Stellaris

Stellaris

Stellaris List EXtender - SLEX 3.0
67 Comments
Observer 14 Jul, 2023 @ 3:58pm 
"This is a modders resources mod. That means you should only download this if other mods have this as a dependancy. Having this mod as standalone won't do anything (content wise)."

You can infer from that.
eaglegundam 13 May, 2023 @ 8:20am 
is this mod still relevant or not?
bascott83 17 Oct, 2022 @ 9:41pm 
is this obsolete?
Samar3n 9 Aug, 2022 @ 12:04pm 
{KernalGrimm} It's not even your mod, get off your high horse and begone
{KernalGrimm} 24 May, 2022 @ 5:16pm 
@Orionox
Some patience and having less of a sense of entitlement would also be great, thaaaaaanks...
Orionox 15 May, 2022 @ 11:15am 
an update for 3.4 would be appreciated
Concrete Slurper 8 Mar, 2022 @ 7:22pm 
Is this working?
moonraker65 16 Feb, 2022 @ 1:37am 
Defo needs updating to 3.2
barkertommy43 23 Dec, 2021 @ 8:20pm 
Does this need to be updated?
MR_Wizard 4 Dec, 2021 @ 6:57pm 
@TheFlyingPotato Update for 3.2?
TheFlyingPotato  [author] 25 Oct, 2021 @ 1:00pm 
@davidsen324 It can go anywhere
davidsen324 25 Oct, 2021 @ 11:47am 
Where should this be in the mod order?
TheFlyingPotato  [author] 4 Oct, 2021 @ 12:02am 
I think it should work fine in 3.1
Asty 3 Oct, 2021 @ 4:36pm 
This updated to 3.1?
knon_20 27 Sep, 2021 @ 5:47am 
update?
MR_Wizard 14 Sep, 2021 @ 10:10am 
Will this be updated soon for the new update?
TheFlyingPotato  [author] 17 Apr, 2021 @ 10:51am 
Old version uploaded separately
TheFlyingPotato  [author] 17 Apr, 2021 @ 10:42am 
Updated to 3.0. Not totally compatible with 2.8-
A version compatible for 2.6-2.8 will be uploaded separately soon (TM)
Instant Caulk 16 Apr, 2021 @ 4:52pm 
I was half tempted to ask about an update to see if you would purge me lol Thank you for the the mod though!
TheFlyingPotato  [author] 16 Apr, 2021 @ 1:50pm 
*grabs shotgun with malicious intent*
mario0244 16 Apr, 2021 @ 1:49pm 
Update when? :D
TheFlyingPotato  [author] 16 Apr, 2021 @ 12:51am 
Yes! This works as is for 3.0, I just have to change the version number
Ecthelion75 15 Apr, 2021 @ 8:55pm 
Will this be updated for 3.0?
TheFlyingPotato  [author] 2 Nov, 2020 @ 2:12pm 
Haha glad it helps :)
Hunkulous 2 Nov, 2020 @ 1:01pm 
Thank you so much for making this mod!
The ability to get trigger values combined with keywords is amazing. For a second I thought much of my mod would be impossible to make, it appears I have been saved by SLEX!
TheFlyingPotato  [author] 31 Oct, 2020 @ 7:25am 
Updated for 2.8.*
Nothing else changed.
Save game compatible of course :)
RAWSL 31 Oct, 2020 @ 6:26am 
2.8 update please:steamhappy::steamhappy::steamhappy:
bascott83 29 Oct, 2020 @ 1:27pm 
2.8 update please
redmoth27 13 Aug, 2020 @ 6:48pm 
Hey I heard that this mod paired with interstellar incorporated is causing the game to crash, and if my referance is correct it may be crashing some other mods that require it.
TheFlyingPotato  [author] 5 Aug, 2020 @ 1:53pm 
Hey! Nope SLEX won't solve your issue.
From what I can tell, you need the 2.3 version of the Universal Modifier Patch. Maybe the 2.7 version would work in 2.3 (doubt so tho) or maybe your civics mod will work in 2.7.
If none of this works, maybe try contacting jasonpepe (author of the universal modifier patch mod) to ask him if he has by chance an old version. Or you could by hand add the required modifiers in the mod files. I would suggest joining the Stellaris Modding Den Discord to get help if you never touched modding before ;)
Tristessa 5 Aug, 2020 @ 1:25pm 
Modding Naive -> Would this resolve the issue with "New Civics and Traits Mod for 2.3.*"? ('Missing Modifiers from 2.3 update)
溥天之下小灵通 26 Jul, 2020 @ 2:49am 
666
Omega 15 Jun, 2020 @ 4:18am 
So after more digging I figured it out. The events that are breaking are all getting assigned Event ID 0 in event manager. This is happening because the mod authors are using id = event_name_here.more_text_here instead of id = event_name_here.<number>. This doesn't play nice with the framework, but the syntax the other modders are using is bad practice anyway. I'll reach out to them individually to get them to correct the issue.
Omega 14 Jun, 2020 @ 5:36pm 
I had to also pull Propaganda and Espionage 2.7 because this mod is a prerequisite, but I couldn't find anything in that mod's code that would explain what is going on. I'm wondering if something changed from 2.7.1 to 2.7.2 because the mods were playing nicely together. Now not so much. I know Paradox did something going from 2.6.3 to 2.7.1 that disabled anomaly popups. This got partially reverted in 2.7.2 because of player feedback.
TheFlyingPotato  [author] 14 Jun, 2020 @ 3:51pm 
There shouldn't be any issue coming from this mod. Like really, no issue at all. All it does is *add* new options for modders to use.

I will take a look tomorrow as it sounds really weird tho. Did you remove other mods when removing this one ? Or only this mod ?
Omega 14 Jun, 2020 @ 2:55pm 
This framework appears to interfere with some of the event popups from some other mods:
* Anomalies and a lot of event chains from More Events Mod
* Events from Potent Rebellions
* Bombardment notifications from Powerful & Realistic Orbital Bombardment
This is just some of what I've noticed. Events from these mods are still firing while this framework is in place, but it is blocking the player notification popups. Removing this framework instantly solves the issue.
Dustreaper 8 Jun, 2020 @ 1:55pm 
Nah i use paradoxos mod manager so i can see which mods overwrites other mods files so it's not a giant pain to see stuff.
TheFlyingPotato  [author] 8 Jun, 2020 @ 1:52pm 
Yes this doesn't affect the game in any way (git is a tool used to keep the different versions of the mod. UI Overhaul use it as well, so we both have the same files)

You are trying to merge all of your mods into one ? This won't cause any issue ;)
Dustreaper 8 Jun, 2020 @ 1:18pm 
damn isn't compatible with mods i usually use like uioverhaul and mod menu. Or are those conflicts fine?

UI Overhaul 1080p Plus :
.git\COMMIT_EDITMSG
.git\FETCH_HEAD
.git\HEAD
.git\config
.git\description

Stuff like this.
TheFlyingPotato  [author] 16 May, 2020 @ 5:44am 
I just added it. Your mod looks very interesting and I will definitely use it in my next playthrough :)
Zibbly 15 May, 2020 @ 7:37pm 
My Propaganda and Espionage mod now has SLEX as a dependency, its a great tool. (Only wish I had discovered it earlier into development lol). Would love it if it could get added to the list. Thanks :] - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2097903490
TheFlyingPotato  [author] 14 May, 2020 @ 4:28pm 
Updated to 2.7.*
Fixed a bug (typo).
Added SLEX_get_custom_parameter(_advanced)_4096. Please use this only when you really need it as every occurence of it in the code increases the RAM usage (Stellaris limitation)
TheFlyingPotato  [author] 13 May, 2020 @ 4:06pm 
The mod should work fine in 2.7.* (as well as 2.6.*).

I will add some new features soon :)
TheFlyingPotato  [author] 13 May, 2020 @ 12:10pm 
My pleasure :)
Zibbly 13 May, 2020 @ 12:08pm 
@TheFlyingPotato - Awesome, thanks for the help dude.
TheFlyingPotato  [author] 13 May, 2020 @ 12:06pm 
The wiki says you can use that trigger (the fleet_power) in country scope. So it should work as well.
You may want to add a fourth "0" if the total fleet power of the country is higher than 1M tho (shouldn't happen very often when "near" vanilla, but if you plan to use mods like ACOT or Gigas, it may be a good idea :P)
Zibbly 13 May, 2020 @ 12:00pm 
@TheFlyingPotato - That was really helpful and exactly what I was looking for, much appreciated. One last question, is it possible to list the total fleet power of an empire?
TheFlyingPotato  [author] 13 May, 2020 @ 11:57am 
(2/2) This is sadly due to Stellaris limitations. I do plan to implement a scripted_effect that does it automatically, but my TODO list has already quite an amount of things and I have little time :(

If this feels confusing or if you want to ask for more explanations on the subject, feel free to contact me on the modding Den, I will be happy to help you :)
(It's easier to communicate on discord than here in messages imho)
TheFlyingPotato  [author] 13 May, 2020 @ 11:57am 
(1/2) Yes! For example :
[code]
SLEX_get_custom_parameter = {
CONDITION_NAME = fleet_power
VARIABLE = variable_name
ROUNDING_ZEROES = 000
}
[/code]

This will store the fleet power power truncated to the next (lowest) multiple of 16^3 = 4096 (3 because ROUNDING_ZEROES has 3 zeroes) up to 1 044 480 (=16^3 * 255).
This means a fleet of fleet power 5000 will have a variable of 4096. And one of fleet power 4095 will have a variable of 0. So this works fine for high values.

If you want to also take into account small fleets, I would suggest doing an if with a limit on fleet_power< 4096 in which case you use the same code except with ROUNDING_ZEROES = 0 (fleet power will be a multiple of 16 up to 4080).
You can also of course add an if_else with a trigger fleet_power < 65 536 (16*4096) with the same code except with ROUNDING_ZEROES = 00.
Zibbly 13 May, 2020 @ 11:27am 
Hello, Is there a way of getting fleet power from a custom parameter?