Stellaris

Stellaris

RogueTech
59 Comments
Boltergeist  [author] 15 Mar, 2023 @ 11:38pm 
Not abandonded but wot be updated anytime soon
Wizard_ice 15 Mar, 2023 @ 1:23pm 
hey there just wondering if this mod is abandoned or if it's going to be updated anytime soon.
Dinaghar 20 Sep, 2022 @ 5:02pm 
Hi! there is some problem with displaying juggernauts in your mod. more specifically, they are not displayed in version 3.5, please see what's what.
Boltergeist  [author] 24 Aug, 2022 @ 8:02pm 
The issue is that as soon as i add any override for a section, the ship designers starts to bork out in constantly new ways, even when i dont really change anything
m.schinlaub 24 Aug, 2022 @ 3:57pm 
Just had a thought, if you changed where the components go, would the auto designer/upgrade system know where to put stuff? Could that be the problem?
m.schinlaub 24 Aug, 2022 @ 3:55pm 
Just don't change the facehugger pic, it's perfect.
Boltergeist  [author] 23 Aug, 2022 @ 11:41pm 
I may actually go back so far that i do update the biophage soon™ since those parts, the civics and traditions still work

Cant figure out why my ships break (and the heat doesnt help)
m.schinlaub 23 Aug, 2022 @ 5:01pm 
I saw that it wasn't entirely compatible with ship mods and was hoping it would be some minor thing that I wouldn't notice. I really only wanted this for the biophage aspect, since you no longer support the stand-alone version. I just started playing and am still early game, so I'm just going to run with it and hope nothing breaks. Thanks for the reply though.
Boltergeist  [author] 22 Aug, 2022 @ 6:00pm 
Well it literally says not compatible with NSC2

All small weapons are PD, all PD are small weapons

But then ive got some weird bug i cant seem to fix (ive rewritten 2/3rds of the mod here on my end and ship sections are breaking somehow)
m.schinlaub 22 Aug, 2022 @ 5:01pm 
I'm having a weird thing where point defenses are moved to regular weapon slots. So the pd sections don't have any options. Haven't played in a while, and I'm also using NSC2 so I'm wondering if this is intentional in your mod or a possible conflict?
Boltergeist  [author] 30 Jun, 2022 @ 4:19pm 
my few terrible crappy hacks after all the things you guys taught me has a use o0 nice
OldEnt 30 Jun, 2022 @ 1:17pm 
Boltergeist : Ah, this rings a bell! :) Still using your stuff so thanks for that!
Boltergeist  [author] 30 Jun, 2022 @ 6:11am 
@OldEnd

Youve already helped me a lot, check my profiles url and you may know who ;)
OldEnt 29 Jun, 2022 @ 4:41pm 
No worries! If you need an extra help or info you can always poke in Stellaris Modding Den Discord https://discord.gg/WpeXm2h .
Boltergeist  [author] 29 Jun, 2022 @ 4:30pm 
Oi, thanks, i add that for now and figure out why it breaks (was in the process of completly reworking these buildings)

i got a lot of WIP stuff in my files and got stuck in worldslayer, so proper patch may take a while

sry
OldEnt 29 Jun, 2022 @ 4:14pm 
Hi, Infector Pool and other Biophage assembly buildings break AI and make it stuck when it wants to build them. A hotfix would be to allow = { is_ai_ no }. This unstucks the AI with this civic. https://cdn.discordapp.com/attachments/588726237149528067/991843651779043328/biophage_spawning_pool.txt
Boltergeist  [author] 1 Jun, 2022 @ 10:08pm 
very little chance as it would be a lot of work and i got sadly too little energy, but if someone wants to rip it out and share with credits, i dont mind
Stranger 1 Jun, 2022 @ 6:21pm 
I second this.
Razikale 1 Jun, 2022 @ 10:45am 
Once you have the update ready, any chance of also updating the biophage mod in case anyone wants to play it standalone?
Boltergeist  [author] 31 May, 2022 @ 5:35pm 
still fiddling with tring to get psionic hive working, also the past month i was just getting cooked alive in my flat

probably going to trash it ad update but i havent seen many bugs using this version on overlord, anything i need to check?
Stranger 31 May, 2022 @ 5:21pm 
Don't mean to rush you but any word of an update? Take your time if you are having problems.
Boltergeist  [author] 19 May, 2022 @ 3:06am 
There are dozens of pages on the web that allow you to directly anything from steam's workshop, i do not know what is misunderstood about this

Just google for that, not a specific mod
Dinaghar 19 May, 2022 @ 3:03am 
Boltergeist, unfortunately, I don't really know what you mean. I probably don't know everything about the steam workshop, and a google search for roguetech stellaris mod didn't yield anything much.
I would be extremely grateful if you could explain.
Boltergeist  [author] 18 May, 2022 @ 4:27pm 
I wont put any of my mods on nexus anymore, but theres enough pages that mirror the workshop
Dinaghar 18 May, 2022 @ 3:06pm 
Hello Boltergeist!
This is quite an interesting mod, by all accounts. I always wanted to turn the galaxy into a laboratory for breeding aliens or other monsters, but unfortunately there are some problems with downloading this mod from steam, so can you download your mod on nexus mods?
Boltergeist  [author] 16 May, 2022 @ 6:34pm 
<3 that kinda endorsement

Ill try my best to get it all tidied up faster :)

Infesting the galaxy is after all a very worthwhile endeavor
Stranger 16 May, 2022 @ 4:29pm 
Thanks, tbh I really just want it for the Biophage. I love playing as a race inspired by "THE THING".
Boltergeist  [author] 16 May, 2022 @ 9:00am 
Was stuck trying to make shroudwalker work with hives

Will have to undo a few things, update may come in 1-2 days
Stranger 15 May, 2022 @ 11:27pm 
Please update,
Zia 12 May, 2022 @ 7:52pm 
Hmm. I'll wait and put it in my next run then. I enjoyed what I played so far though. being able to add more depth and streamline a lot of things at once is awesome.
Boltergeist  [author] 12 May, 2022 @ 7:31pm 
Shroudwalker breaks psionic tech tree and a few minor things

but so far first test and looking at code i didnt find much more, so in a few days i patch
Zia 12 May, 2022 @ 6:10pm 
Well damn. I hope this update doesn't break this mod.
Zia 11 May, 2022 @ 9:58am 
Interesting. I'd like to see how that plays out
Boltergeist  [author] 11 May, 2022 @ 9:43am 
Yes hangar sizes will scale with ship size

For the most part it will also be mixed hangars, eg the SuperCarrier titan parts are 4 light, 4 medium, 6 heavy bays, while the Advanced Carrier Battleship is 2 light, 2 medium and 4 heavy

But also all Heavy will act like the old stellaris bomber and wont do PD

So far it works out pretty nice, with a supercarrier really causing trouble, while some patrol carrier are very effective PD

ill keep my design notes in the mods folder when i do the 3.4 update :)

(i also reworked it so that all S weapons are PD)
Zia 11 May, 2022 @ 9:16am 
one thought, have you considered making larger hangers a battleship exclusive slot that is set on the side akin to an aura slot in a titan?
Zia 11 May, 2022 @ 8:53am 
I'll keep an open eye. I'm always willing to help a good project improve,
Boltergeist  [author] 11 May, 2022 @ 12:51am 
If you find any issues, or have reasonable suggestions im open for it :)
Zia 10 May, 2022 @ 11:40pm 
Rad. Thanks.
Boltergeist  [author] 10 May, 2022 @ 11:04pm 
Only issue is that the Stellar Administration Mega isnt properly limited to one per empire

Also triggered_station_modifiers are currently broken (according to the gigas folks fixed in 3.4)

Already got some more things in the work that sadly hit several vanilla limitations (different sizes for hangars)
Zia 10 May, 2022 @ 9:31pm 
Gonna boot this up with 3.3. Any issues I should keep an eye out for?
Boltergeist  [author] 3 Apr, 2022 @ 9:36am 
Thanks for reporting :)

And yeah, the 3 routes of tech and unique weapons is meant to rp and lean into a unique strength of theirs, happy someone enjoys it :D
Shamaster 3 Apr, 2022 @ 9:29am 
Sweet, I know enough to fix that for myself then.. Going with as much bio-tech as I can for rp reasons and watching my fleets get trashed by fleets a 3rd of their size was making me scratch my head. (still earlyish game so we were leaning pretty heavily on the low tier bio strike craft. on cruisers.) Thanks for checking!
Boltergeist  [author] 3 Apr, 2022 @ 9:13am 
thats a typo, damn, theres missing a . after the first 1

thanks i fix locally here, gonna be releasing some minor fixes patch soon then
Shamaster 3 Apr, 2022 @ 9:00am 
Hi There! Love the biophage stuff. Just a quick question about balance stuff. I noticed Bio fighters replenish OBNOXIOUSLY slow, to the point where normal strike craft tiers below them perform better in basically every scenario (Tested it with ships stripped of everything but hanger bays of the various types) . Checking the file, it looks like their launch time is 115. For comparison, vanilla strike craft and amoebas are 1.5 And Vanilla swarm is 1.0.. Is this an intentional balance thing or a mistake somewhere? (i'm somewhat new to playing with files that aren't just changing localization stuff so you can take this as half bug report half genuine modding question.)
Boltergeist  [author] 22 Mar, 2022 @ 4:26am 
ahh thank you, thats why i couldnt find the bug
JohnCordent 22 Mar, 2022 @ 2:50am 
I think I found the problem with Orbital Manufactory.
owner = {has_technology = tech_luxuries_1
country_uses_consumer_goods = no}}} = you can only build them if you don't need consumer goods. If you make it "Yes" , the module appears. I also noticed that the icon is not linked correctly. icon = "GFX_rogue_spaceport_consumer" simply delete the "GFX_" and the correct icon will be displayed.

For everyone who doesn't want to wait for an update. the file to edit is in Steamapps/workshop/content/281990/2730048989/common/starbase_modules/Rogue_starbase_eco_modules.txt
JohnCordent 21 Mar, 2022 @ 8:36am 
I can't build the Orbital Manufactory. I did the related research "Nano-Cicuit Assembly". The other new starbase modules appear as intended after research.
Boltergeist  [author] 19 Mar, 2022 @ 1:02am 
Got stuck in Dragons Dogma, does 3.3.4 break it? if yes ill dig into it soon
georgiaboy4 18 Mar, 2022 @ 7:40pm 
Updated for 3.3.4? Thank for the mod.
Boltergeist  [author] 5 Mar, 2022 @ 4:44pm 
I did say anything that edits ship sizes is not compatible, the starbase are among that

The Tech for the Phalanx is endgame and you have to unlock "Nanolathe Engineering"

That requires scalar energy fields, which in turn require juggernauts