Stellaris

Stellaris

Better Technology Information
67 Comments
Angelin01 15 Apr, 2023 @ 10:30am 
Hello! I do believe this mod needs another touch. On the latest version I am getting a lot of "unstranslated" text, like "STARBASE_MODIFIERS", on various screens.
timOkills  [author] 14 Oct, 2022 @ 6:45am 
@chip Done. Thanks for notifying me about the update!
chip 12 Oct, 2022 @ 2:24pm 
Can we get a 3.5 update please?
timOkills  [author] 18 Apr, 2020 @ 3:46am 
@Maladictus No, sorry.
Unfortunately, the modding api does not seem to make this possible as far as I can see.
Taelim 14 Apr, 2020 @ 2:49pm 
Does this mod count techs from other mods?
timOkills  [author] 5 Apr, 2020 @ 8:03am 
@TECC
This mod actually does not count.
Use the Tech Tier Events mod for counting researched techs per tier .

"T1(0), T2(6), T3(6), T4(6), T5(6)" this is just the information what amount of techs are required to unlock the next tier, e.g. you have to research 6 T2 techs to unlock T3.
In previous versions of Stellaris those numbers were different.
That is why the screenshot has other numbers.
It is just an old screenshot I have not updated.

Hope this helps you clarifying the matter.
TECC 5 Apr, 2020 @ 1:51am 
In the screenshot above you can see that it counts higher then 6. Fresh game, it says 6 6 6 6 even if i researchd nothing. The MOD thinks i have 6 T5 at start.
Peter34 5 Apr, 2020 @ 12:23am 
Possibly the game itself stops counting once you hit 6, because that’s all you need to unlock the next higher tier? I’m just guessing, but I’ve never seen the Tech Tier Events mod show values higher than 6. I don’t care. All I need ro know is how close I am to unlocking the next tier.
TECC 4 Apr, 2020 @ 5:13pm 
If you hover over the Tech Icon, it says T1(0), T2(6), T3(6), T4(6), T5(6) all the time. It doesnt count right in my case, even if i research more Techs.
timOkills  [author] 4 Apr, 2020 @ 5:43am 
I have updated this mod to 2.6.2.
Please let me know if any tech info is not showing correctly.
Peter34 4 Apr, 2020 @ 3:06am 
Tech Tier Events
TECC 4 Apr, 2020 @ 1:37am 
Hi Peter34, can you name the mod please? Thanks a lot.
Peter34 2 Apr, 2020 @ 11:20pm 
TECC, there's another mod that counts tiers for you. I'm not sure it's updated to count in the new Techs from 2.6, or if any where added in 2.5, but it still counts most of the Techs.
TECC 2 Apr, 2020 @ 3:31pm 
Any Updates? Would be nice to see how many T0 - T5 you have for each of the three research fields.
timOkills  [author] 7 Jun, 2019 @ 9:11am 
I have updated this mod for 2.3.0.
@Peter34 and @Reianor, also I think the bug you mentioned is gone now.
If you still have problems, please tell me so I can look into it!
Peter34 26 Feb, 2019 @ 3:21pm 
It's okay, I've just stopped using your mod.
timOkills  [author] 26 Feb, 2019 @ 8:58am 
@Peter34 I am going to have time to look into this bug from 12th March on.
Sorry to let you wait.
Peter34 9 Feb, 2019 @ 4:33am 
I've determined, through painstaking trial-and-error, that this mod causes the BASE_JOB_INPUT and BASE_JOB_OUTPUT bug, in some of the building interfaces. It's something to do with localization files, but it *also* affects people like me who only ever play with the default English.
Reianor 21 Dec, 2018 @ 1:03am 
Bad news, everyone.
This needs an update for 2.2.2.
You know the job totals they added? With your mod they don't show, without it they do.
timOkills  [author] 18 Dec, 2018 @ 3:01am 
Thanks!
Reianor 18 Dec, 2018 @ 2:59am 
Good luck with those.
timOkills  [author] 18 Dec, 2018 @ 2:38am 
I might get to it between Christmas and New Years Eve.
Added a reminder in my calendar right now. ;-)
But I cannot promise anything, since it might require a lot of work and my exams are coming soon...
Reianor 18 Dec, 2018 @ 2:34am 
Any ETA on weight?
timOkills  [author] 15 Dec, 2018 @ 3:20pm 
Should work for 2.2.1, Apocalypse, and Megacorp now.
Please tell me if any tech has still missing tier info.
fedprod 24 Jun, 2018 @ 9:13pm 
Works like a charm now, thanks.
timOkills  [author] 24 Jun, 2018 @ 4:24pm 
I have just updated this mod for 2.1.1.
Also, I have rewritten the script I use to generate the mod in python instead of bash/awk.
This will make it easier to include more information, e.g., this tech unlocks these techs.
I am going to implement this feature in the next release.

@fedprod
I have implemented your suggestion.
But I only managed to move the changes of l_english.yml to a separate file.
Moving the changes of technology_l_english.yml to a separate file did not work (no error but also not showing any tier information).
I hope this is OK for you.

@Tricket
Now all languages are supported.
I am happy to be notified about any future language specific errors. ;-)
timOkills  [author] 19 Jun, 2018 @ 7:15am 
Sorry, fedprod.
Currently, I am reworking the script to generate the mod, so that multiple languages are supported.
I will include your suggestion to not overwrite the whole file.
But I currently have not so much time, so you might have to wait some time.
fedprod 15 Jun, 2018 @ 12:43pm 
Hi, nice mod, but why the HECK do you overwrite the whole l_english.yml?
You could just replace the strings you NEED and would be future safe.
Had to disable it for 2.1.1 because new strings now showing up, please clean and fix.
Tricket 11 Mar, 2018 @ 10:22am 
Very kind! But thanks, i should learn english anyway, its better for future mods :p
timOkills  [author] 11 Mar, 2018 @ 8:08am 
If you have any specific language request, I could try to implement that for you.
Tricket 11 Mar, 2018 @ 5:26am 
Ah okay,

i tested again and found some tier5 tech. Also the RGF, i just was a bit stupid.. :)
But the tooltip in summary is really confusing this way. Maybe a better tooltip would make it easier to understand

There is no easy way to get this mod multi language compatible, isnt it?
I've seen the other mod but since i play alot mp it would make too much trouble.

A pity that the indicator doesnt work that easy. I'm really wondering why no mod yet has this feature. Would be really awesome.


timOkills  [author] 10 Mar, 2018 @ 3:33pm 
Hey Tricket, thanks for the feedback.

The summary section tooltop should always say "T1(0) T2(6) T3(6) T4(6) T5(6)", because it describes how many techs you generally need for the next tier.
It is not meant to update after researching techs.
For that I have this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1195902331
It is not yet updated for 2.0 though, but I want to patch it this weekend.
The reason for splitting it into another mod is, that I would like to keep this mod Ironman compatible.

Can you give me an example which techs are not showing the R G F characters?
It is hard for me to go through every tech to find errors.

There are now quite a few tier 5 techs.
For example Titans, Jump Drives, and Ascension Theory, ...

I am sorry, but indicating which techs get boosts from research agreements is not an easy thing to mod. There is now way for me to check for that as far as I know. :(

Tricket 10 Mar, 2018 @ 1:43pm 
Would be aweseome if you can add some indicator, that you can see which tech gets a boost from research agreements before you selected it.
Tricket 10 Mar, 2018 @ 1:41pm 
Tested with 2.02 beta patch. The Tooltip in the summary section is buggy for me (always 0 6 6 6 6) and i dont see the R G F character. However Tier 1-4 seems to work. Isnt there also a tier 5 tech? Not sure
timOkills  [author] 3 Mar, 2018 @ 4:06am 
Yes, guardian techs are from Leviathans.
So, those three: Dragon Scale Armour, Enigmatic Encoder, and Enigmatic Decoder.
BTW, watch out for the Enigmatic Fortress since I have heard it is bugged right now:
https://forum.paradoxplaza.com/forum/index.php?threads/enigmatic-fortress-events-brokenly-bugged-2-0.1073534/

The values of techs required to unlock the next tier are extracted from the game files, so I am pretty sure.
You can also read about it here:
https://stellaris.paradoxwikis.com/Technology#The_card_system
Peter34 2 Mar, 2018 @ 2:48pm 
What are "G" Guardian Techs? Are those from Leviathans? Like the Dragon Scale Armour?
Peter34 2 Mar, 2018 @ 2:48pm 
Okay.
Pode 2 Mar, 2018 @ 11:59am 
Yeah, that was part of the change from 4 tiers to 5
Peter34 2 Mar, 2018 @ 11:45am 
Are you sure you need 6 Techs to unlock the next tier, not 8?
Peter34 2 Mar, 2018 @ 11:45am 
Sounds very nice!
=[OzF]= LuNatic 2 Mar, 2018 @ 8:46am 
Awesome, thank you!
Pode 2 Mar, 2018 @ 7:05am 
Nice!
timOkills  [author] 2 Mar, 2018 @ 6:01am 
Updated! :steamhappy:

In 2.0 there are now 5 tiers.
In order to unlock the next tier, you need 6 techs from the previous tier.
Also, I have added a little postfix (R,G,F) for Repeatable-, Guardian-, and Fallen-empire-techs.
=[OzF]= LuNatic 2 Mar, 2018 @ 12:55am 
Is this getting updated to 2.0? It is an extremely handy mod!
Peter34 9 Nov, 2017 @ 7:35am 
I don't think they're SD Techs. But next time I play, I'll try to note down 3-4 cases of Techs that lack the tier info.
timOkills  [author] 9 Nov, 2017 @ 4:01am 
Are those techs Synthetic Dawn techs by chance?
Check for example the robomodding tech called "Machine Template System".
If you can confirm this, I will fix it immediately.
Peter34 9 Nov, 2017 @ 3:53am 
I still have serious problems, with the Tier number not being shown for many Techs... Am I the only one? I'd like to hear reports from people who are using this mod and who consistently see the tier number every time.
timOkills  [author] 9 Nov, 2017 @ 3:38am 
I finally have a working version. :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1195902331

This adds an entry in the Situation Log which shows how many techs have been researched by tier and area.
Also, the mod adds notifications when a new tier is unlocked (via event popups).

Testing and feedback is welcome (please use the corresponding workshop page).
Pode 7 Nov, 2017 @ 7:47am 
And the Lord (or at least A lord, LordMune) has answered! Praise the LordMune! :)
Pode 7 Nov, 2017 @ 7:43am 
Have offered that prayer many times myself, will hop over there and look for your post