Stellaris

Stellaris

no annoying ai techs
51 Comments
Kordoshky (Solghast 4th Army) 12 Jun, 2024 @ 2:33am 
it doesnt work in the slightest lol, sorry Kinnyboi
kinngrimm 6 Jun, 2024 @ 11:14am 
also erm, so i actually looked how to disable techs on the fly. Like i have a lot of playthroughs where some techs pop up again and again and i don't want them to. A RMB click to disable any tech from reapearing from the tech pool and maybe within the already researched techs, those shown greyed out and with another RMB readded to the tech pool. I guess that might be a bit beyond this mod =)
kinngrimm 6 Jun, 2024 @ 7:16am 
does this still work inm 3.12?
Figaround 27 Oct, 2023 @ 11:29am 
U:cleanfloppy:P:cleanfloppy:D:cleanfloppy:A:cleanfloppy:T:cleanfloppy:E:cleanfloppy:, please!
Tralalero Tralala 14 Oct, 2023 @ 6:40pm 
Bro please update
Figaround 2 Oct, 2023 @ 10:49am 
Please update. This is a useful mod, I would like it to work. :cozydbd:
Xherdos 28 Sep, 2023 @ 5:04pm 
yea it's broken.
Deathox120 28 Jul, 2023 @ 9:32pm 
I cant Research Habitats myself with this mod?
Puro's Number 1 Fan 24 Jul, 2023 @ 7:39am 
@Crow I can't research habitats even in singleplayer, even when I use console commands.
Figaround 26 Jun, 2023 @ 2:35am 
Which option would mean banning these things for the AI? Green checkmarks or red crosses? :gregory:
Crow 8 Jun, 2023 @ 10:57am 
Did some further testing -- This mod also disables other human players in a multiplayer lobbies from also being able to build the options above.

For instance, if you have habitats disabled, you will not be able to research it.
If you disable it in a running game and if you've already researched it, it will simply remove the tech from your empire.
This does not affect the host, but does affect other human empires.

Further clarification, this mod strips the other players that are not the host from being able to get the technologies or have the option of building selected items above, instead of making the AI have zero desire to ever build or interact with the mechanic.
Mureg 21 May, 2023 @ 1:11pm 
How do i use the mode? Where is the menu or smt?
Zwerchfell 16 May, 2023 @ 6:25am 
would like to translate that, only which lines have to be added so that I can change everything to German?
Codogs 14 May, 2023 @ 2:26pm 
Could we add gateways to this too? Awesome mod by the way. The removal of habitats is amazing for my game running smoother.
anyday308 29 Apr, 2023 @ 9:13am 
Seems potentially, as of the past few days, that it may have stopped working as I'm now getting habitat techs in a new game (and don't recall having the option to disable them upon starting a new game). Could easily be wrong/have forgotten though.
Sel Und Irae 9 Apr, 2023 @ 4:07am 
This mod is great but, Shame it doesn't stop the A.I From spamming the Sh*T outta Transports (Armies) and Science ships.
Figaround 8 Apr, 2023 @ 2:36am 
I have the year 2278 in the game, I can turn on your mod, it will do something? Will the AIs forget these technologies and not be able to learn again?
Or, most importantly for me, will they stop building habitats?
crgzero 3 Apr, 2023 @ 5:56am 
Only sorta works, my last play through I came across the random hab, not spammed like usual but they were still there. Better than the alternative.

Still getting 6 mllion sub species although this may be a mod conflict so ignore this. (especially in my home empire wtf, I didn't authorize that crap)

And all habs of any kind were disabled for me.
Mbos 1 Apr, 2023 @ 4:01am 
@day time television giga has a way of doing that tough the only option are per pop or per systems owned
Sel Und Irae 26 Mar, 2023 @ 3:02pm 
Seems like it's disabling Planetary Stations, Habitats ETC for the Player aswell.
Not that i'm complaining.
Niko-Sama 26 Mar, 2023 @ 9:00am 
HI, im having an issue when disabling Planetary Stations on AI it disables the tech for me too, any workaround that?
Pav.Aj 26 Mar, 2023 @ 6:56am 
Could you put a Read Me in there for us to learn how to modify for certain techs? I really need to stop the AI from spamming habs from the Planetary Diversity - Planetary Habitats mod.
Cyber 21 Mar, 2023 @ 9:55am 
Great mod! Option for mercenary enclaves? <3
anvaho 18 Mar, 2023 @ 7:06am 
I was having the same issue even in 3.6 - when I disabled the habitats for the AI, it also prevented the tech from showing up for me.
Tempest 15 Mar, 2023 @ 7:25pm 
Should still work but habitats may or may not be also disabled for the player as well as the AI
Swaze21 15 Mar, 2023 @ 1:33pm 
Does this mod still work with the new update or doe sit need to be updated?
Littleman 15 Mar, 2023 @ 11:49am 
@Day Time Television 90% certain you can do that with Gigastructures when you kick off a new game
Nimbus 15 Mar, 2023 @ 10:57am 
Really prevents lag, I think the biggest bit was when AI empires make a million habitats it really does lag the game out and when they gene mod 10x times. Wish there was a way to not fully disable AI making habitats but capping how much they can make instead.
drewthegreat87 13 Mar, 2023 @ 5:22pm 
That's a good update because last night I literally spent 10 minutes debating with myself which they signified, reading and re-reading the tool tips over and over and over. Thank you and thank you for the mod, overall!
Quollveth  [author] 12 Mar, 2023 @ 4:47pm 
Updated the mod to specify in the menu it's the red tick that disables the techs, and just to let ppl know before hand it's very unlikely this mod will need update after 3.7, the launcher will say it's outdated but it's simply the version number
Gribblin 12 Mar, 2023 @ 5:16am 
Are the techs disabled with the tick or disable with the cross?
Xherdos 12 Mar, 2023 @ 3:28am 
Wish i had this mod much sooner XD
Teckly 11 Mar, 2023 @ 11:06pm 
@Crescidious I second that as well
Bedge 11 Mar, 2023 @ 8:15am 
could you disable the dark energy/stellarite/phanon habitat spam from acot/aot?
FrozenParagon 10 Mar, 2023 @ 2:32pm 
Hah! fair enough
Quollveth  [author] 10 Mar, 2023 @ 11:59am 
yes it is (i hate hiveminds)
FrozenParagon 10 Mar, 2023 @ 7:47am 
interesting idea. I disabled self modding and restricted vanilla habitats, but restricting gene modding from ai completely intrigues me. seems kinda rough for hive minds tho doesn't it?
Spider 10 Mar, 2023 @ 5:47am 
You are a saint. Insta-sub.
Blue North Star 8 Mar, 2023 @ 12:34pm 
@Teckly - I have an AI in my current galaxy with like 20 Rings or something insane like that.
They make one every couple years and have almost 500 pops with 29 planets lol.
Teckly 8 Mar, 2023 @ 10:08am 
can you add for ringworld as well?
in my last game an ai built 5 in a row and it became impossible to play
Black 8 Mar, 2023 @ 7:51am 
I think that option to disable Planetary Stations disables it for player as well. I started a new game today with this mod and I am unable to build planetary stations.
Pinenuts 7 Mar, 2023 @ 2:01am 
Where do I find that menu from? And if by default they are enabled and I want AIs to be banned from getting gene modding then I should make those marks to X marks?
Nade 6 Mar, 2023 @ 5:05pm 
how do you use the mod?
Nade 6 Mar, 2023 @ 4:33pm 
i have starnet AI mod will it affect gameplay like building fleet power for war?
Lucas 6 Mar, 2023 @ 4:22pm 
Okay, Thanks for the quick reply. Great Mod!
Quollveth  [author] 6 Mar, 2023 @ 4:09pm 
by default they can get all, green check means it's enabled, red X means it's disabled
Lucas 6 Mar, 2023 @ 3:42pm 
I got a little confused. Just to make sure. By default, all four items has been checked (Green Check Mark), meaning AI are banned from those things?
Captain Autismo 6 Mar, 2023 @ 2:51pm 
dude this mod is way too good of an idea props to you
Gauntlet 6 Mar, 2023 @ 11:49am 
Pretty cool, solid idea.

Small nag, the tool tip when hovering over the Checkmarks is code and not a legible statement. I know it's very minor and technically irrelevant.
Incessant Frost Thunder 3 Mar, 2023 @ 5:56am 
ah...
Now I know it's a slightly different mode than I thought.
However, I felt that it was definitely a good mod nonetheless.
Thank you.