Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}
I'm starting to get more into understanding paradox code so I'm happy to help where I can
That's fair, it certainly works just fine as is! I'm grateful for the work you've done regardless!
In regard to changes to this one… I haven’t played Stellaris for years. So just keep it updated for those that do… I am not intending to mod it further. Modding Paradox games is like a life long quest!
I ask because my friends and I are hoping to use this mod to create a race that can take on other modded op races on the workshop, and we realized if you play against someone else with this mod they will get all the buildings from here plus the ones from other mods. If its tied to a trait like the Star Wars weapons mod, then you can choose if they will appear or not as research or a starting option
also why are some of the buildings not removable once built (for example the mining one)?
this is probably one of my include whenever possible mods, has a bit of everything planet/space infrastructure wise
Also hope you can reupload your iron sky mod on another platform, maybe github would do the trick, just upload a blank mod with the github link all over the place