Stellaris

Stellaris

Extra Ship Components NEXT
1,114 Comments
eqN 11 Jul @ 2:50pm 
Thanks again for your amazing mod. <3
NHunter  [author] 11 Jul @ 2:32pm 
MOD UPDATE:

- Add certain auxiliary components that were previously missing for the bioship empires.
- Update buildings.
- Implement alternative technology icons, titles and descriptions for bioship-using empires.
- Add overwrites for certain vanilla technology icons.
- Add global ship designs overwrites for the hive FE overwrites. (global ship designs submod)
- Some localisation fixes.
NHunter  [author] 11 Jul @ 2:31pm 
@Alyssa, how did you even get one that high? With overwrites, FE fleets only get ~950k.
Specimen 7 6 Jul @ 3:11pm 
it may be due to the weavers then
Alyssa 6 Jul @ 12:05pm 
how to counter 12kk biotitan?
NHunter  [author] 5 Jul @ 9:53am 
Just ran some synthetic tests with a pack of stingers loaded with only bio-weapons against big clusters of space amoebas. I haven't observed any friendly fire.
Specimen 7 4 Jul @ 12:23pm 
not crusiers the stingers.
Specimen 7 4 Jul @ 12:07pm 
it seemed to be all of them. my crusiers were doing the main damage. but the strike craft seem to be fine. just the weapons themselves seem to be the problem. i could try a fleet without weavers and see if that does anything. also also don't stress yourself out too much man. do what you feel like you can do sure but don't overload yourself.
NHunter  [author] 4 Jul @ 8:18am 
Sorry, work was rather taxing on me this week so didn't get to do much. Should have some free time for testing during the weekend.

At a quick glance at the bioships... was the issue with all of them, or just Weavers? Weavers have buffer computers that have targeting on allies (for buffing). If it's just them, there might be a bug that causes computer targeting priority to overwrite that of a weapon
Specimen 7 3 Jul @ 12:23pm 
i can do some more testing if you want. just incase you can't replicate it or other stuff of the sort
NHunter  [author] 3 Jul @ 8:19am 
Hm... interesting. So the issue might be with bioships rather than biological weapons? I'll poke around those
Specimen 7 2 Jul @ 5:01pm 
it seems to be just the bio weapons that seem to target my own ships. i've messed with the archo weapons and nano weapons and don't seem to have that problem. haven't touched shroud weapons yet but for the most part it happens when bioships have the bioweapons.
A1uKa 2 Jul @ 8:31am 
Hello, I redesigned the ship's weapons again yesterday, and now... they can deal damage to the space station. So the reason must be that my unreasonable ship design was what prevented them from inflicting damage on the space station. However, I still don't understand why they could cause damage to a ship's hull value but not to the space station. I'm really sorry for the trouble I've caused you. You're an excellent mod author! I hope you'll continue to update this mod. Thank you for your hard work!:steamthumbsup:
NHunter  [author] 1 Jul @ 8:01am 
Hm.... that's strange.

I'll try to investigate
A1uKa 1 Jul @ 1:22am 
There are no mods that adjust the base properties of structures. When I disable this mod or use the original ship weapons, the damage to the hull value of the space station returns to normal. Also, in the early stage of the game, when I didn't have the extra ship weapons provided by the mod, attacking the space station was normal :(
NHunter  [author] 30 Jun @ 8:09am 
@A1uKa, there are no debuffs in this mod that reduce damage against stations; the damage should be the same. Do you perhaps have any mods that adjust stations to have way more raw stats?
A1uKa 30 Jun @ 6:42am 
May I ask why the weapons from the mod deal very little damage to the hull value of space stations? The weapons work fine against ships, but their damage to space station hulls is minimal. By the next day, the space station's hull value is fully restored due to the daily hull regeneration buff. (I'm using a machine translation, so I apologize if my meaning isn't clear.)
alankraskow 23 Jun @ 8:35am 
@NHunter yes you are 100% right, I managed to pin point another mod responsible for the lag and completely forgot to get back here to clarify it. Sorry bout that.
NHunter  [author] 23 Jun @ 8:07am 
@alankraskow, error log thing is a side-effect of built-in compatibility with a number of mods that add ship sizes (and some that add planets). basically, it's the game saying that it doesn't know some of those ship_sizes or planet_classes. These errors are harmless beyond inflating the log file.

@Specimen 7 , that's interesting because all weapons in the mod are coded with "target_type = target_enemies". Unless there is some weird issue going on that flips allies and enemies around somewhere, bioweapons should be targeting enemies.

Can you, at least, confirm that it happens only with bio weapons? or all special weapon types are affected?
davidrthompson5368 23 Jun @ 5:11am 
For some reason, this mod prevents me from selecting shipsets in the Empire Edit menu. The game just freezes.
Specimen 7 22 Jun @ 2:56am 
so i was using the bioweapons like the acid spitters and other related gene weapons. the weapons seem to target ally ships. so im doing more damage to myself than i am to the enemy or they to me. idk if that is meant to happen or not
alankraskow 21 Jun @ 11:17am 
I was having serious issues with slow loading into the game and slow galaxy creation. Looked into the log, and there are tens of thousands of lines related to ESC. Thought I let you know, as it might be something you would like to look into. I had to unfortunately unsubscribe, because it was causing me too many issues. Love the mod tho.
NHunter  [author] 19 Jun @ 9:16am 
@Zzasicker, it should be. Do note that the prerequisite tech isn't available until end-game year (or 2450, whichever comes first)

@jht_89, not per se. You will need to execute "effect = { set_country_flag = ESC_COUNTRY_FLAG_killed_ether_drake }" to make the mod aware that you did kill the dragon (for the cloning building. upgraded dragonscale armor depends on the vanilla one and doesn't need any additional flags)
eqN 19 Jun @ 8:20am 
Simply amazing. You're a legend.
jht_89 18 Jun @ 12:05pm 
In a situation where the mod is added in midway through the game (after I've already killed a leviathan - in this case Shard) is there a command that can be used to unlock access to techs that would normally be granted by killing that leviathan?
Zzasicker 17 Jun @ 11:23pm 
weaponised reality warping isnt researchable by organic ship set?
法格恩·方庚 16 Jun @ 6:17am 
@极品少萝
这个mod有内置汉化啊
极品少萝♥ 15 Jun @ 4:59am 
求一个简体中文汉化补丁
Kashy 15 Jun @ 1:21am 
Hello NHunter, thanks for your great mod.
I noticed that with Archaeotech, the bonus is never added, making it uncompetitive with the others. I noticed this regardless of whether I'm playing with Vanilla or NPC3.
It's interesting to note that if I activate the BetterArcheotech mod after your mod, I get the bonus.
But I'd like to play with just your mod. :-)
Xelan 14 Jun @ 9:52pm 
thank you for your hard work updating this to 4.x and bringing meat into the fold :p2cube:
NHunter  [author] 14 Jun @ 2:17pm 
MOD UPDATE:

- Add gravitic weapons for domesticated space fauna and bioships.
- Buff gravitic torpeodoes slightly as they were a little weaker than other special-weapon-type torpedoes.
- Adjust technology prerequisites for gravitic torpedoes to allow bioship empires access to them.


With this, I should be done updating components for bioships. I plan to update technologies to use alternative icons and text for bioship empires, but I feel like I need a break first before attempting something like that.
Oliveira 13 Jun @ 4:58pm 
Hello, NHunter — I created a mod that translates and revises the localization of various Workshop mods. I use your mod in my playthroughs and have translated/revised it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498553777
dft 12 Jun @ 3:48pm 
yeah i was shocked how fast you were putting these updates out feel free to take a week or two off none of us want you to burn out
NHunter  [author] 12 Jun @ 3:45pm 
On the component side, I believe only gravitic weapons left.

I also plan to update technologies to use alternative art and text for bioship empires, but that will probably be something I'll attempt after some break - pushing an content update every 3-4 days for a month has been rather exhausting, to be honest.
LauraTons 12 Jun @ 3:37pm 
How far along like % wise, are you with adapting everything for bioships? :o
Also love the work :svgold:
NHunter  [author] 12 Jun @ 2:03pm 
MOD UPDATE:

- Add advanced mandibles.
- Add nanite weapons for domesticated space fauna and bioships.
- Adjust technology prerequisites for nanite torpedoes to allow bioship empires access to them.
NHunter  [author] 8 Jun @ 6:07am 
MOD UPDATE:

- Add bioship versions of tier 3 afterburners, repair drones, advanced auxiliary fire control and standardtized warheads.
- Adjust technology prerequisites to allow empires using bioships access to repair drones technology.
- Add bioship versions for vanilla tier 1 and tier 2 afterburners and auxiliary fire control.
- Allow ESC titan auras for bioships.
- Fix missing weapon tags.
NHunter  [author] 8 Jun @ 6:07am 
@Rodя, disappeared from where? Probably a translation issue, but I can't figure out what cobbles are.

@FiauraTheTankGirl, Aux components have only just being updated. Have no idea about the latter, even do-nothing techs should be able to be researched. If you're truly stuck, does manually switching techs not let you "unstuck" research? Either way, that sounds more like a bug with the game itself.
Rodя 7 Jun @ 9:36am 
The nanite matrix of thinking has disappeared from the cobbles.
FiauraTheTankGirl 6 Jun @ 11:03am 
Got a few errors:
Auxiliary Thursters, Structural Reinforcement
Have NO tech for biological ships and you can't seem to finish research for them at all.
Lyv 6 Jun @ 7:52am 
crystal weapon mutations have no space fauna tag
法格恩·方庚 5 Jun @ 7:32am 
@HAN
Just check tech tree images on this page.
HAN 4 Jun @ 6:33pm 
@法格恩·方庚
So what's next?
NHunter  [author] 4 Jun @ 2:06pm 
MOD UPDATE:

- Add Tesla weapons for domesticated space fauna and bioships.
- Add Nanite Thought Matrix computers for bioships.
- Add Gigapredator Instincts Neural Implant 'computer' for bioships (Automated Dreadnought Protocols computer equivalent).
- Fix AI having a wrong conditions on Reprocessing Plant technology weights.
- Update resource costs for gravitic weapons.
- Update resource costs for nanite weapons.
- Fix some errors in localisation.
法格恩·方庚 4 Jun @ 7:48am 
@HAN
Arc-en-ciel Cannon.
HAN 3 Jun @ 5:35pm 
Which weapon is the strongest? There are so many weapon types that it's confusing.
drinkyxcy10 3 Jun @ 4:41am 
Is it compatible with base Ancient cache of technologies?
法格恩·方庚 2 Jun @ 5:10am 
Is there any way to allow bioship-using empires in Stellaris also unlock standard strike-crafts like Assault Strikecraft or Mercenary Squadrons? I mean, in the game’s lore, those factions’ strike crafts are just as man-made and piloted as their squishy ships. Honestly, bioships are still tech—they’re not actual living creatures, so they shouldn’t be blocked from using stuff just because they’re “biological.” Just sayin’. The vanilla tech tree works the same—you can get standard strike crafts (the biological version).

You can check out the concept arts and the official trailer:
https://www.artstation.com/artwork/1NOAkG
https://www.youtube.com/watch?v=pID5tLk1r70&ab_channel=Stellaris
TotalCarnage 1 Jun @ 5:24pm 
DisasterAhead The SCD dev states in the desc that its compatible with ESC. You just won't have tier 4 and 5 versions unless the two devs made a compatibility mod. Which would be really cool
NHunter  [author] 1 Jun @ 4:36pm 
My guess is that they would end up being working in parallel:

- SCD will still add vanilla-tier extra-types of strikecraft
- ESC will still add its types of extra-tier strikecrafts