Stellaris

Stellaris

Additional Repeatable Techs [3.8*]
82 Comments
ZacharyBuilder 1 Jan, 2024 @ 1:20am 
3.10?
Pawmee 14 Dec, 2023 @ 12:30pm 
heey does this still work in 3.10 ?
Selmephren 5 Oct, 2023 @ 1:12pm 
Well it is Oct 2023 now and 3.9 has just recently been released. Haven't had a chance yet to test this yet with 3.9
MuhammadMüller 17 Jun, 2023 @ 1:40pm 
@Shoff sorry i am from Bosnia, time is not the same here
Jame  [author] 12 Jun, 2023 @ 2:12pm 
I think Mohammed is from the future, so I just ignored it. When I played 3.8 I didn't run into any issues, but it's always possible I could've missed something.
Shoff 11 Jun, 2023 @ 6:51pm 
@MohammedAbdhul

Uh...what? October 2023 is 4 months in the future from now... And 3.8.3 just got here, 3.9 isn't even released to the Stellaris public beta branch yet.

What are you trying to say, that this mod doesn't work right now in the current version of the game?
MuhammadMüller 1 Jun, 2023 @ 7:53am 
as of october 2023 this mod no longer works for 3.9
Jame  [author] 25 Dec, 2022 @ 8:46am 
Kaernunnos,
When I was updating mods a while back, I have no idea what went wrong but it took the completely wrong description, instead grabbing one from one of my other mods. I thought I managed to recover it but it looks like I forgot to swap it back to link to the nerfed version. This has been fixed.
Kaernunnos 24 Dec, 2022 @ 1:22pm 
So, is "Here is the normal version" supposed to link right back to this mod?
Selmephren 9 Dec, 2022 @ 2:19pm 
Sweet! Renan, thank you, wee lad and Toya for providing this for all 2,121 current subscribers.
It is only with your and other mod creator's work we can enjoy these tweaks to the game.
Jame  [author] 9 Dec, 2022 @ 1:11pm 
Selmephren,

This is embarrassing but I thought I fixed that before. Apparently not!
At long last, this has been resolved.
Selmephren 6 Dec, 2022 @ 5:54pm 
Still missing those close brackets in the art_pop_trait_point_SOC.txt file after this update.
modifier = {
factor = 0.25
NOR = {
has_ethic = ethic_materialist
has_ethic = ethic_fanatic_materialist
}
modifier = {
factor = 1
OR = {
has_ethic = ethic_materialist
has_ethic = ethic_fanatic_materialist
}
}
As you can see the first modifier isn't being closed out before the next one starts. This happens with all 3 levels of the tech.
GreatDevourer69 26 Nov, 2022 @ 6:41am 
I've never seen the scaling pop growth: do yo know of any way another mod could just be outright removing it?
Root 18 Jul, 2022 @ 8:04pm 
I have made a Japanese translation, but is it possible to have it incorporated into the main unit?
Selmephren 12 Jun, 2022 @ 5:46pm 
One of your files is missing a } on what should be lines 19, and after getting pushed down now lines 74 and 125
art_pop_trait_point_SOC.txt
It isn't closing out one modifier before going to the next in the same spot in each of the 3 level of the tech.
Jame  [author] 14 May, 2022 @ 7:44pm 
Updated for Overlord!

Since this patch seems to be all in on vassals, I'd like to remind folks that when it comes to the research sharing tech, only the overlord's % is used! If you're a vassal and want some of your overlord's sweet tech, you'll have to rely on their sharing value.
Jame  [author] 12 May, 2022 @ 5:33pm 
An update for Overlord will be coming soonish!
Jame  [author] 25 Feb, 2022 @ 7:07pm 
Updated for patch 3.3. Please review the change notes to see precisely what has been changed. I apologize if this change has inconvenienced anyone.
Jame  [author] 25 Feb, 2022 @ 6:21pm 
Warning for patch 3.3!

Some modifiers do not seem to work and will show up blank! Please be patient as I work on fixing this. However, this does mean that some technologies may be cut out if there is not a viable alternative modifier to use. I will comment again to clarify what changes end up being made.
ilcherubba 17 Feb, 2022 @ 7:42am 
ah ok ty
Jame  [author] 15 Feb, 2022 @ 5:48pm 
ilcherubba,

No changes seemed to be necessary, but I changed the mod version so that it no longer shows as out-of-date.
ilcherubba 15 Feb, 2022 @ 5:52am 
possible uppdate? or you retire ?
Bedge 1 Oct, 2021 @ 10:07am 
pretty good ngl
Dustreaper 25 May, 2021 @ 1:50pm 
?? discussion is above like literally above the chat the next word above comments... below is the comment sections
FrozenParagon 25 May, 2021 @ 11:38am 
discussion is below, description is above. I shall make a limited repeatable for that then.
Jame  [author] 24 May, 2021 @ 8:44pm 
frozenparagon,

The fine details are in the discussion, but an answer to your question immediately:
no
FrozenParagon 24 May, 2021 @ 4:05pm 
does this mod have a half dozen civic and trait repeatables?
FrozenParagon 23 May, 2021 @ 2:36pm 
@bondboy8 that requires that author to make a patch to include this one.
Dustreaper 18 May, 2021 @ 6:43am 
Found this

Error message says:

Error in common\technology\art_pop_trait_point_SOC.txt: Ln: 153 Col: 2
}
^
Note: The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at ("common\\technology\\art_pop_trait_point_SOC.txt", Ln:
105, Col: 28) was not closed.
Delinquent Panda 21 Apr, 2021 @ 7:58am 
Aha, thanks!
Jame  [author] 19 Apr, 2021 @ 2:49pm 
Delinquent Panda,

For more specific details on the functions of each technology and who it is available to, read the discussion. It should help, but if you have any questions after that, let me know.
Delinquent Panda 19 Apr, 2021 @ 6:49am 
Can gestalt also learn all these or have their own versions?
SooCold 17 Apr, 2021 @ 2:53pm 
Thank you very much =)
Jame  [author] 16 Apr, 2021 @ 2:04pm 
Updated for 3.0.1. There may be issues that I have overlooked. Please report them here if any are found.
SooCold 16 Apr, 2021 @ 5:00am 
Hello! Any chance the mod will be updated to 3.0.*?
Whytee 4 Mar, 2021 @ 4:07pm 
Ahhh so its research speed, not research discount. That makes more sense why they arent researching super fast - if it takes them 100 months to research normally its still going to take a long time even with high levels of the repeatable tech.

Thanks for the explanation. Appreciated!
Jame  [author] 4 Mar, 2021 @ 3:22pm 
Hi Whitney,

It's a little strange in how it works. Basically it calculates the overlord's technology sharing % (default 0%) and gives that % bonus to EITHER the overlord or the vassal, working exactly like a research agreement. The value ONLY works off of what the overlord's % is, so if a vassal has (for example) 10% and the overlord has 0%, nobody is getting a research speed bonus because it only cares about the overlord's value.
Whytee 4 Mar, 2021 @ 4:33am 
Hello, I apologise if this is something I could have found the answer to elsewhere but after looking It still seems a little fuzzy to me;

How does the subject-overlord technology sharing work? It's over rank 30 (should be over 300% I think?) but havent noticed any discernible difference to my subjects research.

I would appreciate any insight into how the modifier is applied in-game as I haven't been able to find a clear cut answer.

Thanks!
PravusNightshroud 15 Feb, 2021 @ 5:09am 
according to Irony Mod Manager, you're missing some } in \common\technology\art_pop_trait_point_SRC.txt
I know you said it doesn't matter past art_pop_trait_point_SOC2 but you're missing a } in art_pop_trait_point_SOC, I think you need to add a } at line 18
Jame  [author] 4 Jan, 2021 @ 11:11am 
@Manius Julius Prime,

I'm not positive what you mean. Would you be able to elaborate for me?
Manius Julius Prime 4 Jan, 2021 @ 11:06am 
I am curious. Does this mod still leave the Admin +15?
Jame  [author] 5 Nov, 2020 @ 11:07am 
@Sephiroth,

It actually doesn't matter, because technologies past the 1st technology (way before line 107) on that file aren't ever used ingame and can never appear.
Sephiroth 5 Nov, 2020 @ 2:17am 
So I'm currently working with Irony Mod Manager to put together a small collection of mods and resolve all conflicts. Apparently \common\technology\art_pop_trait_point_SRC.txt is missing a few closing curly braces according to Irony.

~~~~~~~~~~

Error at line: 155 column: 2 file: common\technology\art_pop_trait_point_SOC.txt.
Please report this error to the author of the mod: Additional Repeatable Techs.

Error message says:

Error in common\technology\art_pop_trait_point_SOC.txt: Ln: 155 Col: 2
}
^
Note: The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at ("common\\technology\\art_pop_trait_point_SOC.txt", Ln:
107, Col: 28) was not closed.

~~~~~~~~~~

Is it okay for me to ignore this error or is it actually ... wrong?
Jame  [author] 1 Oct, 2020 @ 10:09am 
Somewhat big update: There are now numerous new technologies, as well as updates to existing technologies to make them more competitive picks. To name a few: translucer output, chemist output, and gas refiner output- all of which were mentioned by someone before and are available now.
Also, the Federation Naval Contribution has been changed to Technology Sharing to be more useful for empires with such a playstyle. This technology is not available to Fallen Empires, so don't worry about them accidentally giving you 100% research speed if you become their subject.
UknowitsE 23 Sep, 2020 @ 8:32pm 
well, ive seen the miner bonus one with description, and I think i have seen the farmer bonus one, but I think the technician one might still not be working for me, ill keep a look out tomorrow, its late now and Im prolly done for the night, but I took a thorough look through the list and you are right those ones that added .25 were the only ones I hadn't seen a description on.
Jame  [author] 23 Sep, 2020 @ 12:06pm 
The oversight was the economy values being improperly set for increased base technician, researcher, and food output from jobs. Basically, they aren't default values in the game, but can be added much like how minerals are (i.e. Rockbreakers civic for Machines which adds a base 1 increase to mineral output from miners).
In this case, it wasn't done correctly, so it didn't account for the values. The reason it showed up correctly for me was because of the Universal Modifier Patch I use from a different mod author, which did account for those values and made the techs work as intended.
Basically, this mod wouldn't work correctly without the Universal Modifier Patch, but I fixed this mod so that it now does.
UknowitsE 23 Sep, 2020 @ 11:57am 
ok, ummm, so what was the "massive oversight" if you dont mind me asking?
Jame  [author] 23 Sep, 2020 @ 10:43am 
UknowitsE,

You've done me a massive favor today. By helping me, you've given me the great chance to identify a massive oversight this mod has.

I've outlined the specifics in the changelog and updated the mod. They should all be working now as intended, and I've learned how I can improve upon the uniqueness of each of my technologies so they're less (admittedly) dull.

Thank you again so much to everyone that has pointed out the bug.
UknowitsE 23 Sep, 2020 @ 9:43am 
hmmm ok ill look at that, i saw something that was always bothering me though, don't know if you thought about this, I usually play bio modding races(don't know if it's the same with synth) but there doesnt seem to be a tech to be able to increase trait number, just points, all the point increase won't do jack if I can only have like 5 traits. Anyways, so far today I havent seen any new ones, but ill keep taking SS's maybe that'l help