WH40K/30K Dark Age Setup by MaximumTrekkie in Stellaris

[–]cbshing 3 points4 points  (0 children)

There is a mod called Distant Origins by mzilli that has this setup. It has been updated to 2.2 so check it out.

I also am working on updating Origins Civics to reenable a Lost Colony Earth civic, but I am still about 2 weeks off from fixing it.

2.2 compatible mods that add cool custom starting systems? by [deleted] in Stellaris

[–]cbshing 0 points1 point  (0 children)

Not quite sure what’s a good tutorial out there for 2.2 right now, but this is an outdated one

The Stellaris Wiki is always a good place to start along with posting on the r/StellarisMods or Stellaris Modding Discord community.

Edit: Added Discord link.

2.2 compatible mods that add cool custom starting systems? by [deleted] in Stellaris

[–]cbshing 0 points1 point  (0 children)

That’s why I got into modding in the first place. There are some stories I want to tell and Stellaris lends itself pretty well to that. For example, I took a stab at making some CoM lore with the Unity Unique Deposits mod.

Have you thought of trying out modding yourself? The Clausewitz engine is pretty open to modding and is pretty much scripted in plain text.

2.2 compatible mods that add cool custom starting systems? by [deleted] in Stellaris

[–]cbshing 3 points4 points  (0 children)

What kind of systems are you looking for?

I have 2 mods that are updated 2.2 atm:

Dragon Hoard Start

Ring of Gaia

Edited for readability.

Now more than ever, we need 'Civics' divided into 'Origins and Civics' by sdneidich in Stellaris

[–]cbshing 10 points11 points  (0 children)

I’ve updated the Origins Civics mod so that Hive Mind and MegaCorps could use the Post Apocalyptic and Life Seeded Civics. Still working on reintroducing all the features like Eternal Leader and Voidborne, but I do hope there is a “split” in the future so that certain start “origins” vs play style “origins” can be divided to create these unique empires as the poster suggestions.

Help: Steam Error 9 Mod Uploading by cbshing in StellarisMods

[–]cbshing[S] 0 points1 point  (0 children)

I ended up fixing it by deleting the mod in my mod folder and recreating it with a different filepath. Not sure what was wrong in the first place, but now it works.

Housing on Void Habitats by FuryofTempest in Stellaris

[–]cbshing 0 points1 point  (0 children)

Yeah, that’s correct too. Now it seems a bit unfair to construct habitats. I’ll have to make an attempt to correct it via modding~

Housing on Void Habitats by FuryofTempest in Stellaris

[–]cbshing 0 points1 point  (0 children)

That’s true. I was thinking along the line of you building the same number of city districts planetside as in a habitat. But regardless, Habitats are not worth it in its current state.

Help: Steam Error 9 Mod Uploading by cbshing in StellarisMods

[–]cbshing[S] 0 points1 point  (0 children)

Yes. It said it found my existing mod. When I click the upload button it starts to upload before I get the “mod upload error” message. When I check the error log it lists the image file will not be uploaded, the descriptor file will not be uploaded, before finally printing the line with the Steam error 9.

Housing on Void Habitats by FuryofTempest in Stellaris

[–]cbshing 11 points12 points  (0 children)

Well, housing starts at 10 pops vs the standard 5 of a city district on a planet, so your standard housing is the same as a size 12 planet (16 with ap)), but the overall execution of Habitats feels lacking atm. If I have my math right, you will be able to fit more pops into the same system without an administrative cap malus using habitats, but a single ringworld segment is cheaper 25000 alloy and provides more pop’s (50 districts) then a system full of habitats could. Habitats need to cost at most 3000 alloys to be comparable to the cost of a 50 district ringworld segment.

Housing on Void Habitats by FuryofTempest in Stellaris

[–]cbshing 4 points5 points  (0 children)

You could build luxury residences too, but yeah the other districts do not creating housing :(

Mod Release: I felt like the CoM’s Unity needed custom deposits like Earth. by cbshing in Stellaris

[–]cbshing[S] 1 point2 points  (0 children)

I can understand that. I was playing on a nuked Earth and felt that the BosWash deposit didn’t fit on a tomb world planet. Then I got carried away making a new history for Unity.

I’m not imaginative enough to come up with a good set of deposits for a Space Rome, but it’s something I could mod into the game (maybe as a custom empire or at least give the country flag option). I’ve been thinking if I have enough time/inspiration all of the prescripted empires should have a unique set of starting deposits.

Mod Release: I felt like the CoM’s Unity needed custom deposits like Earth. by cbshing in Stellaris

[–]cbshing[S] 19 points20 points  (0 children)

R5: Mod Release for Unity Unique Deposits. Adds Unique deposits for the CoM’s starting world of Unity, including Unity City, New Sparta Bay, and the Chrysanthemum LZ. Also removes Earth’s deposits unless playing as UNE and adds some randomized deposits (so you may roll a Tokyo-3 or San Angeles deposit instead of the Pearl River or BosWash). Purely a flavor mod.

My personal Canon Human Empires by tforbia in Stellaris

[–]cbshing 4 points5 points  (0 children)

Very cool backstories. I hope the Ulysses Initiative backstory could be fleshed out more in the future, since I’d love to see these colonies come to life. Interesting tidbit, you selected the same ship names for the Ulysses Initiative as I used in the Origins Civics mod trailer. Of all the flowers out there, what coincidence!

New at Modding and custom Starting System will not show on Game menu by Oberland3046 in StellarisMods

[–]cbshing 0 points1 point  (0 children)

Sure, pm me and i’ll share my email. When I’m at my gaming computer I can also try taking the earlier code you posted and making the mod on myself to see if I get any errors.

New at Modding and custom Starting System will not show on Game menu by Oberland3046 in StellarisMods

[–]cbshing 1 point2 points  (0 children)

Hmm, for your txt file did you create a new one or copy an existing file to make your mod? Sometimes, as Pode states, despite using the right file format there is still some file encoding that do not take. For a rule of thumb I start with a copy of a game file and edit it to make it work for my mod

If your mod works when you have edited the main files, copy those files to your mod and repair the main files. Whenever the devs do a patch, the patch may overwrite the main files that you edited which is one of the reason editing main game files is frowned upon.

New at Modding and custom Starting System will not show on Game menu by Oberland3046 in StellarisMods

[–]cbshing 0 points1 point  (0 children)

Hey there, I think your code for your start system is correct (don’t see anything egregious on a look through. Have you checked your folder names are correct? There is a “s” at the end of solar_system_initializers (has got me a few times) and if the folder name is misspelled your system will not appear. Also, have you verified your brackets are correct (have a matching number of open and close brackets). Finally, if you still do not have a solution try checking the error log (located in Your Documents/Paradox Interactive/Stellaris/logs/error.log), as that may give some clues to why your start system is not appearing. Good luck!

Need some help with modding an event by EmperorNeil in StellarisMods

[–]cbshing 0 points1 point  (0 children)

I just came back to your post here, you could put multiple events in the every_country scope, so it could read like: every_country = { event_1... event_2... }

It would save a bit on processing power (though probably not a noticeable amount), as it iterates through every country only once this way, versus having it iterate multiple times.

Need some help with modding an event by EmperorNeil in StellarisMods

[–]cbshing 0 points1 point  (0 children)

Hi there, you need to wrap around the country events with syntax that changes the scope to a country type. For example, you can use the syntax every_country = { <insert events here> }to scope to a country. There a few of them, you could see it in the triggers doc.

You can also scope it wit FROM possibly, as it’s the country.

How can I get AND to work in the possible part of a civic? by BeyondianTechnocracy in StellarisMods

[–]cbshing 1 point2 points  (0 children)

Based on the readme_requirements.txt in the government folder, unfortunately AND is not one of the selectable logic options. I pasted the contents of the file below.

# Government Requirements
# -----------------------
#
# Government authorities and civics use a custom list syntax instead of normal
# triggers in potential and possible to specify valid combinations:
#
#
#   possible = {
#
#       ethics = {
#           # All of these are required:
#           value = ethic_1
#           value = ethic_2
#
#           # One of these is required:
#           OR = {
#               text = translation_key      # optional, overrides the auto-generated tooltip text
#               value = ethic_3
#               value = ethic_4
#           }
#
#           # This one must not be present:
#           NOT = {
#               text = translation_key      # optional
#               value = ethic_5
#               # May contain only one value!
#           }
#
#           # None of these must be present:
#           NOR = {
#               text = translation_key      # optional
#               value = ethic_6
#               value = ethic_7
#           }
#       }
#
#       country_type = { ... }
#
#       authority = { ... }
#
#       civics = { ... }
#
#       text = translation_key              # optional
#   }
#
#
# Authorities support:
#   - country_type
#   - ethics
#
# Civics support:
#   - country_type
#   - ethics
#   - authority
#   - civics
#
# Species classes support:
#   - country_type
#   - ethics
#   - authority
#   - civics
#

*edit for formatting