Stellaris

Stellaris

Stardock
27 Comments
Spongememe 31 Mar, 2023 @ 5:45am 
Needs an update to make the new relic and anti-cloaking components work. The mod is perfectly functional otherwise
Malikto 13 Mar, 2023 @ 9:36pm 
Of these 15 slots are there only 8 for modules and 7 for buildings? I actually see 9 slots under buildings. Just making sure it's displaying correctly.
Dawid 2 Jan, 2023 @ 2:41pm 
nice
Icen  [author] 2 Jan, 2023 @ 11:14am 
Happy New Year to everyone using this mod! I hope you all have a good 2020 Season 3. You may also now suggest new modules and building ideas you may have for this mod at this link !
samuariman225 1 Jan, 2023 @ 6:19am 
Hey man, thanks for the update and Happy New Year to you!
Icen  [author] 30 Dec, 2022 @ 5:06pm 
Update! Added Space Mining module that gives 3 minerals for 2 energy. Models are available for all vanilla shipsets!
Icen  [author] 27 Dec, 2022 @ 6:03pm 
@Kaezander Your copy of the mod is probably bugged. Just unsubscribe and wait for a bit and resubscribe to the mod to redownload the mod. This is a common issue with mods at Steam
Kaezander 27 Dec, 2022 @ 3:29pm 
I still see it showing up with the caution icon saying it's for 3.4.5.
Icen  [author] 27 Dec, 2022 @ 10:32am 
@Railgunner2160 No worries! its actually quite common for us developers to rely on other users to report on bugs since we cannot debug or see every issue no matter how much we test it
Railgunner2160 27 Dec, 2022 @ 10:27am 
Thanks for the bugfix, Sorry if it seems like all I'm doing is bringing up issues/bugs...
Icen  [author] 27 Dec, 2022 @ 7:58am 
Update! Reworked the Toxoid Citadel frame model so it looks more symmetrical as well as fix the 2 nodes having the wrong rotations
Railgunner2160 27 Dec, 2022 @ 7:28am 
Quick question: Are two of the nodes on the Toxoids citadel supposed to be rotated 90 degrees off from the other added nodes? On the Toxoids citadel two of the added nodes on the "arms" look as if they are sideways instead of coming straight out of the citadel, only 2 of the added nodes are like this the other 4 added nodes on the other "arms" come straight out. Sorry if I'm being confusing, trying my best to explain, let me know if I should try to work up a picture to better explain what I'm trying to convey.
Icen  [author] 26 Dec, 2022 @ 1:42pm 
Mod updated to 3.6.*! Toxoid DLC is also now supported
Malikto 21 Sep, 2022 @ 7:05pm 
I can understand getting burned out on the game. I hope you come back though as mods, like yours, really make this game more playable once vanilla becomes boring. In response to your previous message, I do use the Dynamic UI mods. I'll experiment with disabling some to see if that fixes the issue.
Icen  [author] 20 Sep, 2022 @ 7:28pm 
Just a heads up that I will be unlisting this mod as I have been taking a time off Stellaris modding and will not provide updates for awhile. I have not gotten the new DLC yet and plan to in the future once my passion returns for the game.
Icen  [author] 7 Jul, 2022 @ 9:04am 
@Malikto Do you have another UI mod installed? UI mods are heavily incompatible with each other so you often only use one or two.
The UI Overhaul Dynamic I required for this mod is the one that works best for most mods so if you are using something else then I'm not sure what the results would be.
Malikto 7 Jul, 2022 @ 6:37am 
Another mod I have yet to find has broken this one. The display of the slots has been messed up and you can only see 8 of them. I put it at the end of the LO but nothing changed. Any ideas as t the type of mod that could be breaking it? It takes 5 minutes to load the game so a painfully slow process turning mods on and off to check.
Icen  [author] 30 May, 2022 @ 10:27am 
@Electrochemical Alchemist Anyone can in essence make addon/compatibility patches for almost any mod.

For this mod in specific, one would either have model an entirely new model for the new modules. For most shipset mods (Ones that dont use sections to its fullest), you wont need to make anything since the starbases those mod uses are made in a way that no visible addons are visible. Some shipset mods also just fallback on vanilla assets instead so those would most likely just use the vanilla assets this mod has.

TLDR: You can make addons/patches but it the need and feasibility depends on a shipset basis.

If you are set on learning how to model or play with Stellaris 3D assets, then you can visit the Stellaris Modding Den Discord linked above. We can teach you how to export/import, and even animate things but we cannot teach you the basics of texturing and model manipulation.
Mythomaniac Gremlin 30 May, 2022 @ 6:57am 
Would it be feasible for people to make add-ons/coompatibility patches with other shipset mods? I don't know how someone would add new visuals for the starbase upgrades in this mod but if it's possible to to use ships/constructs from those ship sets, it seems like something I'd want to pursue.
Ciaphas Cain 23 May, 2022 @ 5:07pm 
Ah thanks very much!
Icen  [author] 23 May, 2022 @ 3:50pm 
@MortarchofBlood No DLC Required but it DLC shipsets will benefit with the new models.
Ciaphas Cain 23 May, 2022 @ 3:33pm 
Hi, I'm pretty new to the game so forgive me if this seems a stupid question but do I need to have any DLC in particular to use this?
Inny 18 May, 2022 @ 7:04am 
This is going to be one of the permanent mods in my playset. Even though I use Ancient Empire's shipset, I use many mods and have way too many modules and buildings to put in my starbases.
Icen  [author] 17 May, 2022 @ 7:13am 
@Livnthedream Ah you mean those. This mod shouldn't have that issue as I added restrictions which vanilla starbase modules and buildings have.
Livnthedream 17 May, 2022 @ 3:39am 
Orbital Rings get some Starbase Buildings. There are multiple pictures floating around of other mods that add stuff such as this also sprouting from Orbital Rings. It's quite goofy looking.
Icen  [author] 16 May, 2022 @ 11:13pm 
@Livnthedream This mod doesn't change anything about orbital rings so it shouldn't have any issues with it.
Livnthedream 16 May, 2022 @ 10:50pm 
Do you have issues with Orbital Rings?