Stellaris

Stellaris

25 ratings
Aux Module Expansion 3.3+
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
816.076 KB
21 Apr, 2022 @ 7:17am
10 May, 2023 @ 3:05am
5 Change Notes ( view )

Subscribe to download
Aux Module Expansion 3.3+

Description
Beta/WIP: 3.8+ Testing
♥♥♥♥ Might Be Broke

Looking for the 1.9 Legacy version? Look here; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=909534906
Looking for the 2.1 Legacy version? Look here; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1371212679
Looking for the 2.8 Legacy version? Look here; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1811044551

This is a testing version of AME updating for 3.8. Expect that things might not work as intended or expected due to changes Paradox has made to modifiers. If you find something that doesn't work, report it as clearly and concisely as possible, with as much relevant information as possible.

A simple mod that adds a bunch more choices for your auxiliary slots. There are tiered models of each module, each tied to assorted vanilla technologies, one unique module, and two new modules available via a new tech, for a total of almost 70 auxiliary items!

Icons from EvE Online, with minor image editing.

Please note that certain components may be bugged or broken, due to extremely inconsistent scope requirement for certain modifiers (some things want ship_modifier, others want modifier, and it isn't clear what wants which until something silently breaks). If you find something that doesn't work as advertised, leave a bug report comment!

No translation into other languages yet. Localization files are all in english. Various costs and power consumption values are early balance/WIP, so may not be 100% perfect.

Future plans are to streamline the number of module options available and adjust costs. 'Advanced' modules will cost rare resources to build and maintain in exchange for offering noticeably greater bonuses than 'basic' modules.

Overwriting: This mod overwrites one vanilla file; 00_sensors.txt. It does this so that Mk4 sensors will correctly auto-upgrade into the new rare Panopticon Sensor module.

Compatibility: AME is balanced around an assumption of 1-4 auxiliary slots per ship, perhaps 5 at the most. I cannot be held responsible for your own poor decisions, like a ship composed of nothing but guns[www.awkwardzombie.com].

Recommendations:
* None, at this time.

Credits:
-CCP for the icons from EVE online, of course.
-Myself, for image editing, coding, and so on.
17 Comments
MaulMachine 12 Dec, 2024 @ 4:11pm 
Is there anything I can do to help? I love this mod, too, and I would love to see it carried into the new content.
Killian  [author] 8 Dec, 2024 @ 1:58pm 
Not too surprising. It's probably related to some of the added modules and slot types, or the overwrite of 00_sensors.txt, perhaps.

I've taken a couple of shots at starting over now, but I just can't summon up the motivation to work on it at the moment -- I think I'm just too burnt out on Stellaris these days. I usually get about as far as planning out the module list and selectng most of the icons and then lose steam.
christophe.poth 8 Dec, 2024 @ 1:41pm 
HI Killian .

First thank you for this great addition mod.

Second , just to inform you that since the last DLC (grand archive) this mod seems to conflict with the new sapce fauna design mechanic, preventing to ave new space fauna design bescause of the lack of a mandatory module in the space fauna design.
I made test and the problem disappear when this mod is deactivated .
Hope you can help , because your mod is a must have imo. perhaps would you consider an uprgade ?
Anyways , thanks a lot .

Best regards.
Kitzi 17 Jan, 2024 @ 6:52pm 
Thank you!
Killian  [author] 16 Jan, 2024 @ 4:32pm 
Yep, should be fine to add mid-game. I wouldn't remove it mid-game if you have ships using its parts, but worst-case it shouldn't be game-ending or cause the save to not load; I think those parts will just disappear.
Kitzi 16 Jan, 2024 @ 2:14pm 
can I add this mid game? Asking for a blorg, thanks.
MaulMachine 12 Dec, 2023 @ 3:26pm 
Yes it does. I just used it this week.
sirdagger 12 Dec, 2023 @ 3:25pm 
does this work 3.10?
Killian  [author] 10 May, 2023 @ 3:09am 
Updated for 3.8/Gemini/Galactic Paragons.

This mostly just involved removing the tech chance bonuses for having a scientist of the correct type. This does mean that the techs will be a little less common than before if you were minmaxing and shuffling leaders around trying to get specific ones to spawn, but it should be mostly unnoticeable.

The FTL and STL inhibitor/stabilizer techs on the other hand should be more common than before, since they had some arbitrary 0.5x multiplier on their weight for... some reason.

If there aren't already cloaking-related aux modules I might look into adding a couple of those at some point, possibly.
K0rruptedYouth 29 Mar, 2023 @ 6:46pm 
Can I use with 3.7?