Stellaris

Stellaris

Fantastical Magiks (2.3 Compatible!)
405 Comments
✧Starshadow Melody✧ 22 Oct, 2022 @ 8:02am 
WHERE IS WHERE IS WHERE IS
wntrCressie 22 Oct, 2022 @ 7:10am 
So, I got permission and now the update is live :)
✧Starshadow Melody✧ 21 Oct, 2022 @ 6:28am 
Unfortunately I don't think you'll reach them from here.
wntrCressie 21 Oct, 2022 @ 5:58am 
It's looks stable from what I've tested. There's some gameplay elements that need to be tweaked/edited since I've only ported to make sure it works. Will be happy to release and update once I get permission from @Ginジン
✧Starshadow Melody✧ 20 Oct, 2022 @ 3:20pm 
shit, if that works I could actually reinstall or relaunch this game.
wntrCressie 20 Oct, 2022 @ 10:09am 
Hey, I've made some updates to Fantastical Magiks. can I have your permission to release it? (will credit your work too)
Col_Aur(ful) 2 Nov, 2021 @ 8:42pm 
If someone can find a tutorial video or otherwise of some of the basics on modding Stellaris I will try to get something going in April of next year(2022)
w.girl27 23 Oct, 2021 @ 12:47pm 
this mod does work but magical worlds are broken dont provide any districts weirdly sour worlds work fine
Gallaica 10 May, 2021 @ 6:50am 
Someone attempt to contact the creator of the mod to ask for permision to make a remake of the mod(if they know how to make mods,which i don't)
✧Starshadow Melody✧ 10 Mar, 2021 @ 4:02pm 
I wish. It'd probably get me to reinstall the game.
Col_Aur(ful) 10 Mar, 2021 @ 3:34pm 
Soooo, any chance of getting this updated?
Skull Reaper 22 Jan, 2021 @ 9:28pm 
dose this mod work?
✧Starshadow Melody✧ 14 Nov, 2020 @ 10:01pm 
I really wish this mod would come back from the dead.
Аргокон Эстейл 14 Nov, 2020 @ 9:51pm 
*cough**cough**cough*
Purple 30 Sep, 2020 @ 7:25am 
*cough*
✧Starshadow Melody✧ 9 Jun, 2020 @ 1:11pm 
*GHACK*
Catnapping Princess 9 Jun, 2020 @ 12:55pm 
*cough**cough**cough*
acewing13 26 Apr, 2020 @ 2:27pm 
*cough*
KingLatte 25 Mar, 2020 @ 10:42pm 
*cough**cough*
✧Starshadow Melody✧ 20 Mar, 2020 @ 12:12am 
*cough*
reallyhairydave 29 Jan, 2020 @ 12:23pm 
Looked like it's still working from a quick test
Shadevar 20 Dec, 2019 @ 11:12am 
the mod looks really interesting, heres hoping for an update :)
Kangarus 25 Oct, 2019 @ 9:30pm 
Like the mod. Looking forward to an update for 2.5 if there is one in the works.
Drakenhof 23 Sep, 2019 @ 2:53pm 
There are also some buildings and tech that doesn´t work properly, like the ones related to manacyte. Maybe is some incompatibility
L0tch 26 Aug, 2019 @ 7:16pm 
Hi, I was wondering, as a hardcore 2.1 player (I refuse to play any newer updates), if there may be any way to access the older versions of this mod I used to play. I remember playing this almost a year ago now back before 2.2's release.
Thank you so much if there is a way to do it, or a link to the old mod file!
墨灵Ling 23 Aug, 2019 @ 8:57pm 
缺少一些建筑
darthprimus123 6 Aug, 2019 @ 3:32am 
lich species (skeleton dark wizards)
✧Starshadow Melody✧ 31 Jul, 2019 @ 2:29pm 
I haven't had issues- but yeah, some of the machine traits don't. Work right now.
Drakenhof 31 Jul, 2019 @ 6:06am 
The new world types are compatible with Planetary Diversity? And some of the machine traits, like brass machines or moe, doesnt seem to do anything.
Oblivion Walker 28 Jul, 2019 @ 3:05pm 
Awesome,I always wanted to create a space lich coven.
Tavmminqat 4 Jul, 2019 @ 2:47am 
It looks like in the last update somehow several of the buildings for the mage system were deleted.
Actus Reus 3 Jul, 2019 @ 1:36pm 
Necromancy do the same bug for me as @Obersturmführer_Jar-Jar described.
NoriNoNoroi 26 Jun, 2019 @ 6:46pm 
I checked the mod, the mage college building, and it's upgrades, are missing
Spiders 23 Jun, 2019 @ 6:05am 
I think I found another bug. There's a tech that's supposed to add a building that adds some jobs and lets you train Evoker armies once researched (I'm pretty sure it's from this mod), but the tech is missing a description and an icon and adds no buildings. The followup tech allows for creation of evoker armies, but they can't be trained, saying they require a building, but not specifying what building. Specifically saying something like:

"Requires Building: "

And showing no building name. I think it's supposed to be called an Arcane University or something like that? The armies show up in the list fine, but they require a building that doesn't seem to exist.
Abisha 21 Jun, 2019 @ 5:10am 
hmm ever thought to add Techno mages? they would fit the lore also since they use tech for magic.

also i think this mod need a some sort of readme somewhere or within the game when you tab ethics, why i never seen Nercomancy and do not understand why their are so many magics are.

good example Wizard vs soccers (is this only bonus related or are their also stuff ingame etc)
only one example the game add without explaining.
Spiders 20 Jun, 2019 @ 9:30pm 
Looks fixed. Thanks.
Ginジン  [author] 20 Jun, 2019 @ 9:08pm 
The necromancy building bugs should be fixed now
Ginジン  [author] 20 Jun, 2019 @ 7:25pm 
Yeah that's odd. I'll look into that @Obersturmführer_Jar-Jar (Amazing username by the way)
Spiders 20 Jun, 2019 @ 6:00pm 
I'm not sure if this is just me, but Necromancy seems to no longer work properly. When I start a game with the Necromancy civic and research an upgrade for the graveyard, the building has a greyed out upgrade arrow and I can't upgrade it, even with the required capital building. I can still build shambling undead armies, but none of the higher-tier stuff. I don't know of any mods I have that could be causing this, so I'm guessing this part just hasn't been updated yet.
✧Starshadow Melody✧ 17 Jun, 2019 @ 6:55pm 
Does seem to. Traits are appearing in the selection.
Ginジン  [author] 17 Jun, 2019 @ 4:11pm 
question answering time.

Yes the not spawning on a sour world is a bug.

And I'm not sure if it works with Wolfe yet, but it should, as this update didn't change many base mechanics.
✧Starshadow Melody✧ 15 Jun, 2019 @ 1:14pm 
I mean you could probably just subscribe and check in the launcher.
TheNecromancerWendigo 15 Jun, 2019 @ 7:31am 
Compatible with 2.3?
katanainfinate00 10 Jun, 2019 @ 8:16am 
Update?
✧Starshadow Melody✧ 4 Jun, 2019 @ 10:18am 
The Wolfe has arrived.
GrassEater 27 May, 2019 @ 8:21pm 
Hi there I just started using this mod and I have a few questions on a few things I dont seem to get. 1. is being a demon race a significant game play change or is it just a unique little trait. 2. when I picked the civic which starts my race on a sour world it just puts me on a regular planet is that suppose to happen or is it a bug.
Ginジン  [author] 24 May, 2019 @ 1:23am 
@Melody the reason you don't find them is because they don't exist yet, since I instead spent time making (or mostly fixing/trying to fix) the jobs and such. This will change soon, hopefully.


@Phoenixblood I agree that some should exist (like the undead or music stuff), but the degree that it's expanded to has become... too large for this mod. Sorry for that, and I hope you can find something that scratches that itch instead, and I hope you enjoy what this mod will have to offer anyway.
Phoenixblood 22 May, 2019 @ 12:23am 
Unfortunately, Arcane Heritage changes some files that make it incompatible with some of my favourite mods.
I actually quite like unique building chains and unique jobs and stuff like that, I wish there were more Civics and Ethics in vanilla that altered this kind of thing (like getting temples from Spiritualist Ethic, or the extra administrators building from the Bureaucracy civic), so those elements from this mod are very interesting to me, not that a lot of cool stuff to discover isnt also fun. I think unique building chains and stuff like that really can make an empire stand apart, and its important for those buildings to scale as the game progresses and that they use a special resource when upgraded to fit in with the economic balance of the game (though you could totally make them use Crystals, Gases or Motes instead)