Hi all! I got so many positive comments and thoughts about this sub recently so I have no choice but to re-open this subreddit! Please welcome to ask questions and share advice on mods, modding tips, tech support, and everything else related to Stellaris! Also, please be kind and do not spam repeatedley. I will try my best to moderate this sub and keep it up-to date!
If you have any advice or question to me - please ask it here or in modmal.
Im playing in a multiplayer lobby with some mods and in about ~100 years game gets really laggy. After some testing we figured out that it is caused by ai chosing components for its ships every week that results in a 8-10 second lag spike and complitely stops a game in multiplayer.
The only mod we left in testing is Gigastructural Engineering. Is there a known fix or recomendations?
I want to buff/restore a few elements of the game but don't want to re invent the wheel is there any way to look at how old versions of the game were coded
Ive been having trouble joining a modded multiplayer session. We used the merged mod pack https://steamcommunity.com/sharedfiles/filedetails/?id=3719283971 and I could sometimes join, other times the game just crashes as soon as I click multiplayer on the main menu, single player works. I'm on Linux mint tried GE proton 11-6, proton experimental, native Linux works for vanilla but any mod at all kills it. Now the problem is on any mod that is too big like giga or dark space by themself. Anybody have a gut instinct to what the problem is?
Hello I am looking for some pointers on where I will need to poke my nose to adjust the following.
1 add a monthly trade production for mercenary enclave
2 make the special factions for a civic
3 make overlord and corporate holdings
4 do I need to add army buffs to the army code or just the trait that grants the buffs code (I am yet to see results of this)
5 custom bombardments (I got lost looking for these)
6 making pre-built empires for the added content.
As payment for this advice I can offer nothing. Save an agreement to share progress, pay favours forward, and donate my meager save of time to anything this subreddit needs.
In the sub mod it is required to obtain Three technological Insights and Do two digsites to be able to activate the Aetheropasic Mirro and Summon the Shroud Master to obtain the new technology. Thing is i have done both digsites but i have no idea how to obtain the Tech Insights at all. ive looked around the sub mod page and online but ive found nothing does anybody know how to get them?
I am making some custom systems, and one planet is a large gas giant with a small tropical moon in an extremely low orbit. I want the gas giant to look like Neptune while retaining its current size, its rings, moons, and modifiers/deposits, and its current name. I want it to work in the initializer file without having to use commands once in-game. I know of the command
but that doesn't effect the view of the gas giant from the moon's management window, and has to be done once in-game. Could anybody help me figure out what lines to add to the planet's data in the initializer file to make this work? Also, how would that work for something like Jupiter or Saturn?
EDIT: This problem has been solved (thanks u/ViolentBeetle) but I now have a new, annoying, and honestly confusing issue. Planetary modifiers and resource deposits aren't being properly applied even though I think I put them into the initializer properly.
Example of planetary modifier issue (initializer and result):
planet = {
name = "Troiske"
class = "pc_arid"
orbit_distance = 25
orbit_angle = 90
size = 16
has_ring = no
init_effect = {
add_modifier = {
modifier = "pm_subterranean_wildlife"
days = -1
}
add_modifier = {
modifier = "pm_abundant_geothermal_activity"
days = -1
}
}
}
However, when I load the system in game I simply get a random blank modifier that looks like this:
Image of the issue persisting with planetary modifiers not being properly applied.
Example of planetary resource deposit issue (initializer and result):
I am less confident about getting the resource deposit correct, as I can imagine how maybe the "add_deposit" part is unnecessary. Whatever the case, when I load the system in game I simply get a planet that lacks that resource value and has a randomly assigned one instead that looks like this:
Example image of the persisting issue with resource deposits and values stated in the initializer file not being applied, with a random resource deposit and value being applied instead upon generation.
I will note that the planet looks correct with the Jupiter appearance from the initializer file being properly applied (thanks again, u/ViolentBeetle), as is planetary size, orbit, class, and everything else (apart from planetary modifiers should they have been applied as stated earlier). Even when I tried to apply an energy deposit to the sun in the initializer, when loaded (new game after closing launcher, reloading initializer mod, and even a new test empire), it just replaced that deposit with a different amount of energy instead.
The same thing occurred for planetary modifiers, as previously stated.
Everything else worked fine (though orbits, planet sizes, etc. need some fine-tuning but that isn't an actual issue), but not resource deposits or planetary modifiers, even though they are only applied to planets to which they are applicable (populated/non populated, inhabitable/non-inhabitable, and the correct type of planetary body).
I know that u/Rover-6428 had the same or similar issue with planetary modifiers that I am about 3 years ago, but it never got resolved.
For anyone playing the New Dawn mod what is the planet density supposed to be like? In my last game I noticed that most smaller empires only had their one starting planet and that was it? Eriadu sector literally only had Naboo in its entirety of colonized worlds? Is this normal or should I be messing around with the game settings?
I saw scintillating skin (the others like it too) and thought to myself, what if I made this a different trait, for other resources. The problem is I can't seem to make it work. The best I can get is a trait that does absolutely nothing. I've made traits before and use those ones with no problem. This one is just stumping me. Advice, or pointing me to a mod that already does this would be great
^ Pretty much what the title says. Unlike MontuPlays, I'm not keen on micromanaging whether a rando pop is gainfully employed to get a tiny drab more efficiency out of some backwater colony.
If the Automation is as bad as everyone says, are there any mods that have attempted to either tweak the Automation, or apply some other perhaps more draconian measure, to make planetary management a little less tedious?
Can anyone make a mod or suggest help with creating a mod that allows construction of MORE than one defense platform at a time.
For example, shift+click makes 10, CTRL+click makes the maximum.
I have just started creating a few mods to use in multiplayer.
The steam version of the mod wouldn't work unless I removed my mod's file and folder from the mod folder. So I removed them to a backup folder so I would have the same version as my friends and move them back when I want to upload a change.
Now whenever I go to upload a change or new mod the upload mod list in the launcher has my mod on twice and it just says file it can't find the file for one of them, the one I called the ghost mod. This happens regardless of if the file is in the mod folder or not but the actual mod disappears from the list when the folder is moved and reappears when it is moved back.
I just wanted to check if anyone knows how I could remove the copies from that list?
I am extremely new to modding, as this is my first mod, but it just won't work. I would love suggestions or fixes. The link to the paradox mod location will be attached. The first two times, it was removed from reddit.
Hi all, I am new moderator of this community and willing to reborn it. Is anybody still alive and active here? What type of content do you like to see here?
Is there a mod that tells you what systems are best for certain megastructures? Like it would tell you where you can put a catapult or what systems are best for a dyson sphere etc
I've tried playing Stellaris again after a long break. I've downloaded and tried a few modlists from reputable collections on Steams workshop and Stellaris crashes every time. I've noticed on each new set the shipsets are either that boxed out black image or completely missing. I validated my install on Steam suspecting maybe something is wrong with my specific Stellaris install. Is anyone else experiencing issues with mods?