Stellaris

Stellaris

Cheat Menu
193 Comments
[TKT][LCDR]Tranxalive  [author] 18 Jun @ 5:55am 
That mod doesn't seem to have multiplayer balancing in mind, or even any mention of multiplayer at all.

My main point was was that the host should always have control of who gets to use it and who doesn't, because otherwise if people are trying to play a serious game, anyone could just sneak in extra resources, modifiers, etc.

I mean sure, you can always just disable the mod before playing, but then no one gets to use it. The whole point of the menu is so that people have control over a variety of things, so control is my top priority, that's why there are so many options, even ones that can actually just make you weaker.

In any case, I feel like I need to actually complete/restore my cheat menu's features first before I seriously consider adding multiplayer support.
That One Friend 15 Jun @ 2:32pm 
other cheat mods have figured it out (some depricated, some still going) you could hit them up and see how they did it and see if its viable for you to do with your version.
[TKT][LCDR]Tranxalive  [author] 15 Jun @ 8:01am 
Because if it's an edict then people in multiplayer can use it, and if you have it active then there's likely going to be chaos. For the moment this supports only singleplayer.

I've considered attempting to make this multiplayer compatible numerous times via edict, or something else, however my main roadblock is figuring out how to effectively make it so the host can set up who can use it, and who can't. As far as I know there's no condition or trigger that checks if the player is the host of the game or not.
NexusLeader 15 Jun @ 1:42am 
Quick question, why isn't this a edict instead of having to be through console?
[TKT][LCDR]Tranxalive  [author] 13 Jun @ 12:33pm 
Odd... It's referenced as a resource in the files, which technically means you should be able to add it like you would any other resource, so one would think the cheat would work. But then again, I still haven't played 4.0 yet, and don't actually know how it works. (I'm waiting for my favorite mods to update to hopefully be more compatible.)
MisterMustachio 13 Jun @ 10:00am 
Fun thing I have learned about Stellaris through the use of this mod: Biomass is NOT a resource, it is directly tied to your available pops, so pop growth is the only real way to up your biomass.
DandreV 21 May @ 3:20pm 
Oh thank you regardless! I remember looking at that modding page and digging through the details a long time ago when the old mod came out. Ill test that script and see what happens.
[TKT][LCDR]Tranxalive  [author] 21 May @ 2:15pm 
Copy that into the console in case it wasn't clear. I had a much more detailed comment, but I was way over the character limit, and had to crush my message to barely fit.
[TKT][LCDR]Tranxalive  [author] 21 May @ 2:14pm 
Yes, and no. Every "Event" in Stellaris is basically a console command.
You can use the command to create a system, but it is a colossal pain to do it and get it to work, mostly because of the "Scope system", which you have to do a bunch of stuff to get to the right one, as it won’t work otherwise

spawn_system requires a scope of… oh, planet is viable now?

I guess you can try this, and go from there after clicking on a planet/star.

effect spawn_system = { min_distance >= 5 max_distance <= 50 min_orientation_angle = 0 max_orientation_angle = 360 initializer = basic_init_01 hyperlane = yes is_discovered = yes }

The initializer is the system it's going to spawn, so change that to what you want.

If you're interested in more commands or need help, the Stellaris wiki has a list of them all and a few guides.

Here’s the Modding page which is very helpful
(https://stellaris.paradoxwikis.com/Modding)

Effects are the commands used by Events

Have fun. (Stupid character limit)
DandreV 21 May @ 12:43pm 
Ah ok. Thank you. I really want to add this to my save, but I just spend 3 hours bug hunting last night on a new save....

I appreciate you making this particular aspect of the mod (there used to be an old one, but Im pretty sure its game breaking now...), and I do have one follow-up question:

Is there a 'secret' console command to perhaps add systems? Or is there a lot of backend work that needs to accompany that?
[TKT][LCDR]Tranxalive  [author] 21 May @ 11:02am 
A standalone mod you mean? If so, no I don't
DandreV 21 May @ 11:00am 
Do you perhaps have a standalone for the create new systems feature?
That One Friend 20 May @ 8:07am 
:O amazingly fast
[TKT][LCDR]Tranxalive  [author] 20 May @ 7:46am 
I updated the Cheat Menu. Biomass should be available now. I haven't actually tested it yet, but I'm ~73% sure everything works fine, and that's good enough for me. (I am lying. I actually am ~87% sure. If it doesn't work it's Paradox's fault, because then that means they changed their format on how to add resources.)

I also figured I'd add my highly experimental and definitely unfinished cheats from my private branch of the Cheat Menu, because they work fine enough, and they'd never see the light of day otherwise.

You can add and remove Hyperlanes now, create systems, and create clusters of systems (currently isolated from the galaxy like the L Cluster. If someone asks nicely enough, I'll probably feel obligated to fix it, because my brain can't stand something I've created being insufficient, which is ironic, because I've abandoned many other projects.)

Anyways, it's a good update, that hopefully works fine. Have fun.
That One Friend 20 May @ 2:08am 
Awesome! no rush obviously since as you said- unstable. but if you decide to go ahead and update i look forward to it!
[TKT][LCDR]Tranxalive  [author] 19 May @ 1:52pm 
Sadly no. I haven't updated this to include any of the new resources added since my last update.
I'm waiting for 4.0 to get mostly ironed out before I start playing, since it seems to be fairly unstable. It probably wouldn't be too much of a pain to add though, I feel slightly inspired to check it out later now.
That One Friend 17 May @ 1:32am 
trying to find a mod that lets me edit biomass resource amount with the new wilderness origin hiveminds, would this work in 4.0+?
[TKT][LCDR]Tranxalive  [author] 22 Mar, 2024 @ 5:41am 
No. It's firstly designed for singleplayer. I didn't want to add an extra thing to the Edicts menu, because it's filled with enough stuff already, especially with other mods. It wouldn't be difficult to change, but there'll probably be some weird behavior in multiplayer, not to mention the risk of other players spamming it, and crashing everyone's game, which is another reason why I would like to avoid making it accessible for multiplayer for the moment.
RadioSilence 21 Mar, 2024 @ 9:26pm 
CAN BE USED IN MULTIPLAYER?
[TKT][LCDR]Tranxalive  [author] 18 Mar, 2024 @ 7:27pm 
It should. It'll generally work in all future versions, unless Paradox completely changes the game.
RadioSilence 18 Mar, 2024 @ 5:18pm 
does this mod work with 3.11?
[TKT][LCDR]Tranxalive  [author] 8 Dec, 2023 @ 9:21am 
Yes. It does work in the current version. Hopefully everything works fine, as sometimes Paradox likes to change things around, which means all the mods have to update. Generally the warning triangle for this mod and the TMCore can be safely ignored, but again, you never know. Generally I do play the game myself when there's a major update, and I have this enabled. If it doesn't work right while I'm playing the game, then you can expect an update.
Sultan Potato 8 Dec, 2023 @ 4:41am 
Am I able to play with these? It says the mod is only available for 3.9.3
[TKT][LCDR]Tranxalive  [author] 26 Oct, 2023 @ 8:04pm 
de-select the fleet, then do it again. You must have nothing selected when using it, otherwise it uses that as the scope. Don't worry, I'm annoyed by it too, and I don't understand why the game can't just automatically get the correct one, especially since you're not even using an Effect to do it with.
[TKT][LCDR]Tranxalive  [author] 22 Oct, 2023 @ 9:03am 
I'm going to assume you mean that I integrate it. I can't, and won't, because it's meant to be modular. It links with my other mods and allows them to interact with each other. For instance, if I ever get around to actually working on my numerous projects, there could be cheats for that in this mod, but if you don't have it installed or enabled, they won't be there. If you literally mean to just add a link to it, then I'm adding one now.
Ponky 20 Oct, 2023 @ 7:29pm 
why dont you just link Tranxalive's Mods Core then man
[TKT][LCDR]Tranxalive  [author] 13 Oct, 2023 @ 9:34am 
That's strange. It works for me, and I'm using the one that is published. I guess I'll try an update and see what happens.
VectorMane 13 Oct, 2023 @ 9:29am 
I've tried that, strangely made no difference. I even made a new mod profile with just this mod (and the core mod) and it still crashed upon startup.
[TKT][LCDR]Tranxalive  [author] 13 Oct, 2023 @ 9:26am 
No, only the Legacy version apparently. This version works fine after disabling all mods, and then re-enabling them. I don't know why, but that fixes it. I'm assuming most, if not all, mods are like that. The Legacy version likely doesn't work because of invalid modifiers, and effects, because Paradox feels the need to change everything every update. So as of today, 10-13-2023, the Legacy version is dead. I likely won't revive it because I don't really have the time to do so.
VectorMane 13 Oct, 2023 @ 6:03am 
This mod and the legacy version are dead as of 10/13/2023, game crashes upon startup with this mod enabled. Anyone know a good alternative?
[TKT][LCDR]Tranxalive  [author] 13 Sep, 2023 @ 8:29am 
The update seems to have caused many issues with mods, and I'm not sure why. They must have changed something important, but didn't leave a note for modders.
TeamLoad 13 Sep, 2023 @ 8:09am 
My game now crashes when creating a game, I’ll have to look for another mod that’s causing it to crash)
[TKT][LCDR]Tranxalive  [author] 13 Sep, 2023 @ 8:00am 
Yeah, I noticed that too. I had the issue, and began troubleshooting to find the cause. When I re-enabled the Cheat Menu, my version anyways, it stopped crashing. It might be the game lacking the proper framework when launching for the first time. I'm not really sure. Just try disabling all mods, launching the game, quitting, and then re-enabling your mods, and then see what happens.
TeamLoad 13 Sep, 2023 @ 7:57am 
The game now crashes on the latest update.
[TKT][LCDR]Tranxalive  [author] 8 Sep, 2023 @ 8:27pm 
Odd... It works fine on my end. It could be, but I doubt it. Unless Paradox changes their localisation system, it should stay the same. What it's supposed to say is "Install Tranxalive's Mods Core, or it won't work. It's a hassle, and I'm sorry, but it's like a mod manager for compatibility between my other mods, and other people's mods should I choose to do that." Just install that, either start a new game, or wait one month in the game, and it should act like normal. Also, I apologize for basically leaving my mods to fall into ruin, but I just have a lot of things I have to deal at the moment, and it'll probably be that way for a while. It's not that they're abandoned, it's just that I can't work on them at the moment.
Chesio 8 Sep, 2023 @ 1:38pm 
Hey so I have a probleme, when I time in "event cheat.1" the popup does come up, but it says "warning" and then what ever I press it either pops off or send to a "ITM_Desc" msg and etc etc---
Is it a version probleme or smth? I'm on 3.8.4
[TKT][LCDR]Tranxalive  [author] 23 Aug, 2023 @ 2:23pm 
Unselect your fleet first. Unfortunately Stellaris is very picky about scopes. When you use the event command, it uses the thing you have selected currently as the target, when you have no target, the scope is country.
[TKT][LCDR]Tranxalive  [author] 18 Apr, 2023 @ 2:04pm 
It's a custom "megastructure" I made to mark a system. It should be in the megastructure menu. It's free, and builds instantly. You can place it anywhere. Sorry I haven't been updating it or working on it. I've been very busy doing stuff for X4: Foundations.
VectorMane 18 Apr, 2023 @ 1:26pm 
What's a system marker? Is it a mod? I need a system marker to spawn ships and I don't know what system markers are.
Roman_Stukov 8 Apr, 2023 @ 1:42pm 
"Could not find event."
ToxicKingPin 22 Mar, 2023 @ 12:24am 
great mod :steamthumbsup:
[TKT][LCDR]Tranxalive  [author] 18 Mar, 2023 @ 8:42am 
The Next Update (Ship Spawning Addition) will be worked on after I've finished my obligatory New DLC game. The foundation for the system is being worked on, so it'll take quite some time. Especially since I'll have to manually make different power levels for each variation of each ship type. Updates will now take much longer time since I'll be adding features in bulk. I may decide to "update" it just to remove the stupid triangle, but I'll probably do it once I'm done. (Or maybe later.) Generally the mod should always work no matter the version. Unless you're playing a total conversion mod, or you're playing a previous Stellaris Version. (Like 2.0)
AlmightySosa 17 Mar, 2023 @ 8:55pm 
3.7 update ?
Astrylan 25 Feb, 2023 @ 9:32am 
AAh, that's why. Wait a month in game. Makes sense.
[☥] - CJ - 23 Feb, 2023 @ 7:07pm 
So a bit of new info to add and in a way, correct lol..
Turns out there are times when higher percentage options (within reason) CAN help, early game for example.. Just have them be like 50000% max or 75000% max, something like that, not 469486498% like i mentioned previously lol.

Thanks :)
[TKT][LCDR]Tranxalive  [author] 23 Feb, 2023 @ 8:59am 
Well, I guess it works quicker on new games, but it doesn't really matter. If you're loading an old save with it enabled it'll work after a month.
Astrylan 19 Feb, 2023 @ 1:02pm 
I'm guessing TMCore only works on new games?
[TKT][LCDR]Tranxalive  [author] 15 Feb, 2023 @ 1:48pm 
In theory it shouldn't actually matter. The thing checking which mods are active will always go first. But the Cheat Menu loads first in my playset.
Droll 15 Feb, 2023 @ 1:38pm 
You might want to specify the load order between this mod and the core mod that you mention. I'm assuming the cheat mod goes below the core one.