Stellaris

Stellaris

Bedivere's Repeatable Tech Toolkit Vanilla Edition 2
24 Comments
Bedivere  [author] Jan 1, 2020 @ 6:58pm 
Ok, update posted, let me know if there are any issues.
Bedivere  [author] Dec 31, 2019 @ 4:54pm 
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  [author] Oct 24, 2019 @ 8:24am 
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 Oct 20, 2019 @ 11:08am 
sounds good, still love this specific mod
Peter34 Oct 19, 2019 @ 6:52pm 
A fork at this point might be a good idea.
Bedivere  [author] Oct 19, 2019 @ 4:58pm 
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  [author] Aug 11, 2019 @ 8:17am 
Mod updated and tested for compatibility with 2.3.3, enjoy!
Bedivere  [author] Jul 31, 2019 @ 7:07am 
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 Oct 21, 2018 @ 2:53pm 
Ever since you first made it, thanks again man. You're the MVP
76561197970535087 May 31, 2018 @ 5:01am 
To those who search: The mod still works with 2.1.
Bedivere  [author] Apr 19, 2018 @ 9:14am 
Updated
Aether Apr 19, 2018 @ 3:49am 
update?
nicot2k Mar 27, 2018 @ 9:04am 
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  [author] Mar 25, 2018 @ 8:53pm 
Patched, should work as intended now. I forgot to add the code to define the @repeatabletechtier modifier.
Bedivere  [author] Mar 25, 2018 @ 8:47pm 
Ah ok, must be an issue in defining @repeatabletechtier then.
Pietas Mar 25, 2018 @ 8:15pm 
I was able to fix it by manually setting them to tier=5 instead of tier=@repeatabletechtier
Bedivere  [author] Mar 25, 2018 @ 6:41pm 
hmm, thats strange, I'll take a look.
Pietas Mar 24, 2018 @ 9:36pm 
At least for me the techs show up in Tier 1. I had all thre of them as starting techs.
Bedivere  [author] Mar 22, 2018 @ 1:04pm 
Patched to the tech is Tier 5.
Bedivere  [author] Mar 22, 2018 @ 12:53pm 
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 Mar 22, 2018 @ 5:23am 
Sholdn’t these be tier 5 or something? 2.0 re-worked the Tech tier system, making it more fine-grained.
flodoomable Mar 21, 2018 @ 9:51am 
Love it, so many thanks for making a 2.0 itteration.
demodletc Mar 21, 2018 @ 7:54am 
Brilliant idea.