Stellaris

Stellaris

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The Tasty Expansion Pack
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199.440 MB
2 Nov, 2022 @ 8:36am
12 Jul @ 11:13pm
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The Tasty Expansion Pack

Description
Tasty Expansion

New species traits that awaken your inner chef and allow you to make a 5 star restaurant worthy of feeding a galactic empire! :)

Allows advanced gene editing of populations to turn them into tasty snacks for hungry carnivorous species. (This boosts a species' cattle food yield and market value.)

Includes:
- Multiple applications of the "Delicious" trait!
- Turning species DNA into a secret recipe to aid in snackifying them.
- Traits like Crunchy, Juicy, and Really F♥♥king Delicious!
- Moar

What are you waiting for! Go out there and make some awesome food! (War Crimes not included. Serve Merman Burgers and Federation Patties at your own risk.)

Machine Empire Expansions:
Heaven's Error Expansion:

- Adds the new origin, Reawakened Judgement Matrix.
- Adds the challenging new civic, Heaven's Error, a machine civic that unlocks powerful buildings in return for a soul hungry economy. Waging holy crusade against xenos and extracting their sins results in Dark Matter production, which fuels these reality warping machines. Be warned though, this civic has a difficult start on a forgotten Tomb World, and is incentivized to wage war on its nearest biological neighbor in order to satisfy its Dark Matter needs. Enslaving xenos to be purified in Temples of Absolution is the key to success.
- Adds 7 new Dark Matter buildings and 5 Infernal Machine traits, two of which require Reawakened Judgement Matrix.
- Adds 3 new armies, two of which require Dark Matter.
- Adds the portrait "Dark Instrument".

Violet Flood Expansion:

- Adds the new origin, Nanorobotic Plague.
- Adds the new civic, Violet Flood, a machine civic that transforms the entire corpus of the gestalt intelligence into a shifting mass of nanorobots. Designed to convert all matter into Living Metal, this civic excels at planetary resource aggregation, starbase defense, and becoming extremely entrenched in the systems it infects. Lending to a slow, but 'tall' playstyle.
- Both the origin and the civic allow access to the ascension perk "Unstoppable Replication", which once taken allows the terraforming of all planets into "Nanoplague Worlds". There are currently 2 Nanoplague Worlds, each with new districts. Any planets (including gas giants) are targets for terraforming into nanobots, allowing massive potential with few solar systems.
- Unlocks 8 special Living Metal buildings with powerful bonuses that are centered around alloy production and planetary defense.
- Adds the portrait "Fatal Element".

Hive MInd Expansions:
Mother of Monsters Expansion:

- Adds the new origin, Escaped Bioweapons.
- Adds a new civic, Mother of Monsters, allowing the creation of Kaiju, Apex Predators, and Extinction Sterilizer Swarms after researching the technology "Morphogenetic Field Mastery". Hives that birth great monsters are evolved to crush and consume other species with reckless abandon, causing massive collateral damage.
- Extinction Swarms aren't cheap, but for an advanced hive they serve as a powerful augment to Xeno-armies.
- Apex Predators are expensive, but are designed to slaughter armies without fear or tiring.
- Kaiju take years to grow, but once mature a single Kaiju can spell doom for a lesser species.
- Hives with the Mother of Monsters civic have access to the new building "Bioweapon Development Cluster", which produces biological research and aids in supplementing war resources at the cost of food and bioweapon "crime". (Upgrade to max at your own risk.)
- Adds the portrait "Bioweapon 'Promethius".

Embryonic Hive Expansion:

- Adds a new civic, Embryonic Hive, which can only be taken during empire creation. Embryonic Hives are proto-organisms that start feeble, and struggle to inhabit worlds, but eventually transform into a mature hive with unrivaled genetic adaptability once they shed their embryonic forms.
- Access to the "Metamorphosis" ascension perk. Taken as the 6th or greater ascension perk, after completing the genetic ascension tradition, this hive gains additional gene modification points, faster population modification speed, and exclusive powerful genetic traits. There are currently 14 Metamorphosis exclusive traits that heavily specialize hive subspecies.
- Warning: Embryonic Hive is complicated to play, and its true strengths come from tailoring different subspecies of your hive for different environments, leaderships, and jobs within the empire. Allowing incredible optimization for the clever hive master, and doom for the reckless gene dabbler.
- Adds the portrait "Opaline Hive".

Traditional Empire Expansions:
Celestial Prospectors Expansion:

- Adds the origin, All That Glitters, allowing an empire to start with a Treasure World and granting natural talent at securing trade deals and accumulating wealth.
- Adds a new civic, Treasure Hoarders, allowing an empire to terraform planets into "Treasure Worlds" by covering a planet in riches.
- Adds the portraits, "Planet Breaker", "Hoard Keeper", and "Vyper Intergalactic™".

Secret Expansions
Spoopy extra things!

Additional Portraits
- 7 additional portraits
- Secret portraits?

Generic Game Changes:
- Hives can now not only keep other xenos as livestock, but they can remove their population controls to allow enslaved xeno populations to grow. (Base game does not allow hivemind owned livestock to grow.)

Mod Compatibility and Code of Creation:
Universally compatible. This mod heavily avoids modifying core Stellaris code, and linker ignored files (like main.gui) to maximize mod compatibility. I avoid doing certain tempting things like custom strategic resources, but it means this mod is compatible with everything. Basically I'm aiming for code stability and compatibility over getting too greedy with my creativity lol. I want this mod to be basically be free DLC for anyone, the "Vanilla+ Players" and the "Heavily Modded Giga Gamers".

Requirements
UI Overhaul Dynamic

Chinese Localization Mod by 卡尔文迪斯梅特:
MC驻群星汉化

In Development
Any and all feedback is welcome! Please contact me if you notice any bugs or feel that certain values should be re-balanced!

Latest Changes
- Updated to 4.0
- Fixed improper population generation at start of game
- Nanoplagues can now absorb planets as a decision, and increase planet size with massive amounts of living metal....infinitely...

Patreon! :3[patreon.com]
192 Comments
Sad Wet Cat :3  [author] 13 Jul @ 7:28am 
@Stepover34
I seeeeeee... I'll look into it. Either somewhere along the way a patch broke that modifier... or it broke the tooltip and the modifier is still there but hidden. Back to debug hell I go I suppose XD

Ty for the information, I actually haven't played stellaris since the biogenesis patch so I probably haven't noticed stuff with recent patches!
Stepover34 13 Jul @ 3:07am 
I just remember morb blood giving habitability and no other effects
Stepover34 13 Jul @ 2:51am 
When I looked last time the pop growth negative on morb blood didn't show
Sad Wet Cat :3  [author] 12 Jul @ 11:12pm 
@Stepover34
Revisited:
- Delicious Traits now cost at least 1, so you cant easily stack them all on one livestock species and get 20+ food per single pop.
- Ketchup and Steak cost set to 1 as suggested.
- Cake Flesh kept the same, the upside is getting minerals from livestock which is very strong in my experience. Especially since the negatives are being placed on non-citizen species that are not being used as armies typically.
- Morb Blood kept at 1 cost, it is actually quite bad lol. A -70% pop growth speed is actually horrible XD Ive had some games where my pop actively goes extinct upon becoming morb blooded!
- More Morb Blooded amenities usage increased to 1.25, following suggestion.
- Secret recipe DNA increased to 3 as suggested.

It'll take me some time to test these numbers and see if they feel right. I appreciate you bringing it up and being specific. It's nice when someone has a clear idea of where the balance should be applied so that's awesome! Ty :3

(Part 2 / 2)
Sad Wet Cat :3  [author] 12 Jul @ 11:11pm 
@Stepover34
Thank you for the feedback! I have left those traits pretty IMBA for too long so you're comment galvanized me to revisit them.

The seemingly effectless traits effect how much food the species produces when its living standard is livestock. So having them on your ruling species doesn't do anything, but if you have captured and farmed a species with the trait then you get extra food from them. (Unless you are noting that this doesn't work... if that's the case... my bad something is wrong and I'll fix it lmao)

(Part 1 / 2)
Stepover34 12 Jul @ 3:47pm 
Ketchup Blood and Steak Sauce Blood i think should be moved to 1 trait point instead of 0, Cake Flesh should probably be moved to -1 or -2 as it seems to have no upsides, Crunchy Edges if just Extremely Adaptive but costs 3 less points it should be moved to 4 points, Morb Blooded should be moved to 2 trait points as it is just the adaptive trait, More Morb Blooded should lose some habitability maybe going down to +30% and having the consumer goods upkeep reduced to +50%, maybe also moved to 4 points alternatively increase amenities usage by +0.5/1 (Like the Hard reset origin trait) and move to 2-3 points, Secret Recipe DNA i believe should move to 3 points as happiness can be powerful.
Stepover34 12 Jul @ 3:36pm 
@Sad Wet Cat :3, this mod is adding 6 traits for 0 points with seemingly no effects, besides that the mod seems interesting
姆咪 16 Jun @ 7:59am 
@Sad Wet Cat :3
Thank you! I did indeed acquire the Treasure Worlds from a Megacorp during a war.
Sad Wet Cat :3  [author] 16 Jun @ 7:07am 
@姆咪
Luckily this is intended! Utilizing treasure worlds is only possible for empires with the Treasure Hoarder Civic. At game start hives are forbidden from acquiring it. This is similar to how non-violet flood cannot use nanoworlds.

You scared the crap out of me I was dreading re-coding all the zones until I realized what you were talking about. What you have made me realize though is I should prevent non-treasure empires from being able to colonize treasure planets in the first place, that way it's a little more intuitive.

I'll play around with some ideas on how to handle it, because it also brings up the question of, what if you are a hive and you conquer a treasure world?". I'll see what I can do. Maybe it is easier to just let everyone build on it regardless of having the civic if they manage to acquire one lol

Ty for the heads up!
姆咪 16 Jun @ 1:00am 
When playing as a hive country, it's not possible to construct any buildings in the Treasure Hoard on Treasure Worlds. Other planet types added by the mod might have the same issue. It seems to be related to recent updates affecting district behavior.