Stellaris

Stellaris

Specialized Research 3.2
42 Comments
Nicho 15 May, 2022 @ 10:20am 
Keizer: I could be wrong here, but I think that if you delete the old' code you have and then upload the 'new' code to this one, it will count it as an update even though it's effectively a merger.
Gui Montag 14 May, 2022 @ 12:40pm 
Great! Thanks for the update.
Keizerguy  [author] 14 May, 2022 @ 3:26am 
Hi Liquid Snake, Gui Montag. I appreciate you guys looking into the mod while I was unavailable. In anticipation of Overlord I've recently come back to Stellaris. Looking at your comments has allowed me to quickly update the mod for version 3.4. I also removed some redundant pieces of code, and updated others with the new properties that were introduced throughout game updates (technocracy doesn't work the same anymore, and other internal parameters were renamed).
Unfortunately, I seem to have lost the original copy of the mod files, so I'm unable to update this particular workshop item. I'm hoping it might be possible to merge the new files into this workshop item, but I'm uncertain how. In the meantime I uploaded the update as a new workshop item: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807880734
it should work, but let me know if you encounter any issues/bugs.
Cheers!
Gui Montag 13 May, 2022 @ 9:23pm 
@Liquid Snake Great suggestion. I make a new workshop item with the change you described. Of course I will remove it if the authors here request it, or if this item is updated. I did cursory testing and it appears to work as you said. It can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807786775
Nicho 7 May, 2022 @ 12:15am 
Hi all, so with the advice below from Gui, I took a look into the mod files. Turns out all you need to do to fix this is open the mod's common\buildings folder, then the file res_research_buildings, and either delete or comment-out (#) the line 'building_relaxed_basic_income_check = yes'. Then it works!
Gui Montag 6 Mar, 2022 @ 4:02pm 
Doesn't seem to work anymore for 3.3. Any plan for an update?
Gui Montag 30 Dec, 2021 @ 1:50pm 
Great mod! Seems obvious that there should be dedicated research buildings.
emattosalves1 3 Dec, 2021 @ 7:44pm 
I love your mod, it allow us to focus on 1 or 2 types of tecnology rather than general .
Duskgrim 28 Nov, 2021 @ 1:16pm 
Yeah, it is a vanilla bug, a pretty minor one. I'd have to set up a paradox account on their forums to report it. :/
Keizerguy  [author] 28 Nov, 2021 @ 12:56pm 
haha that's pretty cool that you were able to discover this! I didn't overwrite any base game files so I'm pretty sure this is a vanilla bug. Perhaps there is a way to report this to the developers?
Duskgrim 28 Nov, 2021 @ 12:04pm 
I recall it wasn't on the month, so I fired up my test game to try and catch it. Turns out it is just a graphical glitch in the planet view. Changing tabs in the planet view doesn't fix it, but closing and reopening the planet view window does. I tested with different vanilla buildings, and in cases where it removes a job from one row and creates a new job on another row, it seems to work, but if I replace a job type in complex drones row with a new job type, it doesn't update properly until the planet view is reopened, instead the old job just shows as 0 employed. There are no unemployed drones either, the window just isn't updating properly. Happens when I replace a vanilla job with another vanilla job too. I didn't test it without the mod, but I seriously doubt it would affect this. Looks like a Stellaris glitch that isn't usually seen because people don't babysit the planet view while they replace building types.
Keizerguy  [author] 28 Nov, 2021 @ 9:26am 
@Daltares yupp every new update brings with it new stuff to fix haha. I'll look into the job switching when I have time, maybe the game just needs to update the month, but I'm curious to compare it to vanilla. Either way I'm glad it works now! Thanks for the feedback and I hope you can enjoy the mod now :)
Duskgrim 28 Nov, 2021 @ 8:10am 
@Keizerguy It's fixed. I unsub'd and resub'd the mod just to make sure I had the changes from the 26th, did the exact same tests I did yesterday with an off the shelf Hive Mind and it worked this time! I'm assuming it works for a Machine Intelligence too. Tested all three labs, and noticed a weird behavior where if you replace one lab with another it doesn't immediately recognize the new job type, but after some time passed it corrected itself, so I think this has to do with something in the game engine update loop for jobs. Thanks for fixing it so fast! Ugh, it's a pain trying to iron out all the kinks every major update!
Keizerguy  [author] 28 Nov, 2021 @ 12:55am 
@Daltares does this still happen with the updated version of the mod? I had to update some requirements for the jobs, and in my testing all play styles can now fill the jobs.
Duskgrim 27 Nov, 2021 @ 12:09pm 
Just wanted to update, after extensive testing this morning I determined that the problem where I can't fill the worker slots for this mod's buildings only happens with Hive Minds and Machine Intelligences. It seems to work fine for normal empires. I was testing the mod standalone without other mods, launching new games and building an Engineering Lab (I assume problem exists for other labs). Not sure if this was a pre-existing problem or new to 3.2, because I don't recall encountering it when I played a Machine Intelligence a couple months ago. I just happened to play a Hive Mind game for my first 3.2 play thru when I noticed it.
arieviloj 26 Nov, 2021 @ 5:46am 
Great idea but i think the bonuses pretty OP.
Keizerguy  [author] 26 Nov, 2021 @ 4:25am 
@Daltares thanks for letting me know! I'll look into it and also update the mod for 3.2
Duskgrim 25 Nov, 2021 @ 1:48pm 
I can build the buildings, but the jobs won't fill in 3.2. Not sure, might be because of some other mod interaction, but my other mods seem to be OK atm. Figure it was worth mentioning to see if anyone else is seeing this problem.
Deviant 25 Nov, 2021 @ 3:36am 
Version 3.2 - the base of the mod is working.
Deviant 14 Oct, 2021 @ 3:41pm 
Version 3.1 - the base of the mod is working. I haven't checked it thoroughly yet.
Realm Walker 28 Jun, 2021 @ 9:40am 
So you could build tons of engineering scientists and send battleships on your neighbors in a rush. Maybe this is a balance issue. Maybe the specialised research labs should produce 8 instead of 12 science or so.
NaCl 23 Jun, 2021 @ 10:29am 
This is the best mod ever,

I always am far too low on Engineering,
Keizerguy  [author] 10 May, 2021 @ 12:24am 
The mod should work with gestalts as well. Ofcourse, compatibility with 3.0 can't be guaranteed. I will work on updating it within the coming weeks.
Mega Ultra Chicken 8 May, 2021 @ 8:09pm 
Does this mod work with gestalt consciousness empires as well?
Pietrooperv 28 Apr, 2021 @ 3:01pm 
does this work with 3.0?
Eric 16 Mar, 2021 @ 7:42pm 
"All technologies or buildings that increase reseacher output also apply to these specialized researchers."

Nice! Thanks for taking that into account.
Keizerguy  [author] 14 Dec, 2020 @ 7:25am 
@NaCl, research buffs also apply to the specialized populations!
NaCl 13 Dec, 2020 @ 6:18am 
Question,
Does the Specialised populations still benefit from "Research Subsidaries" which give researchers a buff of 10%, Or does that only apply to the original "Researcher" class?
Spaceception 3 Jun, 2020 @ 7:44am 
Does this work fine with 2.7?
Bronson 2 May, 2020 @ 9:07pm 
nice mod, thanks for keeping it up to date
QOMRADEQUEER 1 May, 2020 @ 9:44am 
Oh I wasn't asking for a patch, I just wanted to know how the mod worked.

Thanks.
Keizerguy  [author] 1 May, 2020 @ 9:33am 
I can't patch this mod to work with others. If other mods use the vanilla modifiers they will apply to these researchers as well. If they have their own modifiers they would have to edit their mod. In general though I think it's very common for other mods to utilize the vanilla modifiers, so you should be good. Hope this answers your question & have fun with the mod!
QOMRADEQUEER 1 May, 2020 @ 8:10am 
Mods which add new techs that either lower researcher upkeep, increase production, etc.
Keizerguy  [author] 30 Apr, 2020 @ 11:40pm 
What do you mean adds new techs?
QOMRADEQUEER 29 Apr, 2020 @ 8:23am 
But anything that adds new techs would need a patch?
Keizerguy  [author] 29 Apr, 2020 @ 2:18am 
@Magus yes the default techs for researcher production also apply to these new jobs
QOMRADEQUEER 28 Apr, 2020 @ 7:59pm 
Do techs which affect researcher production, upkeep, or other such modifier also apply to these new jobs?
Beast-Storm 27 Apr, 2020 @ 1:02am 
This mod gives me the chance to make a Tech World worth two.... possibly three Science Nexus XD

Science for Breakfast, Lunch and Dinner... Mmm MM MMMmmmmm Toasty X3
MandalorianJedi 26 Apr, 2020 @ 7:22pm 
This brings back memories.
NaCl 21 Apr, 2020 @ 1:30pm 
THANK GOD,
As robots or bio assended, your engineering wont be 10 years behind every time you make a tiny change to the traits
Commissar BS 18 Apr, 2020 @ 1:13pm 
God. Memories
Zacorin 13 Apr, 2020 @ 11:28am 
Nice mod, this is always nice when one or two of your techs are falling behind