Stellaris

Stellaris

Exploration reworked
39 Comments
predator1333 23 Jun, 2022 @ 9:03am 
ubgrade pls
Xrona 26 Nov, 2019 @ 7:30pm 
@Sorypsi It still works fine for me. One of my favorite mods. Very grateful to the author for its creation.
Neverminder 18 Oct, 2019 @ 8:49pm 
she doesn't work anymore, cap'n. rest in peace
Neverminder 11 Oct, 2019 @ 12:24pm 
does this still work in 2.3? it sounds pretty good, i'll give it a shot
LilyanaKabal 9 Jun, 2019 @ 5:33am 
Needs updating to 2.3
moogiemode 12 Jun, 2018 @ 7:26am 
mod works fine, only thing that would be done if updated would be to remove the anomaly fail risk since you can no longer fail now. should work fine eitherway unless paradox changes the automated tech directly and drastically
[TCPIP] Krystal 7 Mar, 2018 @ 5:56am 
To my understanding, this mod is compatible no matter what. It only activates the auto explore button on the science ships so you can click on it. This mod only gives you the automatic exploration function. I mean, unless they change the location of the auto explore button on the science ships this mod should be compatible with any version of Stellaris
[TCPIP] Krystal 6 Mar, 2018 @ 5:48am 
Can confirm, this mod still works in 2.0.1
loyalgaurd 24 Feb, 2018 @ 6:36pm 
update?
Dat Fishe 2 Jan, 2018 @ 11:40am 
Well, I see no reason why it would not work with the current version
[Khorne] Shits'N'Giggles 7 Nov, 2017 @ 5:51am 
unfortunate.
Zag14 28 Sep, 2017 @ 10:14am 
lol
Varacka 27 Sep, 2017 @ 12:33pm 
Sadly it appears the author has no plans to update this or his other mods.

"12:30 PM - Yandersen: And I have no intentions to waste my time on that shitty game."
[Khorne] Shits'N'Giggles 25 Sep, 2017 @ 2:22pm 
@yandersen are there any plans to update this mod? if not i would be happy to update the mod for you and re-upload or just send it to you
MrBlazzar™ 24 Sep, 2017 @ 5:54am 
Technically this works just fine with 1.8 as it uses new replacement files instead of modifiying base gam files.
Snipes85 22 Sep, 2017 @ 10:20am 
Update pls
Trigger 21 Sep, 2017 @ 6:14pm 
please update
[Andon] 1 Aug, 2017 @ 9:45pm 
In general, if a mod changes gameplay or core game files, it disables achievements. The only ones that don't that I'm aware of are ones that fiddle with colors, portraits, and backgrounds - Even then, some of those disable it.

I just assume that all mods disable achievements.
SystemError514 31 Jul, 2017 @ 11:29pm 
Does this mod affect Ironman mode achievements? This is my only mod and achievements are not unlocking in Ironman mode for me. It could also be a fault on my side i guess.
Yandersen  [author] 3 Jun, 2017 @ 12:37am 
Yes it actually does - just a typo, sorry.
Corrected the description, thanks.
Rime Pendragon 2 Jun, 2017 @ 11:32pm 
Shouldn't "Automated Exploration Protocols" give a anomaly fail risk of -10 % instead of +10% ?
Yandersen  [author] 1 Jun, 2017 @ 11:07pm 
Oh yes, thank u, I will.
Squamata 1 Jun, 2017 @ 10:48pm 
@Yandersen what bonuses did you add to the exploration tech specifically? You should update the description with that kind of stuff.
Seven Flames 1 Jun, 2017 @ 2:37pm 
Thank god!
Yandersen  [author] 1 Jun, 2017 @ 12:18pm 
I think it should be.
King_Grubb 1 Jun, 2017 @ 11:02am 
yea i would also like to know if this mod is save compatible
calculus teacher 1 Jun, 2017 @ 10:20am 
is this mod save compatible? :D
[Andon] 31 May, 2017 @ 6:00pm 
I've had the same issues with overwriting tech as @Pode has, with non-FTL techs. There have been some which worked fine, and others that didn't. I never tracked down what was different.
Yandersen  [author] 31 May, 2017 @ 12:34pm 
willvette, that is what this mod does! Well, actually, I added few other small bonuses to vanilla as well - a whole tech for just a single +50% exploration speed seemed not enough, IMHO.
Pode 31 May, 2017 @ 11:17am 
Huh. Turns out that's just one more way starting FTL techs are annoyingly special. Overwriting them or things that depend on them doesn't work the same way as overwriting other techs. TIL.
willvette 31 May, 2017 @ 9:49am 
A balince idea would be to leave the scan speed upgrade as the researched tech and use the automated exploration right from the start.
Yandersen  [author] 31 May, 2017 @ 8:56am 
Indeed, the log complains about duplication, but I tested it and confirmed to be working. I do this in my other mods as well - no problems so far. The only issue I had was with traits in the other mod - for overwriting the vanilla traits using trait duplicate you should play with file name in opposite way meaning that definition from vanilla file should overwrite the modded one (so use 000_... file name instead of 01_...).
Pode 31 May, 2017 @ 8:17am 
I'm afraid this will produce two identically labeled AEP techs, one with your changes and one with vanilla effects. At least that's how duplicating vanilla techs worked for me. if you manage to avoid this problem please teach me how you did so.
Yandersen  [author] 31 May, 2017 @ 2:51am 
Oh, thanks. I just started wondering if people found some kind of problem I am not aware of or something... 4/5 now, feels better. :)
Saibak 31 May, 2017 @ 2:15am 
There's probably nothing wrong with the mod, its just that the rating system isn't a reflection of just the up/down vote ratio. I don't know exactly what the formula is, but something on the workshop has to get a certain number of total ratings - up or down - before the star rating reflects that ratio so there aren't big rating swings at low numbers. Personally, I've never seen anything on the workshop with five stars unless it had at least 200 ratings.

In other words, it's pretty normal for a mod with only 25 ratings to have three stars, and those 25 ratings are probably all positive.
Yandersen  [author] 30 May, 2017 @ 11:42pm 
3/5 rating??? Why so? Can anyone give some feedback? Is there something wrong with the mod?
Cheesemongle 30 May, 2017 @ 11:07pm 
i l o v e i t
himwhoscallediam 27 May, 2017 @ 5:44am 
Nice testing now.
Aetherial 26 May, 2017 @ 1:28pm 
Perfection