Stellaris

Stellaris

Bedivere's Repeatable Tech Toolkit Vanilla Edition
23 Comments
Alpha Titan 21 Mar, 2018 @ 1:05pm 
thanks you so much, cleans up the near end game rare tech tree considerably!
Bedivere  [author] 21 Mar, 2018 @ 7:12am 
*That is, I got off my ass and did some work;)
Bedivere  [author] 21 Mar, 2018 @ 7:10am 
Got off my ass, here is version 2.0 .
Alpha Titan 20 Mar, 2018 @ 3:04pm 
2.0 version up?
Bedivere  [author] 6 Mar, 2018 @ 10:21pm 
Ok tested this on version1.9.1, good to go there, working on a 2.* version now.
Peter34 5 Mar, 2018 @ 7:12pm 
Cool.
Bedivere  [author] 5 Mar, 2018 @ 6:56pm 
Hey folks, I have been playing the 2.0 to see the new changes. There are enough that I think I will spin out a separate mod for 2.0 and update this one to 1.9. Just got back from some travel and have a few days off, should be able to knock out something.
Krylia Viru 3 Mar, 2018 @ 11:51am 
While I can do the changes myself, I don't want to create a successor mod nor do I want to take over this mod.
Peter34 2 Mar, 2018 @ 11:48am 
Yes, that'd be nice.
Krylia Viru 2 Mar, 2018 @ 10:44am 
There have been changes to vanilla repeatables. Welp, time to hope Bedivere is still alive and willing to update this.
flodoomable 20 Nov, 2017 @ 9:44am 
To me this is one of the best convinience mods out there yet.
Erbkaiser 21 Oct, 2017 @ 1:04pm 
Interesting idea, might help some of the techs show up.
Bedivere  [author] 30 Sep, 2017 @ 4:32pm 
It should work fine as long as they didn't mess with the original repeatable techs. That being said, I haven't tested it with the latest build.
Peter34 26 Sep, 2017 @ 10:57pm 
Will this mod still work with 1.8? Or if not, can you please update it?
Bedivere  [author] 21 Apr, 2017 @ 1:04pm 
Ok, all the mods I've posted are updated to 1.5.1. No content change, just changed the version tracker from 1.4.1 to 1.5.1. There shouldn't be any issues as they just add content and don't mess with the game files.
megahero60 24 Mar, 2017 @ 6:57pm 
sweet this could save me years of research trying to find one tech i want
Bedivere  [author] 14 Mar, 2017 @ 7:36pm 
No problem, I'll keep looking at edicts and see if there is a more elegant way to do this. Edicts would be a great way to do it if paradox adds the capability.
flodoomable 14 Mar, 2017 @ 4:23pm 
Thanks for the rundown. I'm happy with the Vanilla binder and yeah, the issue with other mods is indeed bothersome though not all too bad. (^.^)
You did a great job and thanks a ton for making this.
Bedivere  [author] 14 Mar, 2017 @ 2:13pm 
Ok, I am pretty sure I found the issue with the laser localisations, had a edited localisation file still named the same as the vanilla counterpart. I did find the "Fortified Core Layers - Spaceports" tech, double checked the whole section and I have no idea why you saw it before researching the tech. You can use "techupdate" in the console window to refresh the available techs to see if it keeps coming up. It should not be available until researching the binding tech and T2 defensive stations.

As far as integrating other mods to use the binding techs, it gets a bit tricky. The process is easy and I will add a section in the description on this. The tricky part is the fact that probably quite a few folks don't want their tech restricted so modders would have to make two versions of every tech mod in order to accomadate.
Bedivere  [author] 14 Mar, 2017 @ 1:51pm 
Hmm, thanks for the bug report, I'll have to dig around to figure out whats up with the missing localisations.
flodoomable 14 Mar, 2017 @ 11:14am 
I noticed these repeatable techs despite not having researched the binding techs.

Probably Vanilla:
Fortified Core Layers - Spaceports

Probably gameoverhaul Mod:
Applied Fleet Logistics
Adaptive Offworld Construction
Adaptive Fleet Construction
Shipyard Assembly Coordination
Harmonic Replenishment
Positronic Algorithms

CG mod:
Jump Drive Calibrations
Gene Sequencing
Ship Sensor Calibrations
Wormhole Precision Adjustments
Warp Drive Calibrations
Research Data Archives

From your mod: (>w0)
Mineral Press
Dimensional Energy Storage

I also noticed a possible bug. Using this mod causes the names of normal techs to go like this:
Normal: UV Lasers
Now: tech_lasers_3

Normal: Gamma Lasers
Now: tech_lasers_4
flodoomable 14 Mar, 2017 @ 9:44am 
Sounds exactly like what we need. (^w^)
Will be using/testing it out from here on out.
Tia 14 Mar, 2017 @ 12:16am 
I love it. So eventually there'll be a point where you only have this technology (and any modded repeatables) available yeah? Sounds good.

I somehow didn't have the tech needed to Uplift appear until ~150 years into my last game. But oh so many repeatables.