Stellaris

Stellaris

Aux Module Expansion 2.2+
60 Comments
Killian  [author] 26 Dec, 2024 @ 10:49pm 
It's one of the upsides of being relatively unobtrusive and not overwriting a bunch of vanilla files, especially given Paradox hasn't messed around with the core tenets of ship design in a long time, to my knowledge.

I've been kinda burnt out on Stellaris lately though, which has killed my desire to do any modding for it. Also means I haven't bothered to purchase the relevant DLCs, which makes updating for them a little harder.
lordgodboofu 26 Dec, 2024 @ 5:05pm 
Don't get me wrong I've loved this mod and am surprised and impressed that it has held up so long against all the changes to code over the years and patches. Figured there would eventually be a rework to get around that massive change to hold aux slots work. look forward to getting to see it up and running again. Hadn't seen anything new related to it in awhile but has usually held up when a new parch gets its hot fix just not with how big the more recent changes have been
Killian  [author] 26 Dec, 2024 @ 4:56pm 
Well, yeah, this is the *ancient* version! I have a version for 3.3+... but that's also incompatible due to the fauna changes, unfortunately.
lordgodboofu 26 Dec, 2024 @ 2:36pm 
Mod is broken ever since fauna were introduced... can't fill slots as ships and fauna slots interfere with each other
Killian  [author] 9 May, 2023 @ 5:26pm 
~3.3 made some overhauls to how modifiers worked, so whilst this version may not have any obvious conflicts, it may have modifiers or effects that don't work as intended.

I've played a little of 3.8 so far, and there aren't field-specific boosts like there were in earlier versions. Most of the other traits have changed too, but might still be applicable in some fashion - I'll have to dig into the code to see.
TheCreepOfWar 9 May, 2023 @ 3:37pm 
I also think there is tech boosts for leaders who sit on your council, not entirely sure but might be worth looking into
TheCreepOfWar 9 May, 2023 @ 3:35pm 
Didn't realize there was a newer version, is there any difference between this one and the 3.3+ WIP? Either way thanks again for working on this!
Killian  [author] 9 May, 2023 @ 2:43pm 
Well for a start you should probably also be using the 3.3+ WIP I posted below!

That said I doubt it'll help with this specific issue. I didn't realize how much of an overhaul leaders were getting since I'd fallen behind on dev diaries.
TheCreepOfWar 9 May, 2023 @ 12:35pm 
all good, was just looking at my error log earlier and trying to fix/notify mod authors of potential changes. Been updating my mods and helping find errors all day. Update when ready, I don't expect an update instantly :P
Killian  [author] 9 May, 2023 @ 12:11pm 
Righto. I'll look into it and see what needs tweaking. No promises on a timeframe.
TheCreepOfWar 9 May, 2023 @ 9:53am 
Due to 3.8 leader rework this mod needs update at very least within the technology file. There is no longer scientist dedicated to each area of research. May need more than just that.
Killian  [author] 21 Apr, 2022 @ 7:18am 
I've posted a WIP version for 3.3.4 here; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2797611009

Haven't found any concise or clear information on what, if anything, changed with ship_modifiers, so if anyone has any useful info there do let me know.
Grendain 11 Mar, 2022 @ 7:11am 
Very thanks :)
Killian  [author] 11 Mar, 2022 @ 7:10am 
Paradox updated the ship_modifiers to be more consistent, yeah. That probably did break something, in hindsight.

Sadly I really haven't had the drive/urge to work on Stellaris modding lately, or even play the game at all. I might get back to it at some point, and when I do I'll probably fix this up, but I don't want to make any promises.
Grendain 11 Mar, 2022 @ 6:41am 
3.3.2?
Crazy Old Texan 11 Mar, 2022 @ 6:00am 
Hi Arcalane, thank you. I've already updated most of the components already for my on use. Thanks again for the permission. Really didn't need much updating except PDX broke a few of the ship_modifiers but I've accounted for those, Cheers.
Killian  [author] 11 Mar, 2022 @ 5:37am 
The core functionality should all still work though, I just can't be arsed to wrangle paradox' modloader to update the version number.
Killian  [author] 11 Mar, 2022 @ 5:37am 
Sure thing. Just keep in mind this thing's a little outdated and probably needs a few balance tweaks.
Crazy Old Texan 11 Mar, 2022 @ 4:17am 
I would like permission to use your mod in a Honorverse mod I'm resurrecting? With a little editing to the localization and this would fit perfectly. Of course I'll give full credit.
PookySmile 26 Oct, 2021 @ 11:04pm 
Any news, does it work?
Killian  [author] 3 Mar, 2021 @ 7:27am 
Good to hear it's working again. Wildcards in version numbers have always worked (though only for the minor version IIRC, you can't do *.*.* or 2.*, only 2.8.*), so I assume the uploader probably wigged out somehow.

As for a hypothetical 3.0; I was primarily mulling over flattening things out slightly so there's just two tiers of most modules, with the primary effect being either a 10/25% or 25/50% buff depending on what the module does exactly. That's just vague plans though, and they might shift again by the time I get around to working on this.
randy 3 Mar, 2021 @ 6:17am 
@Arcalane Confirming - it works again, with 2.8.1. Something may have been wrong with the descriptor in that non-zipped version but I couldn't tell.
I thought the game doesn't load files with asterisks (2.8.*) in version number, but changing that to a proper number didn't help.

Also, thanks for that great mod. It really brings depth to the ship design and allows the creation of some interesting specialist roles.

Makes me curious what ideas you had for that version "3.0"?
Killian  [author] 3 Mar, 2021 @ 5:49am 
Reverted to the older archived version. Apparently the file is even smaller now but whatever. Hopefully it'll work again.
Killian  [author] 3 Mar, 2021 @ 5:43am 
That's the only thing I *intentionally* changed. Judging by the tiny filesize something must have gone wrong with the upload though...
randy 3 Mar, 2021 @ 2:42am 
@Arcalane Are you sure you only changed the version number?
The mod just stopped working after that update. I've tried re-subbing already and the components are stilll missing.
Killian  [author] 2 Mar, 2021 @ 12:50pm 
I'm glad it's still (mostly) working at least. I'll give the version number a kick so that the launcher stops whining.
Crazy Old Texan 1 Jan, 2021 @ 11:50am 
Yep, mod still works great for 2.8.1
Seckyblanket 13 Dec, 2020 @ 12:24am 
same with liquid snake im on the open beta and works fine for me lol
Nicho 23 Nov, 2020 @ 7:12am 
Odd that people are reporting it doesn't work in 2.8. I'm using it currently at 2.8.1 and haven't detected any issues with the mod.
双双双双双双马尾 7 Nov, 2020 @ 2:53pm 
Sorry,I think it's other mods' problem, this mod still work now.
MaulMachine 5 Nov, 2020 @ 3:17pm 
I'm sorry to hear that. I would love to see this excellent mod come back.

I am surprised to hear it doesn't work on 2.8, though. What changed that would render the game unplayable on 2.8?
Killian  [author] 5 Nov, 2020 @ 1:09am 
Probably not any time soon. I basically want to make a "3.0" version at some point which will be a full rebuild with various tweaks and such, but I just haven't had the energy or drive to work on it.
双双双双双双马尾 5 Nov, 2020 @ 12:32am 
it doesn't work on 2.8, will it be updated?
MaulMachine 25 Aug, 2020 @ 6:09pm 
So is it possible to make it so that Starbases and Juggernaughts can use these? Right now, it seems not to do so.
Jim Starluck 14 Jun, 2020 @ 1:09pm 
This has been working fine in 2.7+ for me. One of my must-have mods, honestly. Makes ship design so much more interesting.
itsVergel 31 May, 2020 @ 4:25am 
Going to try to load this in with 2.7 to see how well it still works. Only DLC I have is Utopia, but I have plenty of other mods in my list including NSC. Will report back later this week.
Dr. Bashir 22 May, 2020 @ 8:45am 
nvm, found that
Dr. Bashir 22 May, 2020 @ 7:05am 
How can i fix it myself? I can't find any ship class reference in files, so i can't just add "shipclass_starbase" as avalable ship class.
Killian  [author] 22 May, 2020 @ 5:57am 
I'm going to guess it's because juggernauts use their own shipclass rather than being part of shipclass_military, for whatever reason. I'll fix it eventually.
Dr. Bashir 22 May, 2020 @ 5:53am 
Is it normal, that most of the components cannot be installed on Juggernaut?
MaulMachine 20 Mar, 2020 @ 3:53pm 
We understand. We look forward to you coming back.
Killian  [author] 20 Mar, 2020 @ 11:37am 
I haven't tested it myself, but it should. As a whole, this project's in a bit of a holding pattern until further notice.
Aregee 20 Mar, 2020 @ 10:02am 
Does this working?
cyno up 30 Oct, 2019 @ 6:03pm 
wow,eve icon
o/
Killian  [author] 13 Oct, 2019 @ 12:55pm 
The only thing that should need updating is the version number. Try it: if you find something that's broken, leave a comment.
Knyghthawk 13 Oct, 2019 @ 7:19am 
any chance of an update?
AT 31 Jul, 2019 @ 2:48am 
Hello.
Big thank you for awesome mod.

Can i make a small cross-mod for your mod and Extra Ship Component? Like T4 energy/kinetic/missile aux and cores for t6-t8 reactors?
Krylia Viru 31 Jul, 2019 @ 12:32am 
It RETURNS!
GamezoneHungary 27 Jul, 2019 @ 2:39am 
i tested it and it works with NSC fine
Ajey 26 Jul, 2019 @ 3:04am 
hey! i just added you in steam because i could not find you at discord stellaris modding den. i would like to ask you some questions about your mod, which is easier in chat than in comment section. would be great if you accepted my friend invite and we could discuss it quickly :)