Stellaris

Stellaris

[SKO] Technological Zenith
111 Comments
Metall 11 Jul @ 11:04pm 
Take your time, take a break. Heal, avoid burnout, and be healthy. We can wait.
Skogen  [author] 24 Jun @ 7:49am 
@Strategy game boi I'm afraid its going to take quite some time before i get this properly updated sadly. (Combination of burnout on my end and the new zones not being the easiest to work with.)
Strategy game boi 23 Jun @ 7:25pm 
cant wait for 4.0 update, havent played stellaris because this isnt updated
The Cyber Skunk 9 May @ 8:05pm 
love the hell out of this mod, excited to see what you do for 4.0
Metall 6 May @ 12:07am 
Love this mod, thanks for the fun competition on Delta-tier techs.
Roland 17 Feb @ 4:30pm 
Oh good!
PLMMJ 10 Feb @ 10:27am 
This is madness and I love it
Roland 4 Feb @ 1:20pm 
Again Skogen, I love this mod and I like OP stuff I dont play like other people probably. @ versions a low power sorta balanced and an OP version that is optional is woirking great from early to late game, I hate changing my favorite ship because the platform has reached a size evolutionary dead end or that my favorite weapons on said platforms become weaker and uncompetitive later. Thanks, many blessings upon you and your importants. :steamthumbsup:
Roland 3 Jan @ 9:06am 
Thanks this is a great mod and I eagerly look forward to more content and ship sections and components. Your stuff has now become kind of essential for my Stellaris Gaming.
Naraxa 30 Nov, 2024 @ 3:24pm 
Oh absolutely, I have no doubts it will, I was just curious if it was planned. I am more than willing to wait for as long as it will take hehe
Skogen  [author] 30 Nov, 2024 @ 2:28pm 
@Naraxa Yes, but its going to take quite some time to make.
Naraxa 30 Nov, 2024 @ 2:25pm 
Btw, any plans for adding mutations for the new space fauna ship system?
Naraxa 29 Nov, 2024 @ 12:42pm 
Ah I see, well thanks! And thanks for being so quick too lol, wasn't expecting it
Skogen  [author] 29 Nov, 2024 @ 12:41pm 
@Naraxa This mod doesn't overwrite anything, so it should work with most mods.
Naraxa 29 Nov, 2024 @ 12:40pm 
Sorry for the ping fairly quickly after the last question, I just realized are there problems with mods like Extra Ship Components NEXT? I have Merger of Rules in my modlist if that matters
Naraxa 29 Nov, 2024 @ 9:21am 
Gotcha, ok. Thanks for responding!
Skogen  [author] 29 Nov, 2024 @ 6:25am 
@Naraxa They are compatible with eachother, but they don't interact with each other either.
Naraxa 28 Nov, 2024 @ 6:47pm 
Pardon if this has been asked before, does this work with Dawn of Ascension at all? Seems like a fun mod to go alongside it
Skogen  [author] 22 Nov, 2024 @ 3:58pm 
@Hydra Ideas and suggestions are very much welcome! I already have plans for an advanced planet type of some sort, its fairly likely that its not going to be an upgrade of the Black Hole Siphon though, but im open to suggestions.
Hydra 22 Nov, 2024 @ 3:55pm 
Been using the mod for a few months and I gotta say Love the fact it dosen't add 20 new ship types like others do, Also if your taking ideas/suggestions I think being able to turn the Black Hole Siphon into a Advanced planet like the acot void sphere or giga Penrose Sphere.
{S}podod 20 Nov, 2024 @ 10:38am 
@skogen i will look forward to it! :)
Skogen  [author] 20 Nov, 2024 @ 10:31am 
@{S}podod Not yet, but it is something im planning on adding in the future.
{S}podod 20 Nov, 2024 @ 10:28am 
@skogen, the ship components do they also add the components for space fauna mutations?
Skogen  [author] 31 Oct, 2024 @ 2:27pm 
@beahmont I haven't added support for Gigastructural engineering habitables yet, but it is something i want to do at some point.
beahmont 31 Oct, 2024 @ 1:38pm 
Is there an easy way to add the new districts to Gigastructure habitats like the Alderson Disk or am I just having some kind of Mod conflict/load order issue?
Skogen  [author] 30 Sep, 2024 @ 7:25am 
@MartianLeo You have to wait anywhere from 10 to 25 years before it appears.
MartianLeo 30 Sep, 2024 @ 7:22am 
im having trouble finding the tech for the 2nd new tier of parts, i got everything in the first new tier though so idk whats going on
Skogen  [author] 24 Sep, 2024 @ 3:41am 
@Kandross Thats an oversight, thanks for reporting it, it should be fixed now.
Kandross 24 Sep, 2024 @ 3:25am 
Hello. Sorry to bother you @Skogen. I played with your mod as hive mind and the decision to upgrade the districts did not appear on hive world. I checked your file and found that the line 102 in stz_decisions.txt blocks the decision from appearing on hive world. I tested it and it worked fine after deleting it. Just to let you know.
I really like your mod. I wish you the best.
beahmont 14 Sep, 2024 @ 9:47am 
Oh huh. I learned something new about Stellaris mods... It works fine now. I thought it would need to go before the resource adding mods to work properly. Thank you for the help!
Skogen  [author] 14 Sep, 2024 @ 9:27am 
@beahmont Is Universal Resource Patch at the bottom of your load order? If not, move it to the bottom. If you also have Merger of Rules, put that all the way at the bottom of your load order with URP right above it.
beahmont 14 Sep, 2024 @ 9:23am 
I'm having an issue with the resources from this mod not showing in the top bar even with Universal Resource patch. I'm wondering if it's a mod incompatibility with ACOT or something else?
Skogen  [author] 12 Aug, 2024 @ 4:28am 
@Theion Thanks for doing so, that does indeed save me quite a bit of time.
Theion 11 Aug, 2024 @ 11:48pm 
Hello, I am the author of and SSH Shellworld Expansion and Ecumenopolis Expansion . A while ago, you spoke about possible future compatibility for the new districts in my mod, but I decided to make my version of Viridian districts to save your time, feel free to incorporate them in the future update.
Skogen  [author] 2 Aug, 2024 @ 4:52am 
@Shizuri Shouldn't matter too much, but i would suggest putting it above ACOT atleast, thats what i do.
Shizuri 2 Aug, 2024 @ 4:40am 
if i add this with acot,giga where do i put this? above or below or anywhere?
Skogen  [author] 28 Jul, 2024 @ 10:33am 
@NE_AsC Will do!
NE_AsC 28 Jul, 2024 @ 10:32am 
Please, if you don't mind, add a link to the Russian localization in the description - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3284696711
MilitantPacifist 13 Jul, 2024 @ 1:40am 
I've been playing this mod for about 6 months now and I just wanted to let you know this is by far my favorite mod.. It adds a legitimate and mostly scaled tier 6 and it completely changes the dynamics of the late game and playing tall for the better. I personally go in and modify the potential so fallen empires can't get the techs that get added but that is just personal preference. Love the mod and thank you.
Skogen  [author] 6 Jul, 2024 @ 12:39pm 
@Flying_Squid_999 Quick correction to the reply to your comment, just remembered that in ACOT, ALPHA tier jobs aren't actually a thing, for the most part, the buildings just give more of the jobs you get from DELTA tier buildings.
Flying_Squid_999 2 Jul, 2024 @ 1:32pm 
@Skogen Thanks for the prompt reply! That clears it up nicely.
Skogen  [author] 2 Jul, 2024 @ 12:37pm 
@Flying_Sqiod_999 The jobs the districts provide are, most of the time, more powerful than ACOT Delta tier jobs, and almost on par with Alpha tier jobs. Another benefit of the districts is that you can better utilise vanilla planets and some habitable structures from other mods untill you get Void Spheres, since ACOT doesn't add any districts to those, so you would be limited by building slots. The Viridian sections are also more powerful than the Delta sections.
Flying_Squid_999 2 Jul, 2024 @ 12:31pm 
Looks interesting. I wonder what the use case is with ACOT compared to all the stuff in there? Is it the districts, until you get Void Spheres?
Skogen  [author] 20 Jun, 2024 @ 3:49pm 
@ExiledKnight The mod doesn't overwrite anything, and i personally play with both ACOT and this mod at the same time, so i can almost guarantee that they are compatible, excluding extreme edge cases.
Exiledknight 20 Jun, 2024 @ 3:45pm 
compatable with acot or not?
Skogen  [author] 24 May, 2024 @ 6:18pm 
@Leviathan Should be fixed now, if you have an ongoing game with the mod you may have to open the console and do the following command after the mod updates:

effect set_country_flag = stz_can_research_viridisium
Skogen  [author] 24 May, 2024 @ 5:24pm 
Bruh, i typed "weapon components" instead of "ship components" ._.
Skogen  [author] 24 May, 2024 @ 5:17pm 
Btw, i did make a workaround for when the weapon components are disabled, so that shouldn't be an issue.
Skogen  [author] 24 May, 2024 @ 5:15pm 
@Leviathan thanks for mentioning this, i was trying so hard to figure out why things weren't working, i completely overlooked that the previous tech tier requirements are per area. And thanks for bringing the issue with the Viridian Transmuter Drone job to my attention, i will be fixing both issues right now.
Leviathan 24 May, 2024 @ 5:04pm 
I think I figured out why it's not possible to draw the society techs: They're in tier 7, which you've set to require 10 techs from tier 6, but there are no tier 6 society techs. (According to the wiki, the previously_unlocked in a tech tier definition requires that many techs from the same area .) The only tier 6 techs are the Caerulenite techs, which are all in physics or engineering.
If you use the menu in game to disable the ship component techs, I think you would be unable to draw any of the Viridisium techs, for the same reason: Without the Caerulenite ship components, there wouldn't be enough tier 6 physics or engineering techs to unlock tier 7 in those areas either.
The simplest solution is probably just to put all the Viridisium techs in tier 6.

I also noticed another bug: Unlike the regular Viridian Transmuter job, the Viridian Transmuter Drone doesn't start producing nanites when you have Nanite Transmutation.