Stellaris

Stellaris

VF's Techs and Buildings [Legacy 3.14.x]
283 Comments
VFacure  [author] 2 Jun @ 7:47pm 
Hi all! 4.0 is here!!! Feel free to subscribe over there! It's where I'll keep the updates as this is now very much overhauled. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3492424138
Seuchi Kurogane 1 Jun @ 12:10am 
Ohhh that is exactly I hoped for! Advanced strategic resources! <3
VFacure  [author] 31 May @ 9:30am 
Sorry for the wait all. I'm doing many new things to the mod, including discontinuing new jobs in favor of buffing current ones, unifying some buildings and, particularly, working on a way for us to create Zro, Dark Matter, Nanites and Living Metal in our planets without needing to roll for the Dimensional Artificer.
jht_89 21 May @ 3:02pm 
Looking forward to seeing what you've come up with (as I used to really enjoy playing with this mod back in the day - it's been a long while since I've had time to actively play Stellaris, but I'm trying to get back into it)
VFacure  [author] 18 May @ 1:33pm 
@jht_89 I agree! I'm currently trying to make the buildings more powerful and work by buffing current jobs rather than adding new ones. I'm on a playthrough right now of the version I intent to launch of 4.0 and It seems to be working well, I'm just fine-tuning the scaling. In any case my plan from now on is that for every planet you'll have at most three of my buildings, which will work in many slots. Far from before where you could cram all the buildings in a single planet.
jht_89 14 May @ 12:36pm 
@VFacure: I think one of the biggest changes for mods that add a lot of buildings is that buildings are a lot more restricted in 4.0 compared to how many you could potentially have with mods previously, so buildings really need to be more valuable in order to justify taking up one of the 21 slots available IMO

I am definitely looking forward to what you come up with for this mod in 4.0 :)
Seuchi Kurogane 11 May @ 12:59am 
It is still working but the balance not :D haha. I look forward to see it updated! :)
Zeizei Pumpum 10 May @ 11:28am 
Hell yeahhhh
VFacure  [author] 10 May @ 10:50am 
@Zeizei Pumpum Woke up today with this in mind. First things first I need to learn all about 4.0. Will let you guys know.
Zeizei Pumpum 6 May @ 10:12am 
plsss 4.0 update I love this mod
VFacure  [author] 12 Aug, 2024 @ 9:23am 
[Cont @Maschinenmensch] I glad you like the Sanctuaries and Resorts needing the Orbital Hub. Would you say that there`s a point in buffing them since it`s no longer a "every planet has one with on downsides" building?
In a previous reply to you I mentioned that I thought it was high-time to reformat the Manufacturies so maybe if I tie a higher-level manufactury with a Polar Worksite and debuff the base ones it might help with what you suggested (considering that previously what I did was add a hard -20% to Consumer Goods with resource buildings, which doesn't make a lot of sense even if it balances the game)
@Theis Wow, 2021? And I just checked and this is up since 2019. I really should get around re-launching this.
@Vincenator You're welcome!
VFacure  [author] 12 Aug, 2024 @ 9:23am 
Hey @Maschinenmensch ! I really enjoy discussing these. So, good call on the Lyceum, I`m not always sure on how to balance research because it`s something that can overwrite game dynamics in the span of a few in-game years. I`ll try to play a few games with a few tweaks and see how it goes. I think something that really bumps up the research but costs much more than the Lyceum would also be interesting, methinks, because I think there`s a point in minimizing pop usage as more pops = more lag so what i`ve been wanting with this from the start is shrink the amount of pops players need to have in order to still have fun and build big ships in Stellaris.
Vincenator 24 Jul, 2024 @ 10:01pm 
THANK YOU FOR THE UPDATE!!
Theis 9 Jul, 2024 @ 5:49pm 
good to see one of stellaris's best technology mods back again, always had fun playing with this back in 2021
Maschinenmensch 4 Jul, 2024 @ 6:37am 
I also just noticed in the description above, that the Saccharide Seperators aren't mentioned, and I think the De-Scattering Cells are currently called Thermal Transformers ingame.
Maschinenmensch 4 Jul, 2024 @ 6:33am 
Currently, the Paradise Resorts seem to dissapear after building the highest level.
Also, if I remember correctly there used to be an Alloy and Consumer Goods debuff on the Beta Tunnel Complexes and Circumstellar Matter Docks, which honestly I did find pretty appropriate looking back on it.
Additonally, while this may be a controversial opinion, I find the Lyceum to be pretty underpowered rn. Especially considering you need the Polar Worksite. The difference between building a Lyceum and an just another Advanced Research Lab is in my experience minimal. Maybe a second level like with the other Worksite Buildings, which could have a higher cap and maybe another research Director or smth, could solve this.
Lastly, I just want to mention that the new limitation placed on the secondary building like the Museum and Sanctuaries and such, where they need the Advanced Buildings as a prerequisite, I find very appropriate.
Thanks for continuing to work on this!
VFacure  [author] 28 Jun, 2024 @ 6:23pm 
@Arphar Thank you! I'll test this and if it works it will be implemented soon.
Arphar 27 Jun, 2024 @ 6:30pm 
@Vfacure
alloys_expenditure_planets_vf_buildings = {
resource = alloys
type = expenditure
category = planets

potential = {
always = yes
}

weight = {
weight = 0.05 #doesn't matter since we have a min and max, but it prob shouldn't be 0
}

desired_min = {
base = 500
}

desired_max = {
base = 1000
}
}

common/ai_budget/xxx.txt
Paste this and it should grant the AI a budget of 500 alloys at minimum (if they have enough in the bank of course) to build the buildings.
VFacure  [author] 27 Jun, 2024 @ 5:04pm 
@Arphar Could you orient me into where I can tweak the AI spending agenda? I've never quite managed to get the AI working in this.

@Maschinenmensch Hahah, when I booted Stellaris after a few months the same thing happenend to me. Thanks for not deleting your comments so I read them and realized that I should get around re-working the current system for Manufactories.
Maschinenmensch 23 Jun, 2024 @ 5:19am 
Ok apologies, it seems I misremembered how it works lol
Maschinenmensch 23 Jun, 2024 @ 5:00am 
Ok nvm., seems to have fixed itself after a few decades.
Maschinenmensch 22 Jun, 2024 @ 2:53pm 
Is the Manufacturing Complex supposed to give only one Manufacturer Job? Because currently it only has higher upkeep as opposed to the lower tier variant.
Arphar 16 Jun, 2024 @ 2:11pm 
Hello, I played a bit around with it recently, and noticed the AI doing rather poorly.
It seems like you need to add an alloys budget with a min.
A 500 minimum planet alloy budget did the trick for me, and the AI started functionning properly again.

Otherwise great mod, I find the generic lifter/supplementor jobs to be a bit op with their +10% resources from jobs but it was nonetheless quite interesting to play with.
Deus Vult 16 Jun, 2024 @ 11:44am 
Thank you a lot for updating this! I remember having a lot of fun with it in the past
Right now I am not actively playing Stellaris but for sure my next play will be with this mod active
VFacure  [author] 16 Jun, 2024 @ 11:23am 
@Carl Pease Hey! Both should be Polar Worksite upgrades. I tested Tetra-Siderurgy being buildable just before release - since I know it's a fan favourite – and it worked well, and it's working now (you have to scroll down the upgrades menu to find it). Could you check you have the Neo-Siderurgy tech researched and have built one Industrial District and the Alloy Forge building? There are the base requirements for the TS.
Carl Pease 16 Jun, 2024 @ 6:48am 
Question: Are Tetra-Siderurgy and Lyceum stand alone or an upgrade off Polar Worksites?

Lyceum is showing up as an upgrade and Tetra not at all either stand alone or as an upgrade
Maschinenmensch 15 Jun, 2024 @ 3:29am 
Thanks for the Update!
OverlordMGC 14 Jun, 2024 @ 5:52pm 
Hurray!
VFacure  [author] 14 Jun, 2024 @ 5:11pm 
There it is, beautiful people. Updated for 3.12. A lot of small changes have been made over the latest 6 months of working on this and testing now and then. I hope you enjoy it!
BasileusofRhomania 24 May, 2024 @ 1:34pm 
Update for 3.12?
Dekent 18 May, 2024 @ 3:13pm 
Is this still going to be updated for 3.12? I miss my tetra alloys
VFacure  [author] 3 Feb, 2024 @ 8:43am 
Good idea! I need to catch up on how most Stellaris changed since 3.0 to get the jist of it.
Rubber Ducky 3 Feb, 2024 @ 8:28am 
Happy as long as it works lol, Maybe add a leader slot to some uniques!
VFacure  [author] 2 Feb, 2024 @ 3:08pm 
Hey guts, I'm finally launching it! Anything that needs fixing or that you want to see for the next update?
VFacure  [author] 28 Jan, 2024 @ 10:23am 
@Losty Sure!
Tut-Tut 28 Jan, 2024 @ 2:23am 
Hi, excuse me for asking, but may I use your building textures in my mod?
ranma100 21 Jan, 2024 @ 12:24pm 
Seems to be working OK with 3.10
toonslayerking 6 Dec, 2023 @ 2:32am 
in the name of all things good plz update ive try to find other mods like this but i cant find any
Maschinenmensch 11 Nov, 2023 @ 9:56am 
I really like this mod aswell. A hidden gem, truly.
EmeraldPhoenix 8 Nov, 2023 @ 5:39pm 
Yeah, they seem to remake the game over a few months... every few months or so. It's annoying as a player, I assume it must be really frustrating for modders.
kryhavoc99 28 Sep, 2023 @ 10:42pm 
Glad to hear it, this is one of my favorite mods!
OverlordMGC 28 Sep, 2023 @ 6:57pm 
Glad to hear that.
VFacure  [author] 28 Sep, 2023 @ 6:51pm 
Hey friends, I'm considering doing an update and relaunching this. I like working on this but the visitor/subscriber ratio really annoys me and I've got a mountain of work to do after PDX decided to remake the game over a few months, but stay tuned! If I relaunch I'll post the link here.
OverlordMGC 27 Sep, 2023 @ 4:13pm 
Man I just discovered that there is this newer-ish version of the old mod here. And it's outdated once more. Goddamn it.
kryhavoc99 17 Jul, 2023 @ 11:15am 
The vanilla Alloy and Consumer Goods buildings aren't generating any workers.
Craftato 19 Jun, 2023 @ 4:22am 
Is anyone else having issues with missing buildings like the Civil Service or Grand Atelier buildings? The tech is still there but I can't seem to find the actual buildings anywhere, and nothing should be overwriting or conflicting with those buildings as I have no issues with any others at the moment.
Diocletir 6 Mar, 2023 @ 6:45am 
It actually is still 3.5.*
While the mod does start, it still uses concept like admin capacity etc which don't exist anymore in 3.6.
Yuya 14 Feb, 2023 @ 8:47am 
I am getting some placeholder names for some of the buildings and I think it could be a load order issue possibly are there any recommendations?
GlitchFling108 26 Jan, 2023 @ 5:47am 
@words Works for 3.6 you can ignore that, its likely oversight
GlitchFling108 26 Jan, 2023 @ 5:46am 
Refinery station my beloved