Stellaris

Stellaris

Expanded Starbases
757 Comments
Tovius  [author] 6 hours ago 
I've recently uploaded a fix that caused starbase reactors to give the wrong amount of power, but I am still trying to fix a bug causing starbases to not use extra large weapons. If anyone thinks they can help track down the problem, please let me know.
Yenzvic 9 Jul @ 6:00pm 
Unfortunate, thanks anyway.
Tovius  [author] 9 Jul @ 9:35am 
This mod only works for version 4.0, and cannot be used for earlier versions.
Yenzvic 8 Jul @ 11:29pm 
I truly don't understand what is wrong, everything works except the cost to upgrade starbases to the next tier. Normally it's the 200 alloy minus the supremacy origin if you take it, but now no matter how I load the mod order it's always free of cost, which is just un-immersive. Surely it's something I'm missing/or an easy fix right?
Yenzvic 7 Jul @ 10:13pm 
I should note that the issue I'm having is suddenly all my starbases cost no alloys to upgrade to the next tier, not sure what is causing it as I've spent many hours re-arranging my mods to no avail. Again I'm running on 3.10, as every update since then personally has been poo poo xP
Yenzvic 7 Jul @ 10:08pm 
Just want to say, I love this mod and all it has to offer, really outstanding work and thank you for all you've done. I know you may have a lot on your plate, but is it possible to get PAST versions of this mod like 3.10.4? I've looked all over and can't seem to find it if there is one. Again thanks for this mod and hope to see more of it in the future (also more of the past because as you update it, many of my mods break including this one).
TruMarine 24 Jun @ 7:58pm 
I did some testing and it seems to only be the X slots that aren't filling up so it's probably a conflict somewhere
son-goku 22 Jun @ 4:58am 
"This mod is also not compatible with Alpha Mod, NSC, or other mods that modify the starbase ship size file."

It's literally in the description
破封 22 Jun @ 12:51am 
hello,did it compat with NSC?
Tovius  [author] 21 Jun @ 10:24am 
Just in case, I've increased power even further.
Tovius  [author] 21 Jun @ 10:22am 
I thought this mod already included an increase to reactor power. Are you sure it is not a mod conflict?
TruMarine 21 Jun @ 9:38am 
any fix for the power? the starbase doesn't seem to fill it's weapon slots
Tovius  [author] 15 Jun @ 8:21pm 
I think so, although you may need to install the no bastion mod and put Acot after in the load order.
hydra 15 Jun @ 6:17pm 
compat with acot?
fox501st 11 Jun @ 11:19pm 
love the mod, was wandering if there is a tech to increase a stations power supply, currently building my bastions but they dont have enough power to add additional weapon slots or install enough shields.
Selmephren 20 May @ 7:03pm 
Just so you know, in your expanded_starbase_defines.txt file you have the closing } on the same line after a # so that file is being ignored.
Jirtkal 18 May @ 5:02am 
Thanks for the fix!! I can confirm it's resolved the issue for me, once I had to made sure the mod files were updated and let it run for a few days to update all the starbases.
Tovius  [author] 17 May @ 11:13pm 
A fix to the hatchery / beastport problem should be up shortly.
Jirtkal 17 May @ 7:30pm 
I've found one mechanical effect: the Eternal Vigilance policy that should generate defence platforms around bastions doesn't generate any defence platforms, because it sees those starbases as hatcheries.
Dekent 16 May @ 2:06pm 
I'm having the hatchery issue too, I'm not sure if there is any mechanical effects but it looks odd in the sidebar haha
KäptnChaos 16 May @ 9:43am 
Works on my machine - thanks Tovius!
Jirtkal 16 May @ 3:34am 
I'm having the same issue as Hydra - started a new game with only 4 mods (expanded mod base, this, ui overhaul, and universal modifier, loading in that order from top to bottom), and as soon as I delete the shipyard from the starting starbase it becomes a hatchery. Weird.
Hydra 15 May @ 7:47pm 
Well even after re downloading the mods, verifying game files, and launching the game with only the 2 required mods and ui overhaul, every star base is still tagged as a hatchery so I guess my game is haunted.
bat182 15 May @ 9:47am 
Thx and working - missed that one.
Tovius  [author] 15 May @ 9:27am 
@Hydra
It is working fine on my end, so it might be a mod conflict.
Tovius  [author] 15 May @ 9:25am 
@bat182 Yes, you forgot Expanded Mod Base. All required mods are listed in the sidebar.
Hydra 15 May @ 6:57am 
Yes i have both Universal modifier and Expanded mods base
bat182 15 May @ 6:22am 
Sorry for being dense - which required sub-mod are you referring to. I have UI Overhaul and Universal modifier. Is there another mod I should be loading. Load order is Universal Modifier, Expanded SB, UI Overhaul. Am I missing something obvious?
Tovius  [author] 14 May @ 10:18pm 
Do you have the required sub mod?
Hydra 14 May @ 5:28pm 
I am having the same problem
bat182 14 May @ 7:46am 
Tovius, When I enable the mod, I'm seeing all the star bases reported as hatcheries. Is there a load order issue, or maybe a flag/yaml file mapping issue?
Tovius  [author] 14 May @ 12:00am 
That is probably more an issue with weapon ai weights, which is beyond the scope of this mod.
Tal'Raziid 13 May @ 8:42pm 
Is it possible to include something to fix starbases being mono-weapon designs or is that a vanilla problem that'll never go away?
Fran 10 May @ 12:45pm 
Thanks for the quick answer :)
Tovius  [author] 10 May @ 12:42pm 
They should.
Fran 10 May @ 11:49am 
Does AI Use this?
Shark_Chompski 10 May @ 9:48am 
A 3.14 legacy version of this and the other expanded mods sure would be nice to have on the workshop.
Please and (hopefully) thanks in advance.
Tal'Raziid 9 May @ 9:48pm 
Gotcha, thanks!
Tovius  [author] 9 May @ 9:13pm 
In general I would never recommend adding mods mid game.

ESC should be compatible.
Tal'Raziid 9 May @ 1:02pm 
Safe to add to an existing save?
And does ESC conflict with this?
youtubitz 9 May @ 12:46pm 
hmm... i have only seen the citadels that belong to the new hive fallen empire but i remember they were around 90k so i would guess maybe add 2-4 buildings (it appears it does not have modules maybe add like 2 at max level of it isn't a pain to code those in.
i vote not to super buff it just a little extra like this mod does with the orbital rings
Tovius  [author] 9 May @ 9:38am 
I've uploaded a comp patch for 4.0. Is I said earlier, I haven't touched deep space citadels yet, so please let me know what you want to see from those.
大高玩 8 May @ 11:42pm 
all right,ts
Tovius  [author] 8 May @ 11:40pm 
It's a "Mod hasn't been updated to 4.0 yet" issue.
大高玩 8 May @ 11:10pm 
Is it a mod issue that the opening will cause the disappearance of the initial star base? Because sometimes there is a stellar base at the beginning, and sometimes there isn't.
Tovius  [author] 8 May @ 9:05pm 
I likely won't get around to it until later, but I do want to eventually look into giving Deep Space Citadel a tier 4, like I did with Orbital Rings. Right now I just want to gather feedback from people about how citadels feel in play, and if you think a tier 4 is badly needed, or might be overpowered and need to be carefully balanced.
kaiser410 19 Jan @ 7:46pm 
Is there any other UI mods that work with this mod because i hate everything about UI Overhaul Dynamic. I would hate to stop playing this mod because of a stupid UI mod Plz help
Darrow O' Lykos 19 Jan @ 12:36am 
Don't know what went wrong with the link there, copied it from the irony mod manager and it gave me a warning in browser. So this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2425550468 (wiirlak additional civics & origins)
Darrow O' Lykos 19 Jan @ 12:35am 
I'm playing with a mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2425550468) which adds the durasteel curtain ascension perk. This adds a few technologies that add +1 starbase building/module slot. These upgrades work up until stellar bastion is researched. As in, I lose out on the extra building modules/slots due to the max limits of stellar bastion, I guess. How can I make them compatible, or is this something "hardwired" due to the max slots of the stellar bastion?
kaiser410 18 Jan @ 8:42pm 
I like what this mod does but i utterly hate the way the UI has to be changed