Stellaris

Stellaris

Designable Civilian Ships
73 Comments
startrekpacman™ 13 Apr, 2024 @ 12:52pm 
Might I suggest editing the Science Ship to allow it to have a custom component slot? There seems to be a problem with this mod or perhaps how it interacts with others that makes it so science ships no longer have the ability to cloak. Adding a component slot would allow manually selecting a cloaking field generator.
Lord Charnock 21 Dec, 2023 @ 9:38am 
I think I've found the problem in the mod file 99_civshipdesign

For each ship design it is missing a section to feed the AI a probability that they will build one of the civilian ships. So it defaults to a 0% build probability.

For instance, under the colony ship one needs to add the following code:

ai_ship_data = {
min = value:desired_colonizers
}

The mod is running in parallel with (does not fully replace) the vanilla game file 00_ship_sizes
That file already has the civilian ships on it, and a probability the AI will each of build them.

The game is being fed two files telling it how to manage civilian ships. I think that's why if you manually set up a civilian ship design, then delete the auto-generated design, after a while the game will again set up new auto-generated designs.
Lord Charnock 21 Dec, 2023 @ 9:28am 
I had the same bug as Amon and Chief. AI players will not establish new colonies. I'm in year 95, all 9 AI players have a homeworld and nothing else.

Using console commands to view whats happening in the other Empires I notice:
- They have designs for civilian ships, and the designs are available to build at their starbases.
- However, they will not build ANY civilian ships. No colony ships, construction ships or science ships. They just have 1 science ship and 1 construction ship, the ones they start the game with.
- They will build new warships. And they will research new ship classes and components as normal. Their warship templates will auto-update with new engines, power cores, shields and armour as normal.
- However, their warships all have level 1 weapons, and will not upgrade their ships even if they have the tech and power to do so.
Patient 26 Sep, 2023 @ 10:39pm 
One nice thing I discovered is that you don't need to start a new play through though if you don't want to; just remove the mod from your playset. Save loaded fine; haven't had any issues with the ship designer (other than no more designable civilian ships) and the ai empires started building colonies within a year.
Patient 26 Sep, 2023 @ 4:13pm 
So I did grand admiral up until year 2225 and used a science ship you get from an event that has a psi jump drive I think (unshrouded ship) and then jumped around the galaxy trying to meet all of the ai empires. The only ai empires that had more then 1 colony (other than marauders and fallen) were corporations empires. So my guess is this mod doesn't break / touch the private colony ships that ai corporations can make but it does break the regular colony ships for the ai empires :(
Patient 26 Sep, 2023 @ 1:31pm 
not sure, I started a new run and waiting to see if I get the issue Amon Grabmore and Chief mentioned
510V 25 Sep, 2023 @ 4:26pm 
still work on 3.9.1?
Master 19 Sep, 2023 @ 6:19pm 
the comment below
Amon Grabmore 11 Sep, 2023 @ 6:26am 
for all how wanna try it out, in my case the mod buged out the ai and no new colonies got esablished
humankind 1 Sep, 2023 @ 6:50pm 
holy shit, this makes me able to build colony in my game with 60 mods!!! Thanks so much, saved my day
十八 25 Nov, 2022 @ 7:32pm 
update pl
MacParoo 30 Nov, 2021 @ 12:17pm 
I can't make colony ships
vv 22 May, 2021 @ 6:22pm 
thank you
Kamen Rider Nexus 4 Jun, 2020 @ 6:49pm 
To anyone using an alternative mod launcher (like the Paradoxos Mod Manager), does this mod actually WORK?
belief→↓↑↑←↓↓ 24 Mar, 2020 @ 12:15am 
yep~ cant activate :(
Pietrooperv 29 Feb, 2020 @ 12:18pm 
the mod won't let me activate it. It says that its mising the descriptor file. whatever that means, and to contact the author...
烽燧煜明 9 Jul, 2019 @ 7:10pm 
does it suit for 2.3.* ?
d_buzz 5 Feb, 2019 @ 6:54pm 
so they randomly blow up
DaftCanuck 1 Feb, 2019 @ 4:35pm 
After installing this, my ships randomly lose hull points and explode.
The Erubian Warlord 24 Dec, 2018 @ 3:30am 
2.2?
�[Dire_Venom]� 5 Oct, 2018 @ 10:14pm 
Would love to see more load out options (and maybe even design-able mining/research stations!) Thank you for the mod
ShadowDragon_79 28 Sep, 2018 @ 11:53am 
I'm having the same problem as snafu707 .


Also, a few weapon-slots and different sections would be nice, so there's something to actually do with this mod except using outdated tech for cost-reduction... ( which is pointless anyway, when it deactivates all other cost-reductions )

And ofcourse, those additional sections could be tied to some other techs... Just hinting :) .
Skullking Von Mooncrest 1 Aug, 2018 @ 4:55pm 
other ship mods im like nsc might not be playing nice
Ryan 1 Aug, 2018 @ 3:30pm 
This seems to prevent the cost reduction from ruler traits from applying (e.g. Explorer for science ships).
Splodgenik  [author] 1 Aug, 2018 @ 12:42pm 
you say "some other mods" - which?
Skullking Von Mooncrest 1 Aug, 2018 @ 1:44am 
does this not work with some other mods can't get it to work?
Allum74 9 Jun, 2018 @ 7:28pm 
Thank you for making this! I was so confused when I could no longer edit them. Modding saves the day!:morphine:
Rastro 28 Apr, 2018 @ 9:24pm 
This is one of those little things that bugged me. I never knew what was in my science or constructors. Were they the most efficient?
Colony ships less of an issue, you only use them once then they’re gone lol.
Thank you
Splodgenik  [author] 22 Apr, 2018 @ 2:12pm 
By the way, if anyone has any better ideas I'm happy to hear them, but the auto-upgrade mechanism seems to be tied to the auto-generated designs. Even if you untick "Auto-generate designs" in the ship designer and delete the automated design, leaving a manual design with "Auto-upgrade" (on the right hand side) turned on so it will pick up new components, when a new ship component is researched the game will update the manual design as it should, and create a new autogenerated design and upgrade everything to the autogenerated design. Sigh.
Splodgenik  [author] 22 Apr, 2018 @ 2:10pm 
Hi all. I've had a look at the auto-upgrade issue and concluded there's no way round it except to disable the special auto-upgrades. That's a pity because I like the saving in micromanagement from not having to upgrade all my constructors and science ships, so I've made a new mod for those willing to make that tradeoff with the imaginative title of Designable Civilian Ships (No Auto-Upgrade) . You can consider this version as being more for people who just want to admire all their ships in the ship designer and don't mind the AI messing with them when a new technology comes up.
Kepos 28 Mar, 2018 @ 4:07pm 
Thx for your mod. BTW, is it normal that I get an automated design every time I research a new tech? No matter how often I delete them (unchecked auto-generate disigns !) they come back. Playing Primitive Player mod. Any idea?
Pode 27 Mar, 2018 @ 5:29pm 
Experimental drive has to be actively babysat, with new manual orders issued whenever they get stuck. Usually it helps. Sometimes it causes them to cease to exist, or jump off the hyperlanes to the galactic plane, from which they can usually travel normally. Great heaping scads of bugginess, which is why I gave up and labeled them experimental so all the bugs became features. There's a discussion post off my mod's page that goes into all the ways in which they can surprise you and tricks you can sometimes use to cope.

Apologies Splodgenik for derailing your thread.
CMDR Emotions 27 Mar, 2018 @ 5:17pm 
@Pode I thought that might be incompatability or somthing with this mod and yours but the experimental driver is useless otherwise.

Fun times when your science ships freeze at the end of the month durring travel and you have to emergency FTL back one jump.
VS-lockon 18 Mar, 2018 @ 10:34am 
you sir are a god i hope i can 2.0.2 come out
Pode 15 Mar, 2018 @ 7:13am 
That issue is especially painful for me as my mod has an unavoidably buggy, very slow experimental hyperdrive that AI is restricted from using. Civilian ships equipped with this drive (by the player using our mods together) get upgraded mid voyage. Which removes their drive and leaves them stranded in hyperspace. At the next month turnover, they (usually) get dropped in whatever system they're closest to. Which may not have a shipyard, leaving them stranded.
Zoe Hexe 14 Mar, 2018 @ 10:52pm 
I'm getting an annoying issue where even though I turn off "Auto-Generate Designs" it still creates new models every time I unlock certain components. :( Is there something a mod could edit that might cause that? I'd bet on a mod conflict before anything else.
Splodgenik  [author] 13 Mar, 2018 @ 1:58am 
Ah, ok, no worries. I had a look at that mod and it's doing the same thing except it's using the ship speeds from before the beta (2.0.2 beta tweaked the maximum ship speeds a bit, science ships and constructors can go faster, transports a tiny bit slower). Sadly to make the ships designable you have to entirely redefine them, that mod uses the ship properties from 2.0.1, mine from 2.0.2. Shouldn't actually break anything, so pick according your preference I guess.
elvathelion 12 Mar, 2018 @ 5:48pm 
@Splodgenik No, pls dont misunderstand, was more a question of which one to use...the whole beta patch thing is making it a bit messy when it comes to running various mods and compatibility patches -at least from my perspective as a gamer trying to wade through it. Honestly, without mods, I don't think I'd be putting that much time playing this game.
Splodgenik  [author] 12 Mar, 2018 @ 3:17pm 
@kuldebar Nope, the one you linked was first uploaded on 26th Feb, mine was first uploaded 22nd Feb. Not that I'm claiming any ownership rights on such a simple idea, but if you're accusing me of copying that mod you're wrong.
elvathelion 12 Mar, 2018 @ 3:59am 
It appears there is another mod that does the same thing...but slightly older: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1313965899
tyriael_soban 9 Mar, 2018 @ 7:01pm 
Could this mod possibly be causing starbases to default to armor only? (while still mounting a shield capacitor)
Pode 6 Mar, 2018 @ 7:27pm 
Nice work. I'm pointing all my mod subscribers your way so they can design ships with the experimental slow FTL drive I just added to my Primitive and Pre-FTL Players mods.
ALEXNTFOX 6 Mar, 2018 @ 10:39am 
@Splodgenik yep it work) Big Thanks!
Splodgenik  [author] 6 Mar, 2018 @ 2:56am 
Right, I believe the new upload should work with NSC 2.0, it does for me at least.
ALEXNTFOX 5 Mar, 2018 @ 2:24pm 
@Splodgenik Ooops sorry...Vanilla work Fine,but with New ship classes 2.0 the Didin't work. So please make compatibility for NSC2.0 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=683230077
Splodgenik  [author] 5 Mar, 2018 @ 1:37am 
@T.Fox you mean 2.0.1? How strange, it works for me. By not work, do you mean you get the mod compatibility warning with the little red exclamation mark, or that the ships aren't appearing in the ship designer? What other mods are you using?
ALEXNTFOX 4 Mar, 2018 @ 8:21pm 
@Splodgenik Not work in 2.1 Please update
VS-lockon 3 Mar, 2018 @ 6:50pm 
you might want look in some how getting this work with nsc m8
Meldarion 2 Mar, 2018 @ 3:29am 
Any thoughts?
Meldarion 27 Feb, 2018 @ 2:23pm 
Can't be the Auto Generate only happens with Civ ships? My Mil ships dont auto generate when i uncheck the box.