Stellaris

Stellaris

[JP_EN]Perfect Earth Defense Fleet
142 Comments
6thStrikeUnit  [author] 15 Jul @ 2:59am 
@MRKNGTURKEY
I checked, and did not find any such behavior.
However, for some weapons, the turret design is defined on the component side, and it may overwrite the turret appearance on the section side, so perhaps that is related?
(Weapons such as the Null Void Ray Cannon and Event Disintegration Cannon)
MRKNGTURKEY 14 Jul @ 11:32am 
Could you fix the Titan ships (More Specifically the Andromeda-class vessels) as when I add the weapons for their L-slots instead of the actually modeled cannons their supposed to get they instead get the normal Titan models guns
6thStrikeUnit  [author] 12 May @ 3:48am 
@Zombie
You can move them by rewriting the "fits_on_slot =" statement inside section_templates.
The number of sections varies depending on the ship type, so please check the ship type definition in ship_sizes.
Zombie 11 May @ 1:33pm 
in the asset file, how do I get a ship model for s destroyer to move from the bow to the stern?
Zombie 10 May @ 8:44pm 
my test worked I managed to make the ship appear when using the ruler trait. thank you for helping me.
Zombie 10 May @ 8:32pm 
I haven't messed with the asset files
6thStrikeUnit  [author] 10 May @ 8:32pm 
@Zombie
section_templates defines the ship sections.

component_slot_templates defines the turrets (large_turret, etc.) in the ship section.
They are divided according to armament size, with "invisible_" turrets being invisible and "_fixed" turrets being fixed forward and invisible.
You can define a dedicated turret by creating a template that directly specifies the entity, but you first need a separate entity for the turret so you don't need to worry about it for now.
Zombie 10 May @ 8:26pm 
what is the difference between the component_slot_templates and section_templates?
6thStrikeUnit  [author] 10 May @ 8:09pm 
@Zombie
If you want to increase the number of sections, you can do so by duplicating this area, changing the key, and changing the "entity = "PEDF_saratoga_entity"" part to a different entity.
Zombie 10 May @ 8:07pm 
I am doing my tests on the corvette
Zombie 10 May @ 8:06pm 
I mean in this area

ship_section_template = {
key = "PEDF_DESTROYER_saratoga2"
ship_size = destroyer
fits_on_slot = bow
should_draw_components = yes
entity = "PEDF_saratoga_entity"
icon = "GFX_ship_part_core_bow"

so far I have managed to make a vanilla ship but I haven't figured out the code to use a model from another shipset. the ship that I am trying to get appear is the gazanti from the star wars 4.0 empire nsc3 shipset mod.
6thStrikeUnit  [author] 10 May @ 7:58pm 
@Zombie
Do you mean you rewrote the file path of the ship set mesh in the .asset file?
In that case, the appearance will change for that ship set, but you will not be able to use the appearance of another ship set.
If you want to add a completely independent appearance, you will need to define a separate section that is unlocked with a special technology and apply it to that. (Like the additional sections in SDE)
Zombie 10 May @ 7:53pm 
I am getting closer to getting it ready, though I am now at the model code part I managed to get a different ship appear for the corvette after selecting the leader trait, but I have yet to figure out how to use the model from another mod. like how you need E.D.F shipset in order to run this mod clearly.
6thStrikeUnit  [author] 10 May @ 2:30pm 
@Zombie
Since the NSC code is an extension of the vanilla ship code, if you directly reference the entity in "gfx/models/ships/xxxxx_01/yyyyy.asset" in the appearance of the section you are adding, you do not need the NSC code.
Zombie 10 May @ 11:00am 
if I have a shipset that is already nsc compatible, do I still need the the vanilla code? I am using this mod as a look at, trying to figure out how to add a ruler trait that allows multile shipsets to be used. i am currently in the code of WMGFP_tech.
6thStrikeUnit  [author] 9 May @ 3:15am 
@Zombie
We have confirmed that adding ships via ruler traits works properly in the current version, but we have found that if the ship set settings are still outdated, the ship set will not work.

If you want to change a normal ship set to a section that can be used independently like this mod's sections, you will first need to create a new section setting with the appearance of the ships in the ship set.
If you want to make it locally, try using a structure such as Organic Mechanical Shipset as a reference.
Zombie 8 May @ 9:50pm 
is it possible to make the ruler trait use shipset work for the star wars shipsets that are up to Stellaris 4.0? sorry about alot of questions, I am just curious
Zombie 8 May @ 6:28pm 
the reason I am asking about the ruler traits that allow the use of multiple shipsets, is because I want to use it for star wars shipsets.
Zombie 8 May @ 5:05pm 
and the ruler trait system might have broke in 4.0
Zombie 8 May @ 5:04pm 
How do I add the ruler trait that allows me to use multiple shipsets?
Goofy Goober 8 May @ 4:48pm 
hello Is the Ark Royal X still an option for the juggernaut after the update recently
Zombie 16 Nov, 2024 @ 8:59pm 
Okay. Thank you for the information.
War Criminal Mio Honda 15 Nov, 2024 @ 6:33pm 
give the stellaris modding wiki and stellaris modding hub a look they have plenty of information for this stuff and if you are lucky there is probably a video on it.
Zombie 15 Nov, 2024 @ 10:40am 
plus I really don't understand coding.
Zombie 15 Nov, 2024 @ 6:14am 
Okay. I get there are star trek ship sets mods already, unfortunately they are filled with fan made star trek ships, and I am trying to do a Star Trek Online ship set which consists of the Federation, the Klingons, the Romulans, and the Jem'hadar ships in one ship set. I am trying to base it off the STO story where the 4 factions form an alliance.
6thStrikeUnit  [author] 15 Nov, 2024 @ 2:02am 
@Zombie
It seems that Star Trek ship set mods already exist, so why not try modifying that mod locally to create your own?
For simple NSC compatibility, the NvO section of [JP_EN] Ship Decorative Equipment may be a good reference.
Zombie 14 Nov, 2024 @ 6:10pm 
You are the best modder I know of for Stellaris. I am trying to make a star trek shipset mod that is nsc compatible, my only problems are I don't know how to code and I don't understand how to bring it from a blender model to Stellaris. So if I gave you the models, could you help me make the mod?
TheEventHorizon 20 Jul, 2024 @ 1:49pm 
Would really love this mod to be updated for NSC3 again
6thStrikeUnit  [author] 19 Jul, 2024 @ 4:34am 
@yamato2540
当該modの作者とはmod制作で協力関係にないので、それは不可能です。
システム上、双方のmodを同時に使用してもセクションの併存は可能なはずですのでそのようにご利用ください。
yamato2540 18 Jul, 2024 @ 4:48pm 
 すいません、申し訳無いのですが、こちらのUnited Nations Cosmo Navy - Humanoid Stations EditionというMODのほうよりSpace Battleship Yamato/Star BlazersのMODにある方の空母に補給艦が細かく鮮やかに描かれていてて、護衛戦艦や無人戦艦に復活編の艦隊といろいろとあってこちらも一緒にできないのでしょうか?
6thStrikeUnit  [author] 7 May, 2024 @ 5:49am 
@gpa1090
That patch is currently no longer available. (I am not the author.)
gpa1090 7 May, 2024 @ 5:35am 
@6thStrikeUnit There was a NCS3 compatibility patch, but that cannot be found in the workshop now.
Úlfheðinn 4 May, 2024 @ 9:32am 
Ye doesnt seem like it. Like you can use the new sections but many NSC sections arent working
6thStrikeUnit  [author] 4 May, 2024 @ 6:01am 
@Úlfheðinn
Internally, the sections have been made compatible, but operation has not been confirmed with the current NSC3.
Úlfheðinn 4 May, 2024 @ 5:52am 
NSC no longer supported?
B.R. NortherlyRose 6 Feb, 2024 @ 1:13am 
@-=EDF=- Kouta Seto I know im very late but that's the Shunran from the ps2 games, which became very very popular after its debut
WarCriminal 1 Feb, 2024 @ 8:11am 
Why I cant add reactor to ships higher than a corvette?
Ros[É] 25 Jan, 2024 @ 2:16pm 
@-=EDF=- Kouta Seto so what? It's a cool design, plus you say it was only used "ONCE" but also forget to mention it also comes up in Roblox's Project Stardust. Also I'm pretty sure it wasn't built "once" since theres a bunch of different pictures of the model made by others on the CosmoDNA fandom sight as well as some 3d renders so...
-=EDF=- Kouta Seto 25 Jan, 2024 @ 1:49pm 
Uhhhh... you added the 3 Barrel Andromeda that was only ONCE build by a fan and put on display and later ONLY ONCE used in any game or media , namely Homeworld 2's Fairy Empire mod (wich got them taken down for quiet some time btw. as they actualy SELL the mod and moddel wich is forbidden)
Ros[É] 24 Jan, 2024 @ 9:46am 
Omg yes! Blue Noah would be amazing
War Criminal Mio Honda 17 Jan, 2024 @ 10:04pm 
Super Dreadnought, Super Andromeda, and the Blue Noah would be great additions as well
Ros[É] 17 Jan, 2024 @ 8:37pm 
Can you make the Super Shunran next?
War Criminal Mio Honda 14 Dec, 2023 @ 12:36pm 
so hyped!
Railgunner2160 14 Dec, 2023 @ 12:35pm 
Addition of the Shunran as a option for the titan!
War Criminal Mio Honda 14 Dec, 2023 @ 12:03pm 
what was the update?
authentic_tincan 2 Dec, 2023 @ 12:49pm 
https://discord.gg/hvr34CqW I made a Earth Federation Server specifically for streaming stellaris and this mod along with Nanakuds mods, I hope you'll join to help develop the mod even further
Zombie 12 Nov, 2023 @ 3:40pm 
is this mod United Nations Cosmo Navy - Humanoid Stations Edition, necessary anymore as it has not been updated in over a year.
Zombie 5 Nov, 2023 @ 6:47am 
@6thStrikeUnit
With the update that happened, the shipset of the nsc is now broken as in the choices are just invisible ships
authentic_tincan 3 Nov, 2023 @ 11:44pm 
possible bug with NSC and this mod, battleships with the dreadnough nsc type sections when built have a military power of 1, but when i spawn the ship type via consol command its normal, ive made sure the mode load order was correct too
authentic_tincan 19 Oct, 2023 @ 2:56pm 
https://sketchfab.com/search?q=space+battleship+yamato&type=models
Here are a bunch of models you can add to the roaster.