Stellaris

Stellaris

Exploration reworked
39 kommentarer
predator1333 23. juni 2022 kl. 9:03 
ubgrade pls
Xrona 26. nov. 2019 kl. 19:30 
@Sorypsi It still works fine for me. One of my favorite mods. Very grateful to the author for its creation.
Neverminder 18. okt. 2019 kl. 20:49 
she doesn't work anymore, cap'n. rest in peace
Neverminder 11. okt. 2019 kl. 12:24 
does this still work in 2.3? it sounds pretty good, i'll give it a shot
LilyanaKabal 9. juni 2019 kl. 5:33 
Needs updating to 2.3
moogiemode 12. juni 2018 kl. 7:26 
mod works fine, only thing that would be done if updated would be to remove the anomaly fail risk since you can no longer fail now. should work fine eitherway unless paradox changes the automated tech directly and drastically
[TCPIP] Krystal 7. mar. 2018 kl. 5:56 
To my understanding, this mod is compatible no matter what. It only activates the auto explore button on the science ships so you can click on it. This mod only gives you the automatic exploration function. I mean, unless they change the location of the auto explore button on the science ships this mod should be compatible with any version of Stellaris
[TCPIP] Krystal 6. mar. 2018 kl. 5:48 
Can confirm, this mod still works in 2.0.1
loyalgaurd 24. feb. 2018 kl. 18:36 
update?
Dat Fishe 2. jan. 2018 kl. 11:40 
Well, I see no reason why it would not work with the current version
[Khorne] Shits'N'Giggles 7. nov. 2017 kl. 5:51 
unfortunate.
Zag14 28. sep. 2017 kl. 10:14 
lol
Varacka 27. sep. 2017 kl. 12:33 
Sadly it appears the author has no plans to update this or his other mods.

"12:30 PM - Yandersen: And I have no intentions to waste my time on that shitty game."
[Khorne] Shits'N'Giggles 25. sep. 2017 kl. 14:22 
@yandersen are there any plans to update this mod? if not i would be happy to update the mod for you and re-upload or just send it to you
MrBlazzar™ 24. sep. 2017 kl. 5:54 
Technically this works just fine with 1.8 as it uses new replacement files instead of modifiying base gam files.
Snipes85 22. sep. 2017 kl. 10:20 
Update pls
Trigger 21. sep. 2017 kl. 18:14 
please update
[Andon] 1. aug. 2017 kl. 21:45 
In general, if a mod changes gameplay or core game files, it disables achievements. The only ones that don't that I'm aware of are ones that fiddle with colors, portraits, and backgrounds - Even then, some of those disable it.

I just assume that all mods disable achievements.
SystemError514 31. juli 2017 kl. 23:29 
Does this mod affect Ironman mode achievements? This is my only mod and achievements are not unlocking in Ironman mode for me. It could also be a fault on my side i guess.
Yandersen  [ophavsmand] 3. juni 2017 kl. 0:37 
Yes it actually does - just a typo, sorry.
Corrected the description, thanks.
Rime Pendragon 2. juni 2017 kl. 23:32 
Shouldn't "Automated Exploration Protocols" give a anomaly fail risk of -10 % instead of +10% ?
Yandersen  [ophavsmand] 1. juni 2017 kl. 23:07 
Oh yes, thank u, I will.
Squamata 1. juni 2017 kl. 22:48 
@Yandersen what bonuses did you add to the exploration tech specifically? You should update the description with that kind of stuff.
Seven Flames 1. juni 2017 kl. 14:37 
Thank god!
Yandersen  [ophavsmand] 1. juni 2017 kl. 12:18 
I think it should be.
King_Grubb 1. juni 2017 kl. 11:02 
yea i would also like to know if this mod is save compatible
calculus teacher 1. juni 2017 kl. 10:20 
is this mod save compatible? :D
[Andon] 31. maj 2017 kl. 18:00 
I've had the same issues with overwriting tech as @Pode has, with non-FTL techs. There have been some which worked fine, and others that didn't. I never tracked down what was different.
Yandersen  [ophavsmand] 31. maj 2017 kl. 12:34 
willvette, that is what this mod does! Well, actually, I added few other small bonuses to vanilla as well - a whole tech for just a single +50% exploration speed seemed not enough, IMHO.
Pode 31. maj 2017 kl. 11:17 
Huh. Turns out that's just one more way starting FTL techs are annoyingly special. Overwriting them or things that depend on them doesn't work the same way as overwriting other techs. TIL.
willvette 31. maj 2017 kl. 9:49 
A balince idea would be to leave the scan speed upgrade as the researched tech and use the automated exploration right from the start.
Yandersen  [ophavsmand] 31. maj 2017 kl. 8:56 
Indeed, the log complains about duplication, but I tested it and confirmed to be working. I do this in my other mods as well - no problems so far. The only issue I had was with traits in the other mod - for overwriting the vanilla traits using trait duplicate you should play with file name in opposite way meaning that definition from vanilla file should overwrite the modded one (so use 000_... file name instead of 01_...).
Pode 31. maj 2017 kl. 8:17 
I'm afraid this will produce two identically labeled AEP techs, one with your changes and one with vanilla effects. At least that's how duplicating vanilla techs worked for me. if you manage to avoid this problem please teach me how you did so.
Yandersen  [ophavsmand] 31. maj 2017 kl. 2:51 
Oh, thanks. I just started wondering if people found some kind of problem I am not aware of or something... 4/5 now, feels better. :)
Saibak 31. maj 2017 kl. 2:15 
There's probably nothing wrong with the mod, its just that the rating system isn't a reflection of just the up/down vote ratio. I don't know exactly what the formula is, but something on the workshop has to get a certain number of total ratings - up or down - before the star rating reflects that ratio so there aren't big rating swings at low numbers. Personally, I've never seen anything on the workshop with five stars unless it had at least 200 ratings.

In other words, it's pretty normal for a mod with only 25 ratings to have three stars, and those 25 ratings are probably all positive.
Yandersen  [ophavsmand] 30. maj 2017 kl. 23:42 
3/5 rating??? Why so? Can anyone give some feedback? Is there something wrong with the mod?
Cheesemongle 30. maj 2017 kl. 23:07 
i l o v e i t
himwhoscallediam 27. maj 2017 kl. 5:44 
Nice testing now.
Aetherial 26. maj 2017 kl. 13:28 
Perfection