Stellaris

Stellaris

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Additional Vanilla Components Revived
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File Size
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3.707 MB
4 Mar, 2024 @ 11:53am
1 Jun @ 9:26am
23 Change Notes ( view )

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Additional Vanilla Components Revived

Description
Notice:
I'm starting a CDL career. I'll update when I am able to, but there will likely be delays for the foreseeable future. Something, something, sailing the highways, something. If someone wants to make a branch to keep it updated, feel free! Rather we have these mods continue than have them pass into the annuals of history.

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Welcome to the revival of the ever popular Additional Vanilla Components! Originally created by the great Sam_, it has been kept alive by the community since Sam_'s disappearance. This overhaul was started from the 3.10 files uploaded by Anarchy.


What is this mod? What does it do? Sam_ would say....
Originally posted by Sam_:
This mod adds 57 new components to extend the vanilla component tree, with the aim of doubling the number of components and technologies in a way that is vanilla friendly. Simply the same components in the base game, times two. It adds additional tiers beyond what the base game has, now with 10 tiers of shields, reactors and armor.

About
Most component sets have been doubled, except Jump Drives which have 5 tiers. The tech cost for each technology in this mod increases exponentially, instead of linearly as the base game does, making the final 10th tier a significant task to research even during end game.

If you play Stellaris like me, you always go for a technological ascendancy, producing as much research as possible. That means by the start of mid-game you have reached the final tier of reactors or shields and you will spend the rest of the game watching the more primitive empires catch up to you. In reality a highly advanced society focused on technology would continue to advance without limits.

With this mod you can continue to advance until end game, way beyond the capabilities of even the Fallen Empires.


Changes
  • Adds 157 new components
  • Adds 57 new technologies


Balance
  • This mod has received a general balance pass, following vanilla ratios and unused values. Be aware, if you have used the original version of this mod, you will notice a difference.
  • FTL drives are now three different paths: Hyperdrives for focused lane travel and increased disengagement chance, Jumpdrives for the utility jump, and Psi for a bit of both with some extra disengagement attempts.
  • New Dark Matter and Dragonscale items have been moved to be their capstone technologies. They require the previous max tier (Armor/Shield/Reactor T10, Drive T8) and their special technologies (same as vanilla versions) to unlock these upgraded versions.
  • Reactors are balanced to ensure a modicum of choice when designing ships.


Compatibility
This mod changes vanilla icons.
This mod is NOT achievement compatible.


Notes
  • Mods that add additional ship sizes/types require a patch. Conflicts are: new Reactor and Thruster sizes needed and Computer "size_restriction" variable corrections.
  • Mods that add technology tiers have to either: add Tier 6 society techs, or will likely need a patch. May break Precog and Psi 3 research options. Conflict is "previously_unlocked = 3" for Tier 7 technology. ...\common\technology\tier\(whatever the modder named the tier file).txt


Patches
We'll see what other patches I, or one of you fine people, get around to making!


Known Issues
  • Ship Auto Upgrading does not work correctly with all components in this mod. You may need to manually replace the final tier of vanilla components with the first tier of components from this mod before standard upgrade behavior resumes. This can only be resolved by editing vanilla files, and not something I am willing to do for this particular mod. Beyond the preexisting icons, of course.
  • Mods adding additional ship types cannot use many of these items. It REQUIRES adding their tags to those components, and in some cases, the creation of additional ones. A Patch is absolutely required.
  • Destroyer (Line and Artillery) and Battleship (Artillery and Carrier) computers will display on their own lines. Visual issue only! This is a hard-coded change by Paradox in 3.14. Short version: It reads those computers as their own behavior sets ( "line" ≠ "line" it seems), but only on those ship sizes. The only fix is to overwrite the vanilla computer file, leading to issues with any mod that adds computers and tries to fix this. Thanks to NSC's Dev CaptainX3 for the information posted in NSC's Discord!
  • Seem the FTL techs do not show the components they unlock. Looking into why.
  • Appears `no_resource_for_component` has changed/is bugged, and is causing issues with auto-upgrading. Issue happens with vanilla and mod components. Not sure what's going on, looking into it.
  • Missing flavor descriptions. Will be added when I can do so.
  • Components aren't listed in the technologies as unlocked components. Will add as I can.
  • New components are missing Russian localisation.


Localisation
  • Русский перевод - Russian Localization by Holo (Included)
I believe that is who provided the translation. The files were already included, all I did was correct syntax, add the missing code, and "Торпедо". Hopefully, it's a proper translation for you!


Don't forget to check out the companion mod:
Additional Vanilla Weapons Revived!
124 Comments
Dog 26 Jun @ 8:18pm 
Hello, just for your info Bioship type titans cant equip the Reactors from this mod for some reason
BaBoFantasy 11 Jun @ 8:12am 
@Hellshiver
Your mod works well and is quite great, but I do have one request. Additional components in your mod still use an outdated ship_restriction script to determine compo-ship availability. While it still works for now, most vanilla content and other major mods have since moved on to using potential blocks and scripted_triggers instead. Updating to this newer approach would help ensure your mod remains compatible with future versions of Stellaris and integrates more smoothly with other mods. I hope you'll consider it.
Hellshiver  [author] 28 May @ 3:07pm 
@bluesmythe

Sort of. T5 is Dark Matter in Vanilla. The power output of T6 is a side grade/path to progress beyond Dark Matter.

@xray163

I've been on the road. I'll try to see if everything is in order before I head back out, but no promises!

@Zeizei Pumpum
@Draconia Empire

Perhaps. I'll try to do a quick check, and if it passes, I can push an update to at least remove the out of date warning. No promises though!

@MR_DISHWASHER

Glad to hear! As above, I'll try to do a quick check at some point and push an update to remove the warnings. Key word "try." ^.^
MR_DISHWASHER 27 May @ 7:49am 
bruh this mod work very good in 4.0.13 i don't found any bugs
Draconia Empire 14 May @ 8:28am 
hi, is it possible for you to update your mods to 4.x.x., thx
Zeizei Pumpum 6 May @ 10:14am 
so u have plans for a 4.0 update?
xray163 5 May @ 6:01pm 
i think the 4.0 release broke this mod. Hope you are still up to the task of updating the mod.
bluesmythe 14 Apr @ 1:08pm 
is right that the T6 Reactor from the cruiser and higher has less power generation that the Vanilla T5?
bodhi.agnew08 26 Mar @ 4:01pm 
Nvrmd I messed it up
bodhi.agnew08 26 Mar @ 3:41pm 
does this mod mess with cloaking? I can't seem to find it after getting the dlc for it.