Stellaris

Stellaris

Denser Repeatables
51 kommentarer
Legit-Rikk  [ophavsmand] 13. okt. kl. 12:07 
good point. look in the description for updated values
Nikola M 6. okt. kl. 12:57 
Why are the fire rates repeatables also capped at 16? can those also overflow?
Hexaton 4. okt. kl. 4:15 
Compatible mid playthrough?
Legit-Rikk  [ophavsmand] 1. aug. kl. 14:42 
It should work better now after it finishes going through steam content check. only difference is that bioships get missile tech and wilderness doesn't get the food from farmers tech (so yeah it would've worked before with those two niche issues)
Polstrong 1. aug. kl. 12:21 
Do you have the answer Red Skull ?
Red Skull 9. maj kl. 16:36 
Works in 4.0?
AylaOrSomething 30. jan. kl. 20:08 
Yes but I don't know how any of them would interact with this mod. I'll just try to launch a game with cheats to see if it works as a standalone though
Legit-Rikk  [ophavsmand] 26. jan. kl. 2:55 
Did you have other mods active?
AylaOrSomething 25. jan. kl. 23:20 
For some reason this isn't working for the engineering technologies, even when loading in last. Do you know why that is happening and how to fix it?
G43 mai waifu 23. sep. 2024 kl. 21:51 
Well... that's true, and it do harms my body health some time.
Legit-Rikk  [ophavsmand] 23. sep. 2024 kl. 16:05 
You just described sweaty
G43 mai waifu 23. sep. 2024 kl. 13:04 
Well actually:steamthis:I think that with a lot of Scholarium and research ring and cosmogenesis world with a lot of xenos filled in, energy weapons repeatable 16+ are surely expensive but not super expensive. Plus, it could be needed to defeat 25x endgame crisis.
Legit-Rikk  [ophavsmand] 22. sep. 2024 kl. 16:49 
Because 400% on combat stats already approaches breaking (if it didn't already) ships like the systemcraft from gigastructures. You need mods like that usually if you want to research these super expensive techs anyways if you don't get really sweaty.
atomic2354 22. sep. 2024 kl. 13:17 
Why do the main repeatables stop after 16 times?
Legit-Rikk  [ophavsmand] 21. sep. 2024 kl. 15:25 
That's lame, maybe I'll recreate it.
G43 mai waifu 21. sep. 2024 kl. 4:43 
The one tech that gives more leader cap is not working, and tech_repeatable_improved_leader_cap was already removed from the game, according to 00_soc_tech_repeatable.txt
Legit-Rikk  [ophavsmand] 22. juni 2024 kl. 6:53 
3.12.
I moved, got engaged, and then got sent on a work trip across the country. I'm going to be a little slow
RTX177013 13. maj 2024 kl. 12:28 
3.12?
L 31. okt. 2023 kl. 0:46 
Thanks! Emmm... Maintaining mod is really a troublesome thing, we don't know when the code will become invalid after a game update...
Legit-Rikk  [ophavsmand] 19. okt. 2023 kl. 6:59 
Okay done. I don't know why they changed that but naval capacity is still country_naval_cap_add. Oh Paradox...
L 18. okt. 2023 kl. 15:55 
Hi, tech_repeatable_command_limit doesn't seem to work, the modifier may be command_limit_add instead of country_command_limit_add. Could you fix it? Thanks a lot.
Legit-Rikk  [ophavsmand] 29. sep. 2023 kl. 10:14 
Well, I updated it yesterday and confirmed it worked. If it still doesn't work that's one of your mods.
AylaOrSomething 29. sep. 2023 kl. 7:22 
I put the mod at the end of the load order and the society and engineering repeatables aren't the dense versions for some reason
Legit-Rikk  [ophavsmand] 28. sep. 2023 kl. 9:26 
What do you mean it broke? The techs don't show up as the dense versions?
Also, it's a lot easier to update a mod than create a new one, at least for small mods like this.
AylaOrSomething 27. sep. 2023 kl. 0:29 
rip broke for 3.9 It seems that it won't be fixed either, given that last message ;-;
Legit-Rikk  [ophavsmand] 1. juli 2023 kl. 9:36 
Sorry mate not interested in Stellaris right now, more interested in relaxing than working on mods as well. It'll maybe take 4 hours if you've never made a mod before to figure it out yourself. Just a lot of number changing for that mod.
Legit-Rikk  [ophavsmand] 31. maj 2023 kl. 13:01 
Honestly I probably would've said no but it looks like something I'd use so sure give me... at least 1 hour and at most 1 month.
Naraxa 29. maj 2023 kl. 10:42 
Would you mind making a comp patch for this and the technology repeated mod by the creator of Technology Ascendant? I'd really appreciate it, Link is here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1592149666&searchtext=technology+repeated
Legit-Rikk  [ophavsmand] 15. maj 2023 kl. 10:22 
ok done bro
masakilleri 14. maj 2023 kl. 23:33 
Hi, can you change the repeatable tech for command limit as it is not working? The modifier should be command_limit_add instead of country_command_limit_add
Legit-Rikk  [ophavsmand] 30. apr. 2023 kl. 13:50 
Okay I fixed it, only took a week until I could use my computer
Legit-Rikk  [ophavsmand] 23. apr. 2023 kl. 9:31 
military is hard stuff bro, give me two months
Naraxa 8. mar. 2023 kl. 6:43 
so is this mod abandoned? I miss playing with this but if you're done with stellaris modding or having real life stuff I understand, hope you're doing well
GUNS BLAZING 16. dec. 2022 kl. 22:47 
Strike craft repeatables need to be moved from engineering to society.
Legit-Rikk  [ophavsmand] 1. okt. 2022 kl. 14:25 
Make sure to tell me when this breaks as I only play this game in a single month long bender every two years.
Legit-Rikk  [ophavsmand] 24. juli 2022 kl. 9:28 
I highly suggest against it if you use any mods such as AOT or gigastructural engineering - they add weapons with such high numbers that hitting such a high % boost on them will probably overflow, making them useless.
Dova Dude 23. juli 2022 kl. 20:23 
For anyone else wondering how to uncap the military techs just go to the tech files in common and change all instances of " levels = 16" to " levels = -1" and that will make them infinite.
yukikazebr 10. juni 2022 kl. 8:55 
So thanks to this mod I got the 400% in physics repeatables before the year 2280. Love it rofl
Legit-Rikk  [ophavsmand] 25. maj 2022 kl. 8:30 
Yeah, combat stuff is capped at 16 which should be 400% unless pdx script does math differently than I think. Also updated for 3.4 now.
Asteros'arius 9. apr. 2022 kl. 14:50 
I believe a cap for the fire rate repeatables is good idea, the rest i dunno
Legit-Rikk  [ophavsmand] 25. mar. 2022 kl. 6:57 
The Paradox Launcher changed the path in the description file to the workshop folder for some reason, so I was just reuploading the same file that was already on the workshop, hence it didn't update.
Legit-Rikk  [ophavsmand] 25. mar. 2022 kl. 6:48 
Wait, what the hell? It didn't update? And now it's refusing to update? God, I love the Paradox launcher so much.
Rynthera 25. mar. 2022 kl. 1:58 
The Admin capacity repeatable is still in this, is that intended to be the case considering it was replaced with a unity output increase in 3.3?
ChagatuAlin 26. feb. 2022 kl. 16:52 
yes... that's what I mean for, Paradox has changed the edict techs, I remembered. anyway, thanks to you.
Legit-Rikk  [ophavsmand] 26. feb. 2022 kl. 12:58 
Oh! I double checked, lol. They DID change repeatable techs. Fixing it now.
Legit-Rikk  [ophavsmand] 26. feb. 2022 kl. 12:54 
If it's a small mod like this dude, usually it only needs an update if something directly related to it was changed. Like if they changed the repeatable techs, which Paradox didn't
ChagatuAlin 26. feb. 2022 kl. 3:47 
is this for 3.3.X versions?
Foxtrot39 23. feb. 2022 kl. 22:12 
never do victory year moslty due to mod adding secondary end game crisis, I would cap ship tech at around 350%
Legit-Rikk  [ophavsmand] 23. feb. 2022 kl. 19:33 
This just makes them denser. If you have a suggestion to what to cap them to so they don't break the game with overflow, I'm all ears. But that's improbable if you end your game at victory year.
Foxtrot39 23. feb. 2022 kl. 6:30 
Moslty due to the fact taht when certain emprie tech rush you end up with a perdition beam with the same fire rate as a point defence gun