Stellaris

Stellaris

Additional Vanilla Components Revived
136 条留言
Hellshiver  [作者] 10 月 25 日 下午 2:01 
Update is finished, just letting it cook awhile on the test branch. Let the brave testers see if anything is amiss, and/or if there's something I want to add before finalizing it (like formating).

As a heads up, it will contain vanilla file replacements. Only way to fix upgrade paths, NPC usage, and proper ordering for the UI.
Hellshiver  [作者] 10 月 18 日 下午 11:03 
@Everyone
Working on updating, via the Test Branch. I DO NOT RECOMMEND SWAPPING YOUR MAIN SAVE TO THE TEST BRANCH! YOUR SAVE WILL BREAK DUE TO THE AMOUNT OF CHANGES TO RECOVER FROM WHEN SWITCHING UPDATES OR BACK TO THE MAIN BRANCH! YOU HAVE BEEN WARNED!!!!!1!one!11!! I would appreciate testing done on the branch with throwaway saves though. Normal playthroughs, not just /research_all tests... I do those. Bioship updates are being done, just gonna take a bit to get through them.. See why in the response to"just a person ?".

Also, did you know Alpacas and Llamas are just the name of the domesticated versions of those animals? Also, Guard Llamas are a thing. Google them! Stupid, reggae , death metal loves....
Hellshiver  [作者] 10 月 18 日 下午 11:03 
@just a person ?
Working on it. Also adding Bioship compatibility. Gonna be a hot minute, as bioships require (essentially) new code. 5ish files are touched per item, and 2 icons need to be generated. I am not artistic, so it takes some time to get something reasonably okay for mass use. Working on it!

@2412127720
Working on it!
Hellshiver  [作者] 10 月 18 日 下午 10:26 
@big chungus qi
Is it up to date? I see they reference Sam_'s version, but I've made changes to the localization file. More are coming with the update. Just wanna check that it's working before I list it.
big chungus qi 10 月 15 日 下午 9:46 
Hellshiver  [作者] 10 月 8 日 上午 11:19 
@Dog
To confirm, are you referring to Space Fauna or Bioship Titans?

Have not looked at the new Bioships yet, and would be surprised if ANY reactors from this mod worked with them.
Hellshiver  [作者] 10 月 7 日 下午 7:57 
just a person ? 10 月 6 日 上午 10:07 
there should be update artilery computer chip for corvette, also please update base power number to % power power for auxilary reactor.
2412127720 9 月 29 日 上午 12:56 
Update!
Hellshiver  [作者] 9 月 18 日 下午 12:14 
I had concidered it previously, but we are able to reach 100% armor/shield hardening as is. Adding higher percentage modules removes the choice to go full hardening or not, as it would become far too easy to reach the caps with room to spare.
C_D_R 8 月 31 日 下午 12:22 
can you add reactive armors "armor hardering" ? and another one that is for shield to. those are boost modules for % against penetration ect ect
Hellshiver  [作者] 8 月 5 日 下午 8:01 
@Dog
Bioships are likely their own shipclass, which would need their tags added to existing reactors or their own reactors in general. I'll see if I have time this hometime to look into it, but cannot promise anything.

@BaBoFantasy
I'll look when I have a chance. One of those things I noticed but haven't had time to dive into. We'll see if I get some to look into it a bit deeper.
Dog 6 月 26 日 下午 8:18 
Hello, just for your info Bioship type titans cant equip the Reactors from this mod for some reason
BaBoFantasy 6 月 11 日 上午 8:12 
@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  [作者] 5 月 28 日 下午 3:07 
@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 5 月 27 日 上午 7:49 
bruh this mod work very good in 4.0.13 i don't found any bugs
Draconia Empire 5 月 14 日 上午 8:28 
hi, is it possible for you to update your mods to 4.x.x., thx
Zeizei Pumpum 5 月 6 日 上午 10:14 
so u have plans for a 4.0 update?
xray163 5 月 5 日 下午 6:01 
i think the 4.0 release broke this mod. Hope you are still up to the task of updating the mod.
bluesmythe 4 月 14 日 下午 1:08 
is right that the T6 Reactor from the cruiser and higher has less power generation that the Vanilla T5?
bodhi.agnew08 3 月 26 日 下午 4:01 
Nvrmd I messed it up
bodhi.agnew08 3 月 26 日 下午 3:41 
does this mod mess with cloaking? I can't seem to find it after getting the dlc for it.
Hellshiver  [作者] 1 月 12 日 上午 5:00 
Unfortunately, I'm only fluent in bad English. I do not trust online translation software when it comes to technobabble, and would not want to insult/misspeak due to my ignorance.

Hopefully, someone who is fluent in Spanish will be able to make a translation patch?
James-Shadows 1 月 11 日 下午 8:09 
Hi, is there a possibility that the mod be translated into Spanish? Since once the mod technologies are released, there is no description, just a couple of words in English and signs. It would be much appreciated. :)
Hellshiver  [作者] 1 月 6 日 上午 3:38 
I'll take a look when I can. I'm thinking it's AVFE; gonna move discussion to it's page.
FranzZ 1 月 5 日 上午 6:50 
Still seems to be present on the affected entities, with the most recent update, whether or not it would require said entity (starbase, for prime example) to have a module removed and re-added, I have not tested to that extent for now, as I am off to bed xD
FranzZ 1 月 5 日 上午 6:36 
Will keep you posted and let you know if there's any change (:
Hellshiver  [作者] 1 月 5 日 上午 6:07 
Huh.... very strange. See if these updates fix it. If not, it may be those error reduction placeholders getting weird, and will need to be removed; RIP error log.
FranzZ 1 月 5 日 上午 5:55 
Which is strange, as I do not have AVWR or AVWR-ASB Patch on, I have also found AVE_SWARMER_MISSILE_5 to be another anomalous weapon to appear on Starbases.

Unless I'm missing something like AVCR requiring AVWR, but I 'd not come to this issue before. I do use ASB-Ironman if its any consolation?
Hellshiver  [作者] 1 月 5 日 上午 5:43 
That is strange.

Fallen Empires shouldn't cause it, as the template is a placeholder to prevent error log spam. The module shouldn't even show up, and is unused in the ship_templates for FEs unless AVWR is installed. Code may be doing funny things though; we'll see if today's update fixes it.

AVCR doesn't have the strike craft modules; that'd be AVWR.

Could be the ASB patch? There was an error in the template that is being resolved with today's update.

Let me know if it continues past this next update!
FranzZ 1 月 4 日 下午 6:55 
Im not too sure if this is an issue with Additional Vanilla Components Revived or Additional Vanilla Fallen Empires, however when upgrading a starbase with a hanger, or a default ship is generated using hanger bays, they will generate with AVW_STRIKE_CRAFT_4, which deal an average of 42,949.67 damage :featherduster:
Hellshiver  [作者] 2024 年 12 月 27 日 下午 4:25 
Test Branch uploaded. Have the DLC now, so I can test as need, but figured some of you would like a sneak peak. Enjoy, and let me know if there's any un-noted issues!

AVCR - Test Branch
✙ÇŘŪŚÃĐĘŖ 2024 年 12 月 26 日 上午 3:03 
Yes, i'm doing ok. Merry Christmas btw, a bit late but whatever.
Hellshiver  [作者] 2024 年 12 月 12 日 下午 4:09 
Update 4 of 4 pushed!

Let me know how it goes! ...and yes, your upkeep costs for Juggernauts went up. SOMEONE had set them to the same costs as Titans. No clue who.... >.>

This weeks question: Are you doing ok?
Hellshiver  [作者] 2024 年 12 月 10 日 下午 12:15 
Glad to hear it!
De Clare 2024 年 12 月 8 日 下午 4:18 
Very good update. So far, I haven't witnessed or noticed any game breaking issues with the latest updates.
Hellshiver  [作者] 2024 年 12 月 5 日 下午 1:01 
Update 3 of 4 pushed!

Highly recommend loading, run a few in-game days, and saving again before the next update. Aiming for next Thursday/Friday for the final installment.

Let me know how the update goes! This weeks question: is it Bonuses, or Boni?
Hellshiver  [作者] 2024 年 11 月 28 日 下午 6:27 
No worries! Just happy people enjoy it! ^.^
De Clare 2024 年 11 月 28 日 下午 5:42 
Amazing update, thank you for your work.
Hellshiver  [作者] 2024 年 11 月 28 日 上午 11:44 
Update 2 of 4 pushed!

Highly recommend loading, run a few in-game days, and saving again before the next update. Aiming for next Thursday/Friday for the next push.

Added Disengagement chance to Hyperdrives to give a real choice versus Jump/Psi drives.

Let me know how the update goes! No word so far, so must be going well! The only question I have is: Potatoes or Stuffing?

Also, do we want a patch file to add the computers to the Vanilla file, resolving the display and auto-upgrading issues? I'm wary of making and uploading one due to the nature of the issue, and the conflicts it will cause with other mods. Let me know!
Hellshiver  [作者] 2024 年 11 月 21 日 下午 1:54 
Update 1 of 4 pushed!

Highly recommend loading, run a few in-game days, and saving again before the next update. Aiming for next Thursday/Friday for the next push.

Let me know how the update goes! Are there errors in values? Does the AI go full Armor, even when shield based? Do you put milk on your cereal or eat it dry? Questions we all ponder, from time to time...
AEdwardian 2024 年 11 月 15 日 下午 12:43 
Thanks for checking. Funny thing is, it all used to work previously. Not exactly sure what got changed.
Tenshi Hinanawi 2024 年 11 月 13 日 上午 12:15 
Ah, I understand. Thank you
Hellshiver  [作者] 2024 年 11 月 12 日 上午 3:59 
AEdwardian

IIRC, the mods that allow you to redesign the non-combat ships change their types. Basically, a new ship class. The standard versions are already funky, and that likely makes them more so. I'll take a look when I get a chance, but not sure if there's much I could do. May require a patch.

Tenshi

Likely a conflict with those mods and how they class ships. Drives are based around ship classes (shipclass_military shipclass_transport, etc), while most everything else is around ship sizes (corvette frigate colonizer, etc). I'd guess a patch would be needed to add the new ship classes. The game gets weird when it can't find references in components, and a big part of why I removed out the box compatibility for NSC.
Tenshi Hinanawi 2024 年 11 月 7 日 下午 6:21 
Hi, I've noticed the combat computers tend to glitch out with certain mods installed, notably Better Army Types and Extra Large Galaxies (the latter I uninstalled for another large galaxy generator). It only shows the vanilla combat computers in the ship building interface.
AEdwardian 2024 年 11 月 6 日 上午 9:24 
Maybe a weird edge case, but if you mod things to make Construction Ships, Colony Ships, Science Ships, and Transport Ships manually designable again, then you can't select any of the new hyper drives or jump drives. All the new reactors, thrusters, and sensors do appear.
Hellshiver  [作者] 2024 年 11 月 2 日 上午 5:05 
We'll have to see. I don't have the new DLC (many DLCs missing, honestly), so it'd be a shot in the dark for balancing and testing. I can take a look after the Archeo add-on, but don't want to make any promises.
orzelek16 2024 年 11 月 1 日 上午 11:17 
New DLC adds separate set of bio components for space fauna ships. Any plans to also expand those with new techs?
Base game seems to unlock new bio components along same techs as normal ones.
Hellshiver  [作者] 2024 年 10 月 29 日 下午 12:39 
Update pushed. Good find! <o
Hellshiver  [作者] 2024 年 10 月 29 日 下午 12:31 
I see the issue. Give me a few to rectify it. Logic failed me in those statements.