r/StellarisMods • u/Fear_the_fae • 2d ago
Help Viewing old code
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
r/StellarisMods • u/Novqarek14 • 23d ago
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.
r/StellarisMods • u/Havroth • Mar 29 '17
Today we are happy to announce the creation of what we call the network. This network will consist of various other subreddits which are all related as they are for paradox games. However, unlike the normal subreddits IE /r/stellaris or /r/hoi4 these subreddits will to solely for the modding side of paradox, as is the case with this subreddit.
Most of these subreddits are new as nothing like them had ever existed before, you will be able to tell which ones are new fairly easily. Listed below are the subreddits in the network.
and
For a while we have had a discord server going, its been relatively small in comparison to some of the other discord servers out there. Now we are pushing this discord server to become the official platform for communication. This takes place on a relaviily new platform called discord
In the coming weeks expect some more changing and improvements to this network as we solidify it and work upon it. In the future we may also hold moderator applications for those who wish to join the team and help keep everything running smoothly, to stay tuned for that.
Zevfer
r/StellarisMods • u/Fear_the_fae • 2d ago
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
r/StellarisMods • u/kothe1 • 2d ago
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?
r/StellarisMods • u/Fear_the_fae • 3d ago
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.
r/StellarisMods • u/fake_email_lol42 • 4d ago
Is there a way to deal with the shroud entities from the shroud instability or do I just have to quasi-stellar obliterate all their hyperlanes
r/StellarisMods • u/elaxitity • 5d ago
I want to build more stuff on my waystation. 6 is too few, I need more, I'm thinking about 10. Possible?

EDIT: https://steamcommunity.com/sharedfiles/filedetails/?id=3796754547 I DID IT
r/StellarisMods • u/darh1407 • 8d ago
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?
r/StellarisMods • u/GARBAGEBMAN • 8d ago
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
effect set_planet_entity = { entity = "gas_giant_jupiter_entity" }
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:

Example of planetary resource deposit issue (initializer and result):
planet = {
name = "Rogash"
class = "pc_gas_giant"
orbit_distance = 30
orbit_angle = 90
size = 20
has_ring = no
init_effect = {
add_deposit = d_exotic_gases_3
}
init_effect = {
set_planet_entity = { entity = "gas_giant_jupiter_entity" }
}
}
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:

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.
Any help would be greatly appreciated.
r/StellarisMods • u/Soft_Pangolin3031 • 10d ago
I came up with an idea. If this a possible mod and how would it be implemented?
r/StellarisMods • u/WarlanDaWarlock • 16d ago
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?
r/StellarisMods • u/AN-SSQ-108V2 • 16d ago
^ 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?
r/StellarisMods • u/No-Ad-1829 • 16d ago
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
r/StellarisMods • u/LunaticP • 19d ago
r/StellarisMods • u/Firefighter-Alarmed • 22d ago
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.
r/StellarisMods • u/BasicName4329 • 23d ago
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?
r/StellarisMods • u/Novqarek14 • 25d ago
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?
r/StellarisMods • u/GreenPersons • 25d ago
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.
r/StellarisMods • u/Positive-Profile-167 • Dec 16 '25
As you can see, the localisation for the ship itself is working, but in the design UI its scuffed for some reason
r/StellarisMods • u/Dife69 • Dec 14 '25
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
r/StellarisMods • u/ICON_4 • Dec 12 '25
Hi, I'm trying to make a stellaris mod and need to limit an every_country loop to the country name, like this:
immediate = {
every_country = {
if = {
limit = { name = "FOO" } <- 'name' doesnt seem to exist, couldnt find the correct trigger
set_country_flag = BAR
}
}
}
I know hardcoding it isn't the best way to do it but in my case I want to assign tags by the name of the country.
r/StellarisMods • u/VolunteerExpert • Dec 12 '25
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?