Stellaris

Stellaris

Aux Module Expansion 3.3+
17 Comments
MaulMachine 12 Dec, 2024 @ 4:11pm 
Is there anything I can do to help? I love this mod, too, and I would love to see it carried into the new content.
Killian  [author] 8 Dec, 2024 @ 1:58pm 
Not too surprising. It's probably related to some of the added modules and slot types, or the overwrite of 00_sensors.txt, perhaps.

I've taken a couple of shots at starting over now, but I just can't summon up the motivation to work on it at the moment -- I think I'm just too burnt out on Stellaris these days. I usually get about as far as planning out the module list and selectng most of the icons and then lose steam.
christophe.poth 8 Dec, 2024 @ 1:41pm 
HI Killian .

First thank you for this great addition mod.

Second , just to inform you that since the last DLC (grand archive) this mod seems to conflict with the new sapce fauna design mechanic, preventing to ave new space fauna design bescause of the lack of a mandatory module in the space fauna design.
I made test and the problem disappear when this mod is deactivated .
Hope you can help , because your mod is a must have imo. perhaps would you consider an uprgade ?
Anyways , thanks a lot .

Best regards.
Kitzi 17 Jan, 2024 @ 6:52pm 
Thank you!
Killian  [author] 16 Jan, 2024 @ 4:32pm 
Yep, should be fine to add mid-game. I wouldn't remove it mid-game if you have ships using its parts, but worst-case it shouldn't be game-ending or cause the save to not load; I think those parts will just disappear.
Kitzi 16 Jan, 2024 @ 2:14pm 
can I add this mid game? Asking for a blorg, thanks.
MaulMachine 12 Dec, 2023 @ 3:26pm 
Yes it does. I just used it this week.
sirdagger 12 Dec, 2023 @ 3:25pm 
does this work 3.10?
Killian  [author] 10 May, 2023 @ 3:09am 
Updated for 3.8/Gemini/Galactic Paragons.

This mostly just involved removing the tech chance bonuses for having a scientist of the correct type. This does mean that the techs will be a little less common than before if you were minmaxing and shuffling leaders around trying to get specific ones to spawn, but it should be mostly unnoticeable.

The FTL and STL inhibitor/stabilizer techs on the other hand should be more common than before, since they had some arbitrary 0.5x multiplier on their weight for... some reason.

If there aren't already cloaking-related aux modules I might look into adding a couple of those at some point, possibly.
K0rruptedYouth 29 Mar, 2023 @ 6:46pm 
Can I use with 3.7?
Killian  [author] 13 May, 2022 @ 4:20am 
Well, if anyone finds anything that definitely doesn't work, let me know and I'll do what I can to fix it.
Crazy Old Texan 13 May, 2022 @ 1:00am 
I think just about everything still works
Killian  [author] 12 May, 2022 @ 9:04pm 
Okay, judging by ingame UI they do, so I don't need to fuck around with those.
Killian  [author] 12 May, 2022 @ 8:52pm 
Small update for Overlord. Rebalanced a couple of components, and I need to doublecheck if the various damage/firerate boosters actually work.
Crazy Old Texan 21 Apr, 2022 @ 11:49pm 
Excellent!
godofchaos 21 Apr, 2022 @ 3:55pm 
Time For the Reborn of this Mod .
MaulMachine 21 Apr, 2022 @ 3:16pm 
Excellent!