Stellaris

Stellaris

4.0 Stardocks
23 Comments
66% trustworthy  [author] 22 May @ 8:36am 
@GameBoy I think I found the issue and updated the mod for the fix, Please tell me when you find another issue
66% trustworthy  [author] 22 May @ 8:25am 
ok thanks for the information, thats weird so ima look into it
GameBoy 21 May @ 2:12pm 
the empire i setup to spawn as metalheads instead spawned in as hegemonic imperialists, when i turned the mod off they spawned properly as metalheads
GameBoy 21 May @ 2:10pm 
this mod seems to prevent empires from spawning with the Metalheads personality type
66% trustworthy  [author] 21 May @ 5:49am 
@mr_ubik it *should work* with any other AI mod as long as u put this under it. The other Mod just should'nt add new ship parts or AI personalities (which incase of starnet shouldnt be the case?)
mr_ubik 19 May @ 10:23am 
@66% trustworthy I assume it's the same for things like NCS and AI mod like Starnet or is it compatible w/ Starnet as long as this one is below?
Saint Marold YT 13 May @ 2:30am 
ACOT is not yet updated for 4.0? Just for info :steamthumbsup:
66% trustworthy  [author] 12 May @ 9:39pm 
@potatoecannon8162 they are medium incompatible. If you use them they shouldn't *break* anything, however the AI likely won't use the new tech and only use Vanilla tech.
If I have enough time I might make a patch for that mod, however that might take a while and won't be anytime soon😅
potatoecannon8162 12 May @ 6:03pm 
Just curious, what is the compatibility will by with ACOT or other similar tech adding mods?
66% trustworthy  [author] 10 May @ 1:22pm 
@Ahmet fixed it, thanks again, the other files should be fine.
66% trustworthy  [author] 10 May @ 11:19am 
ok Ima look into it later. Thanks for informing me
Ahmet 10 May @ 11:13am 
I found another issue: some weapons seems to be lacking weapon tags:
tags = { weapon_type_energy s_slot }
ai_tags = { weapon_role_anti_hull }
ai_tag_weight = 5
upgrades_to = "SMALL_DISRUPTOR_2"
in the mod's file
tags = { weapon_type_energy }
ai_tags = { weapon_role_anti_hull }
ai_tag_weight = 5
upgrades_to = "SMALL_DISRUPTOR_2"
there is no s slot tag.
66% trustworthy  [author] 10 May @ 11:12am 
no Problem :D.
Ahmet 10 May @ 11:08am 
i updated and no issues thanks for tthe mod.
Ahmet 10 May @ 11:05am 
now i see you updated the mod when i check those file lol :D
Ahmet 10 May @ 11:03am 
i subscribed the mod just an hour ago. the lines from component template weapons files.
66% trustworthy  [author] 10 May @ 10:33am 
@Ahmet Ah i get what you mean, I fixed that in the newest version already, be sure to have the mod up to date.
unless you mean something else?
would you mind tell me what file you looked at?
Ahmet 10 May @ 10:17am 
incompatible with bioships. i looked the code and couldnot see the parts about bioships. for example:
resources = {
category = ship_components
cost = {
alloys = @s_t3_cost
}
upkeep = {
alloys = @s_t3_upkeep_alloys
}
upkeep = {
trigger = {
from = {
country_uses_bio_ships = no
}
}
energy = @s_t3_upkeep_energy
}
upkeep = {
trigger = {
from = {
country_uses_bio_ships = yes
}
}
food = @s_t3_upkeep_energy
}
}
}
And in your mod it is just lile this:

resources = {
category = ship_components
cost = {
alloys = @s_t3_cost
}
upkeep = {
energy = @s_t3_upkeep_energy
alloys = @s_t3_upkeep_alloys
}
}
}
Thorncross, the Actual 9 May @ 4:48pm 
You had my curiosity . . . now you have my attention
Link3000XD 8 May @ 2:11pm 
ahh thx~
66% trustworthy  [author] 7 May @ 9:32pm 
@link3000XD the only mods that could mess it up are those that add new ship parts/weapons and AI personalities, everything else *should* work fine.
bobamcc 7 May @ 9:21pm 
We shall watch your career with great interest!
Link3000XD 7 May @ 12:39pm 
any other mods this could break with or not tested yet, since the waters are new and all?