Stellaris

Stellaris

Bedivere's Repeatable Tech Toolkit Vanilla Edition 2
24 kommentarer
Bedivere  [ophavsmand] 1. jan. 2020 kl. 18:58 
Ok, update posted, let me know if there are any issues.
Bedivere  [ophavsmand] 31. dec. 2019 kl. 16:54 
Finally sat down and debugged the mod, I will be posting a 2.5.1 version and I think I can update this version as well with the fixes. This one will remain at 2.3.3 but until they change up the vanilla repeatable tech it is technically compatible up through 2.5.1.
Bedivere  [ophavsmand] 24. okt. 2019 kl. 8:24 
Ok, I am away from my computer this weekend and next but I will start going though and making edits to make it clear this my other mods are going to sit at 2.3.3. Once I get the 2.4.* versions up I'll link them on the 2.3.3 versions.
flodoomable 20. okt. 2019 kl. 11:08 
sounds good, still love this specific mod
Peter34 19. okt. 2019 kl. 18:52 
A fork at this point might be a good idea.
Bedivere  [ophavsmand] 19. okt. 2019 kl. 16:58 
Ok, after some time playing around with the new launcher I am thinking of leaving my current set of mods at 2.3.3 and creating a forks of each for the new 2.4.* launcher going forward. 2.3.3 seems like a solid point to do this but I am curious what folks think about this.
Bedivere  [ophavsmand] 11. aug. 2019 kl. 8:17 
Mod updated and tested for compatibility with 2.3.3, enjoy!
Bedivere  [ophavsmand] 31. juli 2019 kl. 7:07 
Tested this in the current version, there seems to be some issues, with old techs. I will be updating this mod here in the next week. I am away from my computer that has content at the moment.
flodoomable 21. okt. 2018 kl. 14:53 
Ever since you first made it, thanks again man. You're the MVP
76561197970535087 31. maj 2018 kl. 5:01 
To those who search: The mod still works with 2.1.
Bedivere  [ophavsmand] 19. apr. 2018 kl. 9:14 
Updated
Aether 19. apr. 2018 kl. 3:49 
update?
nicot2k 27. mar. 2018 kl. 9:04 
I have no idea how modding works but would it be possible to do a compatibility patch between this mod and this one? http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1312503183
Bedivere  [ophavsmand] 25. mar. 2018 kl. 20:53 
Patched, should work as intended now. I forgot to add the code to define the @repeatabletechtier modifier.
Bedivere  [ophavsmand] 25. mar. 2018 kl. 20:47 
Ah ok, must be an issue in defining @repeatabletechtier then.
Pietas 25. mar. 2018 kl. 20:15 
I was able to fix it by manually setting them to tier=5 instead of tier=@repeatabletechtier
Bedivere  [ophavsmand] 25. mar. 2018 kl. 18:41 
hmm, thats strange, I'll take a look.
Pietas 24. mar. 2018 kl. 21:36 
At least for me the techs show up in Tier 1. I had all thre of them as starting techs.
Bedivere  [ophavsmand] 22. mar. 2018 kl. 13:04 
Patched to the tech is Tier 5.
Bedivere  [ophavsmand] 22. mar. 2018 kl. 12:53 
I need to play a bit more but you are probably right. Prior to 2.0 some of the repeatable techs started as early as tier 3. Looking at the vanilla code, they appear to all be Tier 5 now, I'll patch the mod so the tech starts at T5.
Peter34 22. mar. 2018 kl. 5:23 
Sholdn’t these be tier 5 or something? 2.0 re-worked the Tech tier system, making it more fine-grained.
flodoomable 21. mar. 2018 kl. 9:51 
Love it, so many thanks for making a 2.0 itteration.
demodletc 21. mar. 2018 kl. 7:54 
Brilliant idea.