am still working to update this. I am currently making bio ship versions of the various ship components, which is taking longer than I hoped.
Tovius  [author] 15 May @ 12:10am 
I am thinking of retiring the Hive Queens origin, unless someone really wants me to keep it. It seems a bit stale in the modern version.
(Genesis Project origin is definitely staying, through)
Tovius  [author] 14 May @ 10:19pm 
Due to how pop job swaps are handled now, I had to do some work on the back end to get pop jobs ready, but now that is done this mod is next on my list.
Tovius  [author] 8 May @ 4:32pm 
I have limited free time these days, so expect a week or two. I'm also waiting for the hot patches to slow down before seriously digging into the code.
Lancer_Vance 8 May @ 10:35am 
Any timeline for this to be updated to 4.0? I know it will probably be a lot of work, but I am just looking for the length of time. I'm so used to playing with mods such as this, that I don't want to play the game at all without them. xP
Strife 1 Mar @ 5:36am 
kk thanks tovius
Tovius  [author] 28 Feb @ 10:18pm 
It is still needed, and updated to the latest patch.
Strife 28 Feb @ 12:06pm 
is Expanded Mods Base still needed? seems to have trouble and hasn't been updated in a while either. some1 commented on is page, You should have a look, the games been updated a few times already.
Tovius  [author] 2 Nov, 2024 @ 7:12pm 
Mod Updated
Tovius  [author] 2 Nov, 2024 @ 12:57pm 
A new update should be ready later today.
As an unfortunate consequence of the latest dlc, I found it easier to remove the improved space whale and void cloud weapons tech. I've added additional techs that improve space fauna weapons more generally to compensate.
IlliaJ 17 Aug, 2024 @ 7:06am 
Oh, okay then. I just saw it and didn't want to specifically play to check.
Tovius  [author] 16 Aug, 2024 @ 4:35pm 
@IlliaJ
Shroudwalkers already have access to it.
IlliaJ 16 Aug, 2024 @ 7:22am 
"- Regenerative Meditation, gives +20 leader lifespan, requires Vitality Boosters tech and Mind over Matter perk"

Since teachers of the Shroud don't require taking the Perk maybe that requiremnt maybe replaced with having started the Psionics tradition?
Lavie 10 May, 2024 @ 3:41am 
Your build two dyson sphere edict doesn't take account of the new 'built_dyson_sphere_swarm' flag.
Tovius  [author] 8 May, 2024 @ 10:38pm 
I have released the comp patch for 3.12

I have heard that the Arc Furnace and Dyson Swarm are on the weak side, so I may buff them when I come back from updating my other mods. If you have any suggestions, I would like to here them.
Tovius  [author] 23 Apr, 2024 @ 3:24pm 
Also, next time please report bugs in the bug report thread.
Tovius  [author] 23 Apr, 2024 @ 3:23pm 
Make sure you have installed the required sub mod.
REDbeard 23 Apr, 2024 @ 12:31pm 
Just to clarify, I built a clone vat on a newly colonised planet but couldn't seem to select the clone army pops (the founders of the colony) to grow.

I have a lot of mods, so I wouldn't be surprised if the problem can't be replicate don your end.

Either way, thank you for your time and sorry for bothering you!
REDbeard 23 Apr, 2024 @ 12:27pm 
SOrry to bug you, but I'm seeing that while the normal clone vats can be used to expand your Clone Army pops, it seems to be a bit confusing. Do you still require an ancient clone vat on a planet to allow for the Clone Army pops to grow?
Tovius  [author] 26 Nov, 2023 @ 9:29am 
They are showing up on my end. I would check for a mod conflict/

Please post any further inquiries you have in this matter in the bug report thread and not here.
Tovius  [author] 25 Nov, 2023 @ 4:51pm 
It should be fixed
liapatis_o 25 Nov, 2023 @ 4:16pm 
Using the mod, many megastructure technologies never appear (even if cheating with research_all_technologies). Notably matter decompressor, strategic coordination center, interstellar assembly & mega art installation. I have installed all required mods.
Tovius  [author] 18 Nov, 2023 @ 7:57pm 
Mod Updated
Tovius  [author] 15 Sep, 2023 @ 6:00pm 
Mod Updated.
Tovius  [author] 15 Sep, 2023 @ 4:19pm 
Heads up: I am restoring the Leisure Districts, so the next update will require UI Overhaul, Bigger Planet View, or a similar mod.
Tovius  [author] 15 Sep, 2023 @ 12:01pm 
The changes to habitats are really making me rethink things for this mod. I may end up pulling out most of the habitat related changes and starting over.
Sindusk 12 Jul, 2023 @ 3:01am 
Hi, I'd like to ask a request to remove the disables of techs from technologies/zz_overwritten_techs.txt. This is disabling key aspects of other mods such as ACOT's Dark Matter progression causing them to completely malfunction. The two overwritten techs (tech_fe_dimensional_fabricator, tech_dark_matter_container) are fine, as they're still available, but the other ones should be removed for compatibility.
Tovius  [author] 25 Jun, 2023 @ 10:11pm 
Mod update. Please download the new required mod.
Tovius  [author] 20 Jun, 2023 @ 8:56pm 
Well, Scripted Trigger Undercoat was an interesting experiment, but due to the outstanding bugs and slow response time of the mod author, it simply isn't viable for my mods to continue to rely upon it. Over the next few weeks I will be making a much stripped back version for use with my mods. I will try to make it compatible with STU, in case it ever gets its act together in the future.

In the meantime, I would recommend using the version of STU available on my patreon. If you have never downloaded a Stellaris mod manually before, I would suggest you google how to do that.
Tovius  [author] 16 Jun, 2023 @ 8:03pm 
The temp version of STU is on my patreon. Sorry I didn't make it clear in my original post.
Tovius  [author] 16 Jun, 2023 @ 7:49pm 
Updated for 3.8.4

Scripted Trigger Undercoat is still not updated, but I uploaded a temp version you can use until it gets an official update (don't use both the temp fix and the official mod, or you will run into problems).
Tovius  [author] 14 May, 2023 @ 10:18pm 
Updated for 3.8
Tovius  [author] 28 Apr, 2023 @ 2:30pm 
This mod now requires Scripted Trigger Undercoat. Please place it near the top of your load order
Tovius  [author] 13 Apr, 2023 @ 11:02am 
Ah, I forgot I had the same file in both mods. It will be updated to be the same soon.