Stellaris

Stellaris

All Enigmatic Technologies [LEGACY pre-2.0]
57 Comments
Bad Alien 5 Mar, 2018 @ 2:37am 
Oh......I understand......
Sam_  [author] 5 Mar, 2018 @ 1:14am 
This mod is no longer supported or needed as of Cherryh 2.0
Bad Alien 24 Feb, 2018 @ 9:35pm 
Pls I need Update
† Ærrør † 8 Dec, 2017 @ 6:56am 
Update needed pls :)
WWDragon 14 Oct, 2017 @ 1:24am 
I found a bug with 1.8.2
The FE's towers have the enigmatic technology equiped and drop them when killed.
LockNesTom 24 Sep, 2017 @ 7:29pm 
thanks!
WWDragon 24 Sep, 2017 @ 4:44pm 
:-)
Red1 24 Sep, 2017 @ 4:28pm 
Woot thanks!
Sam_  [author] 24 Sep, 2017 @ 4:08pm 
It is updated
Red1 24 Sep, 2017 @ 4:03pm 
Good mod, update for 1.8?
LockNesTom 21 Sep, 2017 @ 6:04pm 
update?
WWDragon 17 Sep, 2017 @ 6:14pm 
NO it doesn't fix it.
It is still available to research and cannot be used.
DefCynodont 17 Sep, 2017 @ 6:11pm 
Great mod! why this was nerfed in the first place is beyond me, anyway, quick question: does this mod fix the Engimatic Field module? (in 1.6 and 1.5 it would not show up in the part list after being researched.)
Cheetar 1 Aug, 2017 @ 11:20pm 
no
Steffu 30 Jun, 2017 @ 8:36am 
Is the mod Iron man Compatible ?
KUMA42 29 Jun, 2017 @ 4:12pm 
great! ;D thank you man
WWDragon 21 May, 2017 @ 3:00am 
no.
1.6 vanilla made the tech not reverse engineerable.
This mod fixes that, so it can all be researched again.
Bart 'Nazibal' Smit 21 May, 2017 @ 2:48am 
If i am not mistaken this mod makes the tech not reverse engineerable, right?
khafaniking 17 May, 2017 @ 1:06am 
Hey could anyone tell me if how to change engimatic field to not be hidden? I've done it once before in 1.5 but I can't seem to find the file (i checked the one listed above under compatability with no luck). I'm sure I'm missing something though
lyndonguitar 16 May, 2017 @ 8:29am 
Thanks!
Sam_  [author] 16 May, 2017 @ 8:28am 
I see no reason it shouldn't be.
lyndonguitar 16 May, 2017 @ 8:25am 
savegame compatible?
WWDragon 15 May, 2017 @ 9:06am 
huzza!
Sam_  [author] 15 May, 2017 @ 4:13am 
Updated and working as intended now. Techweights are visible once one technology is researched.
Xeros 14 May, 2017 @ 11:15pm 
Русские играли в этот мод?
Kastalia 14 May, 2017 @ 8:47am 
Not using any Lev. dlc related mods here.
The Next Decade 13 May, 2017 @ 1:51pm 
https://pastebin.com/fKJYt6iu
In case I missed something, here are all of my mods.
WWDragon 13 May, 2017 @ 12:40pm 
I have Lex and Networked intelligence, both of which add lots of technologies.
I've got Spaceport modules extended and even after adding yours, added some others that add techs and spaceport modules.

They ALL show up without conflicting with each other, so I'm sure it's not a mod conflict.
The Next Decade 13 May, 2017 @ 12:27pm 
The only thing that could count is that I have LEX - Leviathan Events Xtended.
Sam_  [author] 13 May, 2017 @ 12:23pm 
By the way, do ou use many mods? Specifically anything that touches the enigmatic technologies or dragon scale technology? Anything at all related to leviathan DLC?
Sam_  [author] 13 May, 2017 @ 12:22pm 
Oh, I see. It might just be luck , they are as common as ZP power. I'll get on to testing it as soon as I can.
The Next Decade 13 May, 2017 @ 12:07pm 
Actually, I've only been able to research the first one. Nothing appeared afterwards, despite me scouting for it for a few decades.
Sam_  [author] 13 May, 2017 @ 11:26am 
It might not show a tech_weight because it is gated by obtaining a technology with a modifier rather then having prerequisites and being weighted like a normal technology. It's a limitation of only having prerequisites with AND logic and not OR logic. Thanks for confirming you can research them, I haven't been able to test it fully yet.
The Next Decade 13 May, 2017 @ 10:50am 
The mod was added before I got that technology.
The Next Decade 13 May, 2017 @ 10:45am 
I have gotten the Encoder technology and researched it, but techweights phys shows nothing
Abisha 13 May, 2017 @ 9:56am 
not sure if bug, but i have a AI normal with this tech. it gives it a massive boost.
should this not be endgame tech?.
Sam_  [author] 13 May, 2017 @ 5:14am 
Do you have one of the techs already? They only unlock once you attained one from the event.
Kastalia 13 May, 2017 @ 2:36am 
I have started another game and still don't get the other techs.
They are not listed in 'techweights phys' aswell.
Von Faustien 12 May, 2017 @ 6:51pm 
Wait are you asking if the mod that only alter dlc content need the dlc content it alters seekNDstroy? Because the awnser in no this mod that alters a leviathan that only exists in game if you have the leviathans dlc does not need the dlc to be downloaded.
Noxious 12 May, 2017 @ 4:36pm 
Does this require leviathans dlc?
Nanao-kun 12 May, 2017 @ 4:07pm 
This version of getting Enigmatic tech seems the most balanced to me so far. Admittedly, I haven't tried it yet but it seems like a good compromise between getting only one tech and getting all of them.
Kastalia 12 May, 2017 @ 2:21pm 
@Pode alright, seems like its not savegame compatible then.
they are not listed :) thanks
WWDragon 12 May, 2017 @ 2:21pm 
Ok I used the console and NONE of the fortress tech shows up in any of the 3 lists. :-s
Is it because I already did the enigmatic fortress?
Pode 12 May, 2017 @ 2:04pm 
Use the console command techweights phys (or soc or eng in place of phys) to see the list of techs available at your next draw and the odds of them coming up.
WWDragon 12 May, 2017 @ 1:56pm 
So do I.
I assume it's just because they are rare.

Though with 6 options each time, I'm surprised I havn't seen any.
Kastalia 12 May, 2017 @ 1:55pm 
Is that mod savegame compatible?
For whatever reason I keep on getting the common repeatable techs.
WWDragon 12 May, 2017 @ 11:12am 
I'm happy to see this mod.
The vanilla change was shit on this front.
Elementium 12 May, 2017 @ 10:48am 
So I must thank you for creating that mod :)
Sam_  [author] 11 May, 2017 @ 10:41pm 
"* Properly completing the Enigmatic Fortress event chain now yields a random Enigmatic technology rather than all of them"
Sam_  [author] 11 May, 2017 @ 10:38pm 
Yes, in the 1.6 changelog they stated the change. You only recieve partial research completion for one of the techs, which is randomly chosen, instead of all five.