Stellaris

Stellaris

Additional Vanilla Components (3.11 Patch)
21 Comments
You didn't do one for buildings.
NotNitehawk 6 Mar, 2024 @ 1:54pm 
You're welcome.
Anarchy  [author] 6 Mar, 2024 @ 6:28am 
@NotNitehawk This has been patched, thank you for notifying me.
NotNitehawk 6 Mar, 2024 @ 4:15am 
Is the Advanced Regenerative Hull Tissues *supposed* to give 1000% hull and 2000% armor regen?

If you meant to do 10% and 20%, it's 0.1 and 0.2, not 10 and 20
Ben_D⚜ 5 Mar, 2024 @ 1:48pm 
Of course, there's no patch notes...
Anarchy  [author] 5 Mar, 2024 @ 10:27am 
Mod has been patched for 3.11, also updated the stats to bring them up-to-date with modern versions of the game.
Hellshiver 3 Mar, 2024 @ 5:27am 
Pietrooperv

The mod is great, but it has needed an overhaul for years now. It was quite overwhelming opening the files and seeing "why?" things were wrong. Hopefully, I can get it "fixed" and we'll have an easier to maintain version (of this and Additional Vanilla Weapons) for the future. Hopefully.
Hellshiver 3 Mar, 2024 @ 5:22am 
NotNitehawk (and rly?..XD), this mod replaces the original mod and is just an update to make it "work."

There's some issues with the original mod itself, and I'm working on overhauling it. Those issues are why you see multiple duplicates in combat computers, missing items from Frigates and platforms, lack of description data on half the items added, balancing being less vanilla and more the moder's /various updater's personal play-style preferences (see FTL Drive stats), etc....

I'm working on it, just taking A LOT of time to conform everything to some form of a standard, and add the updated/missing data.

Wisp Cat

The issues are down to a lack of balancing. In many cases T5/6 from this mod are just below the top tier from vanilla (Combat Computers requiring less power, for example). Luckly, Paradox has several stats to T7 in the vanilla files, so those steps are covered, but there's a few that stop at vanilla stats.
NotNitehawk 2 Mar, 2024 @ 6:41am 
I have an issue with duplicate component technologies and duplicate components. Am I not supposed to use the original mod with this?

Is this mod an update, or a patch, because patches are supposed to require the old mod while updates do not.
NotNitehawk 2 Mar, 2024 @ 3:18am 
Wisp Cat

As a modder, different file names aren't a problem. It is, in fact, the norm. You use a different file name than the existing file if you intend to overwrite a specific part of that file without overwriting the entire file. You are purposely supposed to use a different file name, because overwriting vanilla files will make your mod incredibly incompatible with other mods.
Wisp Cat 24 Feb, 2024 @ 10:32pm 
When talking about the problems between t5 and t6 it would help if you are specific about what the problem was. If I see something is it the same problem or is it something different?

When I look at the files here - for example, looking for shield_s_ in common\scripted_variables\avc_scripted_variables_component_costs.txt and comparing those numbers with the numbers in the base game in common\scripted_variables\02_scripted_variables_component_cost.txt the numbers look the same.

But I am not an experienced stellaris vanilla components modder. I do not even know if the different file names are a problem. If I knew that small shield costs or upkeep energy was an issue, I would suspect that the file names were a problem.

I do see that this mod doesn't mention tiers 1 through 5. So I can imagine that if the base game had buffed its components that that could cause a problem. But if that's the case it would not be a file name issue, and it might not be a small shield problem.
Pietrooperv 21 Feb, 2024 @ 8:25am 
This mod is so great, but why is it always so horribly maintained?
rly?..xD 10 Feb, 2024 @ 8:19am 
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same thing as the guy below, T6 is worse than T5 for some reason so can confirm it isn't because of other mods
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rly?..xD 10 Feb, 2024 @ 8:18am 
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There is a bug where some ships aren't able to have the components.
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MechaSkull61 9 Feb, 2024 @ 5:18pm 
There is a bug where some ships aren't able to have the components.
Wyv3rn 3 Feb, 2024 @ 10:57am 
Nice mod :3 thansk for updateing it ^^

i found a little "bug" i quess ? ships cost crew AI if i play as Maschine but i cant see anywhere how mani "crew" i have and no finding for any building or somehting where to produce it ^^
cat 2 Feb, 2024 @ 9:55pm 
yeah, same thing as the guy below, T6 is worse than T5 for some reason so can confirm it isn't because of other mods
Anarchy  [author] 31 Jan, 2024 @ 2:55am 
These mods are purely updates of the originals atm, so I will be taking a look and adjusting all of the ‘additional’ patches I’ve posted soon to fix any issues I missed, and rebalance things. Thanks for letting me know @literatzi
literatzi 30 Jan, 2024 @ 1:15pm 
I noticed a few issues with this. Most of the core components (generator, drive, sensors) aren't available for frigates. I also noticed that the ratings for armor and shields don't match up to the base game. The Tier 6 armor from this mod has less armor points than the Tier 5 armor from the base game, I don't think the modded armor surpassed Tier 5 base game until Tier 7 or 8. I saw something similar (though less pronounced) with shields.
Combod 29 Jan, 2024 @ 9:33am 
Unfortunately, the + 1 is missing during hyperactivation
Retreat possibilities
Ltg.Ratel 27 Jan, 2024 @ 1:12pm 
ty