/r/StellarisMods

Photograph via snooOG

A place for showcasing, discussing, reviewing, and suggesting mods for the game Stellaris.

Welcome to Stellarismods

This is a sub-reddit for discussion, links, etc. about the game Stellaris published by Paradox Interactive or their partners. Topics in relation to Stellaris may also be discussed.


  • Hover your mouse over any of the boxes below to view relevant information.

Rules

  1. Posts must be related to the topic of the subreddit, just the title of the post being relevant does not qualify

  2. No low-effort content such as memes or reaction pictures

  3. Provide information about the mods used in media (screenshots, video, etc.) that you post

  4. Follow reddiquette

  5. It is recommended to have the appropriate post flair

  6. Don't just post a link to your mod and leave. Hang around in the comments and discuss it.

  7. No posting about other communities (discords, steam pages, and such) without moderator approval

  8. Do not distribute, ask for, or discuss how to find pirated materials.

The Network

Modding Resources

Portrait Modding Tutorial

------ Created by /u/Xylozi ------

Caution: May be outdated due to the updates the game as and will receive

Non-Modding Subreddits

Game Specific Subreddits


Extras

Official Websites


Lists


Guides

/r/StellarisMods

14,083 Subscribers

0

Stellaris launcher is trash for mods

I don’t even know what can actually help.

All friends downloaded the mods, 68 mods. Gave the same load order, one made by steam. Fresh install of the game and mods. Two people get one checksum, other two get another.

What the actual fuck is this? Like dear god I just want to enjoy a fun playthrough, not spend 5 hours fighting this dumb as shit launcher and checksum.

Any help would be appreciated, can send my collection used.

6 Comments
2024/12/01
19:36 UTC

2

[Portrait Modding] Making cybernetics evolution for existing species?

Machine Age DLC brought us species portraits with cybernetics upgrade to use So I got an idea of making a mod that makes cybernetics upgrades available for some vanilla species without it being a separate portrait.

Is this possible to do and is there any good mod that I can use as an example template?

0 Comments
2024/11/30
04:14 UTC

2

Help needed with mod list and load order/ irony patch making

I already know how to make patches on Irony mod manager, I was more like asking help with which large mods would go well togather, for example "ethics and civics classic" and "ethics bug branch" have conflicts that cant be solved as they essentially do the same thing in different ways, I need help with the large mods that might not work due to them doing the same thing. Would also like if someone suggested me on that mods I might need to remove to make the collection more stable.

~~Ariphaos Unofficial Patch (3.14)

天体战舰 Celestial warships

[Salvaged+]Marauders & Menacing Remodeled

[JP_EN]Midgame Crisis - Invasion of Bluesteel Storm

[JP_EN]Kurogane Turret Weapons

[3.14] Stellar Manipulation Rewrite/Revival

[3.14] Hyperquasaric Megaconstruction

[3.14] Empires Expanded

Xenology : Traits Expansion Unofficial - Biological Module (3.14.X)

WP's Planet View

WP's New Worlds

WP's Galaxy Portraits

WP's Dangerous Wildlife Expanded

Worthy Ascension Perks for 3.14.*

Vengeance Shipset

Vengeance Sections Expanded

Universal Gateway Origin

United Fleet Shipset

United Fleet NSC3 Patch

Unique Ascension Perks 3.14 DEV branch

Ultimate Sol System

U.P.D. Universal Planetary Development

Trait Diversity - Trait Points Traits

Trait Diversity

Tradition UI 3.12~3.14

Tidy Tradition

Theta Phanon Ships

The Supermassive Eternal Soulsphere

The Great Khan Expanded [3.14.☠]

Stellaris Traditions

Starbase Strong

Starbase Extended 3.0

Sparble's Stellar Hyperconstructs

Some Overpowered Traits

Some Cool Rooms

Shroud Rising [3.4]

Shroud Rising [3.14] Patch

Secrets of the Shroud

Real Space Triggers Compatibility Patch

Real Space 3.9

Real Space - The Infestation

Real Space - System Scale

Real Space - Planetary Stations

Real Space - New Frontiers

Real Space - New Arcologies

Real Space - Colour Out of Deep

Psionics Tri-Expanded 3.12

Psionic Species Expansion

Prime Collective Crisis - Pandora's Star

Precursor Selection

Portrait Trigger Pack - Planetary Diversity

Portrait Trigger Pack - Machine & Robot Expansion

Portrait Trigger Pack - Forgotten Queens

Portrait Trigger Pack - Core

Plentiful Traditions 3.x - Order

Plentiful Traditions 3.x - Extra Perks

Plentiful Traditions 3.x

Planetary Wonders

Planetary Diversity - Vanilla Replacements

Planetary Diversity - Unique Worlds

Planetary Diversity - Planet View

Planetary Diversity - More Arcologies

Planetary Diversity - Gaia Worlds

Planetary Diversity - Exotic Worlds

Planetary Diversity - City Sets

Planetary Diversity - Ascension Worlds

Planetary Diversity

Patch for Plentiful Perks and Pl-Di

Overpowered Civics Updated

Origin Beings

Nanite Expansion Continued

More War Doctrines

More Traits, Ethics, Civics (AI NOT AFFECTED) (UNLIMITED)

More Traditions

More Primitives

More Precursors

More Insults

More Human Clothing by Ness

More Human Clothes nach 3.4

More Human Clothes

More Galaxy Sizes

More Events Mod

More Astral Rifts

More Ascension Perks

Military Enhancements 2.0 [Invasion Events and More]

Merged Leader Levels

MEM & Gigas Perk Patch

Machines & Robot Expansion Continued

LEX Triggers Compatibility Patch

Leviathan Events Xtended - Legacy

Kurosections Expanded

Kurogane Expanded (New)

Kurogane 2.0: No KGX Sections

Kurogane 2.0

Kurogane - NCS2 Patch

Kek's Origins+

Interdimensional Crate Crisis

Increase Splitting Usage & Remove Artifact Analysis Limit

Improved Starbase Design

Immersive Galaxy Reborn + Real Space Compatch

Immersive Galaxy Reborn

Hydra's More Galactic Community Resolutions

Hydra's More Civics

Hydra's More Astral Actions

Higher Fallen Empire Limit Bigger Galaxies

Higher Fallen Empire Limit

Here, There Be Dragons

Guillified Precursor Story Pack (Compat Patch)

Guilli's Planet Modifiers and Features - 3.14 Patch

Government Variety Pack

Gigastructural Engineering Home Systems & Flags (Standalone)

Gigastructural Engineering + Military Enhancements Patch

Gigastructural Engineering & More (3.14)

Giga GPM Ringworld Modifiers

Frameworld Extra Goodies

Forgotten History

Forgotten Empires 3.14

Flags, Emblems and Backgrounds Merged

Five Civics Points

Extra Fallen Empires

Extra Events 3.14 Continued

Extra Districts - PD compatch

Extra Districts

Expanded War Goals Mod

Expanded Stellaris Traditions 3

Expanded Stellaris Ascension Perks (Delta)

Expanded Stellaris Ascension Perks

Expanded Gestalts: Forgotten Queens

Even More Elite: Dangerous Star Names

Even More Different Human Portraits

EUTAB - Ethos Unique Techs and Buildings | Unofficial Update (3.14.X)

Ethics and Civics Infinity

Eternal Empire

Endless Frontier: An Event Mod

Elves of Stellaris NSC3 Compatibility Patch

Elves of Stellaris Gigastructures Art Pack

Elves of Stellaris - Spawns Enabled

Elves of Stellaris

Doorway Expanded

Distant Stars Overhaul & Playable Nanite Machines

Dawn Of Ascension

DarkSpace

Cybrxkhan's Assortment of Namelists for Stellaris

CyberneticHumansExpanded

Council Position Diversity

Cosmogenesis: Hyperconstructs Compatibility Patch

Cellaris

Bountiful Rooms

Beyond The Shroud

BetterArcheotech

Better Traditions Domestication

Better Traditions

Better Perks

Asnoll StoryPack

Ascension Tiers No cost increase

Ascension Perks Broadened 3.14

Ascension Leader Traits

Archaeology Story Pack 3.14

APSR: Anomalies, Planetary and Space Resources

Another Leader Traits Mod

Ancient Juggernaut Origin

Ancient Empire 1.9 [Stellaris 3.14]

Ancient Empire - UI Overhaul Dynamic Patch

Ancient Empire - Real Space: System Scale Patch

Ancient Dreadnought and Improved Titan

Ancient Cache of Technologies: Override

Ancient Cache of Technologies: Extra Defines and Changes

Ancient Cache of Technologies : Secrets Beyond The Gates

Ancient Cache of Technologies

Ancient Cache of Knights

Amazing Space Battles

All These Worlds 2.1 Extended

All These Worlds 2.1 Clear Textures

All These Worlds 2.0

All Systems Spawn

All Anomaly Spawns

AI-Player Exclusive Archaeology & Astral Rifts

Aggressive Crisis Engine

Aeternite Weapons

Additional Vanilla Ultimate

Additional Vanilla Fallen Empires

Additional Vanilla Buildings - Unofficial

Additional Mega-Engineering Projects: PD Patch

Additional Mega-Engineering Projects: Extra Features

Additional Mega-Engineering Projects

Ad Astra Technology Mod

Acquisition of Technology

A Deadly Tempest [3.14.☠]

256 Specimen Slots

255 Tradition Slots + 256 AP Slots

112 building slots project revolution ver

(3.13) Sol System 1000 - Planetary Diversity Patch

(3.13) Sol System 1000

((( NSC3 - Season 1 )))

#MODJAM2024

! The Merger of Rules 3.14

! Reworked Advanced Ascension

! Production Revolution Patch 3.12

! Production Revolution

! Immersive Energy Shield

! Immersive Beautiful Stellaris !

! Dark Blue UI Universal Patch

! Dark Blue UI Remake

! Dark Blue UI Kasako's Bespoke

! Casako's Framework & Modmenu

! Better Performance & Utilities

! Age of Wonder

UltraLimit UI: Discoveries

UI Overhaul Dynamic

UI Overhaul Dynamic - Extended Topbar

UI Overhaul Dynamic + Planetary Diversity

UI Overhaul Dynamic + Gigastructural Engineering

UI Overhaul Dynamic - Dark UI

Hypothetical Stars

!!Universal Modifier Patch (3.14.*)

!!!Universal Resource Patch [2.4+]

System Scale/AOT Compatability Patch

Elves of Stellaris - Real Space System Scale

Assorted Precursor Adjustments

Change Shipset

Fatal Foundations Story Pack [3.14]

Basic Nessassities - Prettier Paragons

2 Comments
2024/11/28
18:45 UTC

3

Help making a species mod

Hello, I am having some trouble making a species mod. I have set everything up similar to how another mod sets up its species. Its nothing complicated, just some still pictures but they and the species category don't show up in game.
I reversed engineered another mod when mine wouldn't work by just renaming my portraits to what the mod names it's. This worked but as soon as I change the names of the portraits, the species disappears.
What am I doing wrong? Can anyone even help me?

1 Comment
2024/11/27
15:03 UTC

5

A random extra Gas Giant appeared in the Sol system

I’m playing as a custom Human empire.

I’m running the Real Space mod and using the large Sol Sector (132 stars) option for my starting system.

Weirdly, a new Gas Giant has appeared between Jupiter and Saturn. It has its own orbit (unlike Sol X which appears on Earth’s orbit trajectory) and has four moons orbiting it.

The Gas Giant is called Islena and the moons are called Haradas, Koras, Melidas and Theros.

Has anyone else come across this before or got any clue what is going on?

0 Comments
2024/11/25
08:49 UTC

0

I really think an Evangelion mod would be fitting for Stellaris

I imagine there are multiple ways to go about it. But the most obvious in my head is to consist of a new origin which adds a "Adam" modifier to the home planet, which guarantees a game long series of events, projects, archeologic sites, and so on, like the "Ancient Empire" mod.

Everything about it fits into Stellaris gameplay so easily.

- Most "angels" can be leviathans which spawn far away in the galaxy and kill everything slowly moving to the planet with the Adam modifier. Some other angels can be situations or event chains if they don't follow typical kaiju format.

- There can be archeological sites related to Dead Sea Scrolls, White and Black moons, the first Ancestor Race as a new precursor, and so on.

- A lot of research and ethical choice to develop S2 engines, which could give your ships a lot of bonuses ("AT Fields") against the leviathan style angels. Maybe connecting psionic tech to all of this.

- Depending on the choices of the empire which owns the target planet, there can be multiple ways to conduct "Instrumentality", which could work as a new type os ascension.

- The game could be set at start so that only the target planet is affected by instrumentality/third impact, or the entire galaxy is. In the second case, every single angel would be seen by the galaxy as an endgame crisis, and so would instrumentality let by the target planet owner.

1 Comment
2024/11/24
23:08 UTC

2

[Mod Development] Help with attaching names to custom ship sizes

Yeah, kinda what the title says. Not sure if this is the best place to ask...

Making a mod that has custom ship sizes and am trying to figure out how to get those custom sizes to pull names from a namelist. Can't seem to find anything in the sample files that come with the game.

As of right now, names for ships of a custom size just show as empty by default and will use the class name when built (as shown below). Otherwise, everything else works

0 Comments
2024/11/24
19:56 UTC

0

SOMEONE PLEASE HELP ME WITH A LOAD ORDER, I am trying to enable atleast 500 mods from the collection

SOMEONE PLEASE HELP ME WITH SELECTION AND A LOAD ORDER,

Sorry, wasn't clear about my request

I already know how to make patches on Irony mod manager, sorry for not being clear on my request, I was more like asking help with which large mods would go well togather, I can figure out how to make patches after that, for example "ethics and civics classic" and "ethisc bug branch" have conflicts that cant be solved as they essentially do the same thing in different ways, I need help with the large mods that might not work due to them doing the same thing, havnt played modded Stellaris in a long time, and started playing ACOT and GIGAstructures few days ago, and I also looked at infinite stellaris and other Kasako infinites mods, now I can't get enough of them.

https://steamcommunity.com/sharedfiles/filedetails/?id=3371432223

7 Comments
2024/11/24
17:35 UTC

2

Advice for creating a trade deal mod?

Title. I just started with Stellaris and am loving it so far, but the one thing that irritates me to no end is that code exists to transfer systems between empires, and you can sell your own, but the AI are pathologically incapable of ever letting their systems go. I've seen lots of complaints about it, but after scouring steam workshop, nexus mods, paradox mods and skymods, I've come to the conclusion that nobody's actually fixed this issue - so as an intermediate modder for other games, I figured I'd give it a shot myself.

I read the modding guide on the Stellaris wiki and checked for similar mods in all of the places mentioned above, but nothing seems to hint towards me changing the AI decision-making for trade deals - I think the "country" scope is related, but that's the only headway I could make among all the modifiers, scopes, conditions, triggers, events, etc listed on the wiki. Feeling stuck, I figured I'd ask the masters here if they had any advice or guidance for me. Thank you so much in advance!

2 Comments
2024/11/21
17:15 UTC

1

DarkSpace Nomad help

https://preview.redd.it/v3bi1sur672e1.png?width=1318&format=png&auto=webp&s=c091ba68263c575d56b0cddbba26bb24f692a8b7

So I've been trying to play the nomadic empire origin from DarkSpace, and I got hit with this as soon as I tried to work my capital ship. I can't build anything and had to spend 1000 influence on building a starbase. any solutions anyone has?

2 Comments
2024/11/21
06:20 UTC

4

Is there a Mod to customize Fallen Empires?

Basically the title, an In-Game way to customize Fallen Empires that is compatible with current expansions and updates

3 Comments
2024/11/20
22:09 UTC

1

Is there a Mod to customize Fallen Empires?

Basically the title, an In-Game way to customize Fallen Empires that is compatible with current expansions and updates

0 Comments
2024/11/20
22:08 UTC

6

ACOT craching on pressing new game

i have tried it alone with ui overhaul dynamic 1 and 2 and still craches.

2 Comments
2024/11/19
16:26 UTC

3

Any Mod's that work with 3.14 and add Buildings or module's or a Empire mdifier or something that gives ship cost reduction or maybe restores old leader trait effects.

As said in Title i am looking for a mod that will help reduce ship cost because i want to use one with ZOFE 4 as the OE tech ships are Uber Expensive and i want to turn up the mod difficulty and use the OE tech

6 Comments
2024/11/19
06:48 UTC

4

Is this a glitch or do I need a DLC?

Hello. My adventure with modyfing stellaris had began quite early so I apologies for my lack of knowledge.

I had been trying to add two mods to my game, Ancient cashe of technologies and Stellaris Evolved. The issue is, despite it loading properly, there seemes to be a glitch with the text shown in this mod.

https://preview.redd.it/n8gvrhueqn1e1.png?width=1363&format=png&auto=webp&s=2c7d0e8e3773d78da3e81725d36e4311e87ffc38

Similar thing happened with Stellaris evolved, where the many traits were also described the same way.

Am I doing something wrong? do I need to install something else? Some different version? Do I need to buy a DLC? Or do I need to change the language of my game?

4 Comments
2024/11/18
12:57 UTC

1

Is there a mod to better diplomatic map view?

I like playing large maps and often the world goes crazy fighting each other. I love watching them fight while I pick up stragglers and catch up technologically and what not.

In my latest play through, the war in heaven started with a nice 3 way - two awaken empires with a few vassals fighting each other and both at the same time fighting a large coalition of regular vassals.

Its difficult to follow who is who and where because I never joined any coalitions nor am I a vassal - I'm a lone neutral in the universe. Because of that, everyone is a yellow to me on the map. Is there a mod that once I select someone, it will paint their territory and fleet in green, their allies/vassals in blue and their enemies in red? Kinda like diplomatic map mode, which does half the things I want (it paints SOME territory red when at war, but not even all of it and it never paints ships and it paints vassals AND neutrals in grey)? I like seeing AI fighting each other but its hard to follow ships or find AI battles when everyone is yellow.

Thank you

0 Comments
2024/11/18
01:03 UTC

6

Does anyone know how to find the mod causing this?

12 Comments
2024/11/17
23:17 UTC

3

How can I edit my save file to make my awakened empire go back to sleep

I’m about to open a hole in my wall it’s been 5 hours please somebody free me from this insanity.

3 Comments
2024/11/16
23:20 UTC

1

Getting A point light into the portrait viewer? And is it even possible?

I've been working on a mod that brings 3d characters as portraits. Heavily inspired by project angel (PrjA). Thing is from what I gather. PrjA uses only a diffuse pass (PixelPdxMeshSimple) in the pdxmesh.shader. That meaning that you only get detail from a diffuse map with baked lighting and nothing else. I want my model to use the same concept but with normals, metalness, etc.... I figured I could just use the PixelPdxMeshStandard, And I can to an extent. Thing is it has no light to base all these factors on. So I get left with a silhouette and a bit of what resembles a metal map. Any help would be appreciated!

Edit: Got my answer on the discord. Not possible. I need to write my own pixelshader

0 Comments
2024/11/16
22:34 UTC

1

Creating a Machine Intelligence redesign and looking for inspiration

I've always hated that Machine empires function so similarly to regular empires. It particularly irks me because Stellaris really struggles with asymmetrical gameplay. Reskinning a regular empire as "the same but robots" is lame. Like, wouldn't a machine intelligence function fundamentally differently?? Why would it produce worker drones like a biological empire? Never made sense to me. So, I've been toying with ideas on how to change machine empire's to more closely align with that idea.

Which brings me to this post. How do YOU think a Machine Intelligence would expand and grow itself across the galaxy? I have my own ideas but I'm looking for some fresh perspective.

1 Comment
2024/11/16
03:10 UTC

3

Unknown "Agreement" halving dyson sphere energy output

This penalty is coming from neither a modifier, nor the galcom.

No idea where this penalty is coming from. Any idea which mod/vanilla mechanic may be causing this?

Seems that this penalty is going directly to the production, rather than at the end.

EDIT: It's a level 3 bulwark penalty😅. Always read the fine print guys.

4 Comments
2024/11/15
05:33 UTC

1

Why won't these events work?

I want to convert every star into cold stars and every habitable planet into frozen cavern worlds (both are from the mod I'm working on). I made these events to do it, but it only seems to work on about half of the habitable planets on the map. These planets remain unaffected even if I run either event in the console.

edit: solved. the problem was a different file altogether.

event = {
id = eitd.1
is_triggered_only = yes
hide_window = yes
immediate = {
every_galaxy_planet = {
planet_event = { id = eitd.2 }
}
}
}
planet_event = {
id = eitd.2
is_triggered_only = yes
hide_window = yes
immediate = {
if = {
limit = {
OR = {
is_planet_class = pc_b_star
is_planet_class = pc_a_star
is_planet_class = pc_f_star
is_planet_class = pc_g_star
is_planet_class = pc_k_star
is_planet_class = pc_m_star
is_planet_class = pc_m_giant_star
is_planet_class = pc_t_star
}
}
change_pc = pc_cold_star
}
if = {
limit = {
OR = {
is_planet_class = pc_desert
is_planet_class = pc_arid
is_planet_class = pc_savannah
is_planet_class = pc_tropical
is_planet_class = pc_continental
is_planet_class = pc_ocean
is_planet_class = pc_tundra
is_planet_class = pc_arctic
is_planet_class = pc_alpine
is_planet_class = pc_nuked
is_planet_class = pc_gaia
}
}
change_pc = pc_frozen_cavern
}
}
}
12 Comments
2024/11/14
03:48 UTC

2

I have create mod for pve not very balance but maybe is more balance of vanilla

First Problem and that i try simply mod but i can't...

This mod best AI.

Early,mid and late game have specials modifiers
Map galaxy size have special modifiers
Number country give you more envoy
Very hard have much planets and pops because over empire size is malus research and stability.

Exist attrition in war when arrive in new enemy system and more...
Little best Role play, example can't declare war to friend empire.
However on mod description write more.
This version is stable but not is last.

Actually ai not know play in ring world, habitat and new origins.

The mod is this https://steamcommunity.com/sharedfiles/filedetails/?id=3192141367

I search people that want try and tip on how best AI or improve eventually worst trait/tradition ecc...

0 Comments
2024/11/13
14:31 UTC

1

Grand Archive Crash

I saw some chatter about this, was wondering if anyone found the culprit. My game crashes when I hover over any of the collections from Grand Archive DLC. I have quite a few mods, wondering if anyone else had this issue/a fix?

4 Comments
2024/11/11
15:14 UTC

2

My game crashes and I don't know why?

Hello, I wanted to ask if anyone has any idea why my game with mods crashes. When I reach a certain date (2225 - 05 -02) the game crashes and the screen freezes, although the music continues playing. 

The dlcs I have are:
- stellaris: utopia
- stellaris: galaxy edition update
- stellaris: synthetic dawn

I will put the mods as photos

https://preview.redd.it/301t314l160e1.png?width=1626&format=png&auto=webp&s=93043ee85de288f563808fccd07c37cccbf4977f

https://preview.redd.it/q400nlbl160e1.png?width=1624&format=png&auto=webp&s=2e2cb4b71febd3d518ccfdd73545aee3879ad565

https://preview.redd.it/v2jey4il160e1.png?width=1606&format=png&auto=webp&s=62b80f66389638cd85884f0ae8bb978c6995b255

https://preview.redd.it/s8s39ppl160e1.png?width=1613&format=png&auto=webp&s=62e14237aac4a864e95322534910eb0b830d1aa4

My theory is that a mod must produce an error when using it or maybe it is an error due to the loading order, but the truth is I have no idea, this is the first time this has happened to me.

 If you could help me I would appreciate it
4 Comments
2024/11/11
00:21 UTC

2

How to make a mod that autopopulates jobs and reduces jobs provided per district for all empires?

I'm trying to make a starting technology mod that does the following:

  1. Autopopulates free jobs similar to virtuality, available to all empires from the star

  2. disables pop growth completely if there are no free jobs available

  3. Makes districts give 75% LESS jobs but also makes them give +1% job output per district on the planet.

I couldn't find any modifiers, triggers, or variables for the above. How do you make a mod like this? Thanks.

3 Comments
2024/11/10
19:40 UTC

2

Does init_effect work?

Hey,

I am trying to mod a custom starting system for Stellaris and so far I've gotten the system pretty much working, however, I am finding that none of the minerals or alloys or energy I am adding is sticking with init_effect. It will either spawn with no added minerals/energy/etc or it will put it's own onto the planet.

Here is a snippet of a few planets & asteroid belt:

planet = {
	name = "NAME_Alarias_Heart"
    class = pc_gas_giant
	size = 50
	orbit_distance = 40
	orbit_angle = { min = 35 max = 290 }
	has_ring = yes

    init_effect = {
		clear_deposits = yes
		prevent_anomaly = yes
		add_deposit = d_engineering_5
		add_deposit = d_physics_5
		add_deposit = d_society_5
	}
	
    moon = {
        class = "pc_frozen"
		size = 5
		orbit_distance = 20
		orbit_angle = { min = 35 max = 290 }
		has_ring = no
		
		init_effect = {
			clear_deposits = yes
			prevent_anomaly = yes
			add_deposit = d_energy_5
		}
    }
    moon = {
        class = "pc_barren"
		size = 5
		orbit_distance = 8
		orbit_angle = { min = 35 max = 290 }
		has_ring = no
		
		init_effect = {
			clear_deposits = yes
			prevent_anomaly = yes
			add_deposit = d_minerals_5
			add_deposit = d_alloys_3
		}
    }
    moon = {
        class = "pc_frozen"
		size = 5
		orbit_distance = 9
		orbit_angle = { min = 35 max = 290 }
		has_ring = no
		
		init_effect = {
			clear_deposits = yes
			prevent_anomaly = yes
			add_deposit = d_energy_5
		}
    }
}

change_orbit = 40

planet = {
	count = { min = 4 max = 6 }
	class = pc_asteroid
    orbit_distance = 0
	orbit_angle = { min = 35 max = 290 }
	
	init_effect = {
		add_deposit = d_minerals_8
	}
}

asteroid_belt = {
	type = rocky_asteroid_belt
	radius = 165
}

}

3 Comments
2024/11/10
07:59 UTC

2

Does 'No Human' mod exists?

I want to remove human from my game because I'm RPing as playing in a different galaxy. No Sol Primitive or not, No UNE, No COM.

If not, how do I make one?

2 Comments
2024/11/09
12:28 UTC

0

Update Destroyed The Ability To Add More Empires

Hey, I had mods to add more empires into my games but due to the update my Stellaris crashes after adding too many.

I believe it is because it shows how many empires will spawn in the galaxy customization screen, and when you go past how many can fit in the box the game doesn’t know what to do and crashes.

Is there any mod to change the galaxy settings screen or revert them back pre-update? Maybe something as simple as adding a scrolling feature?

If there is not a mod does anyone know how to implement such things in the code?

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2024/11/08
04:26 UTC

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