Stellaris

Stellaris

Extra Ship Components 3.0 Lite [2.7+]
74 Comments
Hebrux 3 Apr, 2024 @ 6:03pm 
Does anyone know if this is being maintained anywhere?
Karl just Karl 8 Dec, 2021 @ 5:29am 
update pls
King Pepega 22 Jul, 2021 @ 12:08pm 
FUCK BB LEGENDS!!!
AL-1S 18 Jul, 2021 @ 10:30am 
Does it still work?
Enduriel  [author] 23 May, 2021 @ 12:50pm 
@Black Goat I'm not sure, I've been enjoying vanilla when I've been playing stellaris so haven't really had the motivation to update this. Though I did actually begin working on an update but I stopped because I didn't really want to play with it. I might get around to it eventually though, I genuinely have no idea. As you astutely observed I'm enjoying BB rn.
Snikkii 13 May, 2021 @ 5:52pm 
Is there anyway for me to find the ID for this things?
Snikkii 29 Apr, 2021 @ 4:51am 
So this mod is essentially the same but w out the added resources if im correct?
Aeternuslee 1 Feb, 2021 @ 12:30pm 
The mod is still adding the new strategic resources to my resource stockpile is it possible to remove them?
Just to clarify they are not spawning in on planets, just showing the storage option under strategic resources.
manuel 19 Jan, 2021 @ 12:31am 
is it possible to make a mod version that only has one level of tech over vanilla
i like new tech but with most mods i feel like there is to much
Archemyre 23 Dec, 2020 @ 8:05am 
What do the orange circles mean in the tech tree? Modified?
axor01® 30 Oct, 2020 @ 8:45pm 
Update this mod please.
QuixoticMilotic 17 Jun, 2020 @ 5:56am 
The siegebreaker bomber entry in "common/component_templates/nhsc_components_strikecraft.txt" is missing "tracking = @bomber_tracking" which should appear on line 222 just below the shield entry.
Enduriel  [author] 29 May, 2020 @ 12:24pm 
@(Turban) not sure but any bug that the full mod has this one likely does too.
BingBadaCOOM 29 May, 2020 @ 11:04am 
Does this still cause crashes with Amazing Space Battles like the full mod?
Enduriel  [author] 27 May, 2020 @ 5:52am 
This mod doesn't modify fallen empires because that could potentially conflict with other mods, use the overwrites mod linked in the description for that. In the future please read the description before asking questions.
明明灭灭 26 May, 2020 @ 11:22am 
The fallen empire was easily defeated by AI.
明明灭灭 26 May, 2020 @ 11:20am 
In my savegame, the weapons of the fallen empire have not been updated. Is there any way to remedy it?
ComradeWinston 19 May, 2020 @ 1:58am 
Yup. Found one pretty close to right before I got my hands on some Unbidden guts. Can fling the thing to you quick over Discord: ComradeWinston#4671
Enduriel  [author] 19 May, 2020 @ 1:05am 
Any chance you have a copy of that save file before you command lined the techs in?
ComradeWinston 18 May, 2020 @ 4:59am 
All I know is that after wondering why the matter eraser line wasn't showing-up, I looked into the files and console commanded the required tech. Already had both the null beam & unbidden gun, and was in repeatable tech for a while by then. The moment I hit play and checked physics, it came-up as an option to research.

Nothing like "nhsc_tech_new_age_warfare" or the other one was at the top of the research lists so I can only assume it was some hold-over dependency, not in the mod, from the original version that the command satisfied? idk I'm not a modder
Enduriel  [author] 18 May, 2020 @ 3:28am 
@ComradeWinston should be no reason you would have to console command new age warfare in? New age warfare is unlocked by having any one of the 3 basic weapons researched to tier 5 and I just double checked and its setup properly and I also played a game in this build and it all worked fine for me. Advanced Heavy Weapons requires either the Energy Lance, Mass Accelerator or Arc Emitter to tier 2 to unlock as well.
ComradeWinston 17 May, 2020 @ 3:27am 
Noticed that weapons, following Unbidden & Null Beam, need something called "nhsc_tech_new_age_warfare" that I had to console command in. And maybe another thing called "nhsc_tech_advanced_heavy_weapons" prevented it too?
green.tea.mattya 7 May, 2020 @ 7:08am 
All right. Thank you.
Sir Doggo 6 May, 2020 @ 8:08pm 
Thanks again :D
Enduriel  [author] 6 May, 2020 @ 6:34am 
Well, this is somewhat embarrassing xD, I don't have the time to check this stuff @Sir Doggo so I'm grateful for you finding it and letting me know so I can fix it. Updated now.

As to @green.tea.mattya, that's something carried over from ESC main, doesn't make a difference in terms of actual functionality since that flag is always referred to in that way but I might let NHunter know if I remember next time we chat.
Sir Doggo 5 May, 2020 @ 9:23am 
############################################
## Gravity Manipulation Engines ##
############################################

nhsc_tech_advanced_thrusters_2 = {
area = engineering
category = { propulsion }
tier = 6
cost = @techTier6cost1
weight = @techTier6weight1
ai_update_type = all
prerequisites = { "nhsc_tech_gravity_manipulation" } <== CHANGE???
is_rare = yes

I think this one suffers from the same problem.
nhsc_tech_gravity_manipulation has been set to always = no
Change to "nhsc_tech_advanced_thrusters_1" I think.
green.tea.mattya 5 May, 2020 @ 6:33am 
hello,thanks for the great mod.

>nhsc_building_materials_laboratory
>NOT = { has_country_flag = nhsc_advanced_materals_laboratory_queued }
typographical error(mater i al)
Sir Doggo 3 May, 2020 @ 9:05pm 
Awesome. Thank you!
Enduriel  [author] 3 May, 2020 @ 3:47pm 
I love when Steam notifications work. Sorry for taking so long as I haven't really been on Steam, but its fixed now @Sir Doggo, not sure how I missed that.
Sir Doggo 1 May, 2020 @ 4:33am 
Thanks for maintaining this mod btw.
Sir Doggo 1 May, 2020 @ 3:38am 
In your picture, the Enigmatic Energy Weapons are supposed to be available. If I'm reading nhsc_tech_weapons_leviathans.txt correctly, you forgot to remove this line when you modified the tech conditions:
prerequisites = { "nhsc_tech_enigmatic_energy_harvesting" }
Since you disabled "nhsc_tech_enigmatic_energy_harvesting", it's impossible to get the weapon techs.

Example:

nhsc_tech_enigmatic_lash = {
area = physics
category = { particles }
tier = 4
cost = @tier5cost1
weight = @tier5weight1
ai_update_type = military
prerequisites = { "nhsc_tech_enigmatic_energy_harvesting" } <== DELETE???
is_rare = yes
is_reverse_engineerable = no
Double D 24 Apr, 2020 @ 1:49pm 
Yeah that sounds more like it, my own fault for not knowing stuff. Cheers!
Enduriel  [author] 24 Apr, 2020 @ 1:46pm 
Nah, still way more than that: Any tech that you see that isn't crossed out red and isn't at the very top of the list is almost certainly a new ESC tech. I'm not bothered to count but probably closer to around 30+ techs
Double D 24 Apr, 2020 @ 12:49pm 
Thanks for clearing that up.

It's fine, I mean I guess at most you could make circle them in green and then add a key to your OP though it's not that big a deal. Overall though I just wanted to clarify as to whether this mod reduced the tech's from ESC down to something like 15 or so (just pulling a guestimated number re the rings).
Enduriel  [author] 24 Apr, 2020 @ 12:44pm 
Hmm, I see your issue, but I'm honestly not sure how to make it more readable for those who aren't experienced with Stellaris techs, I'll think about it though.

To answer your question though, most techs in the image are from the original ESC, with the exceptions being the prerequisites for ESC techs. The ones crossed out in red are ESC techs I have completely removed, with the yellow circles indicating some modification from main ESC. Usually either due to my removal of a prerequisite tech or due to the component costing an ESC specific resource like enigmatic energy or psionic charge.
Double D 24 Apr, 2020 @ 11:39am 
I'm not totally sure about all tech's in Stellaris so isn't quite obvious to me (sorry) so in relation to your image, are the tech's that you've included in this mod from ESC would be the ones in yellow circles or is that to just signify unique tech's dependent on other stuff like events etc and everything else is actually new stuff from the mod?
QOMRADEQUEER 17 Apr, 2020 @ 8:38pm 
Thank you for the light version!
Karl just Karl 17 Apr, 2020 @ 8:19pm 
Well, the building is from the original mod: https://imgur.com/a/JWgAaFJ . And not only it, all the buildings from the original mod are present
Enduriel  [author] 17 Apr, 2020 @ 6:21am 
This mod isn't really save-compatible with original ESC and as this is a pretty rare use-case I don't plan to make it officially that way. So yeah, if you try and use old saves it will mess things up.
Karl just Karl 17 Apr, 2020 @ 5:58am 
I don’t know why, but my buildings remained from the original mod
Enduriel  [author] 17 Apr, 2020 @ 2:20am 
This mod doesn't directly removing anything from the original mod, it should remove your (and the AI's) access to it however, so if it doesn't, please let me know. I do it this way so its as easy as possible for me to update to newer versions.
Karl just Karl 16 Apr, 2020 @ 11:14pm 
Hello again. But doesn’t this remove the buildings added by the original mod?
Enduriel  [author] 16 Apr, 2020 @ 8:20am 
That's my bad, should be fixed now in under 5 min. In the future though please be clearer on what exactly the issue is so I don't have to look through all of the missiles one by one.
Karl just Karl 16 Apr, 2020 @ 7:28am 
Hello, why does one of the torpedoes require a resource from the original mod?
Enduriel  [author] 15 Apr, 2020 @ 2:40am 
check github for updates, as this mod is merely a fork of the full version, currently any updates made to the full version are immediately mirrored here.
Meaty Ogre 14 Apr, 2020 @ 3:51pm 
What was the update today?
::Maethendias:: 9 Apr, 2020 @ 2:38am 
this mod doesnt acutally remove the whole new strat ressources... a shame

was trying to have this one with alpha mod, but this overrides the ressources
Enduriel  [author] 7 Apr, 2020 @ 1:34am 
@artacool, this (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1885791325) is the original overwrites mod, also doesn't require NSC ^^.
Artacool 6 Apr, 2020 @ 7:48pm 
@Enduriel, my mistake. I was under the impress that the overwrites version requires NSC because the original's overwrite mod required it. Thanks for clearing that up. I look forward to trying the overwrite lite version without NSC.
Enduriel  [author] 4 Apr, 2020 @ 6:39am 
@wotan1a might check it out but ngl with the release of Bannerlord and Last Oasis I am unlikely to have time to work on it anytime soon :/

@pvt900 check out the tech tree image above. If an item is crossed out its not in the mod, if it has a yellow circle around it that means I modified it in some way to make it work. This could be for prerequisite tech or resource cost.