Stellaris

Stellaris

[2.1] Stellar Expansion: Complete
38 Comments
King Lemming  [author] 6 Dec, 2018 @ 8:52pm 
I'm going to leave this up as a 2.1 Legacy Collection. Once I rework things I'll have new mods for 2.2. So much stuff changed. It's like an entirely new game, even compared to 2.0.
Dr.㉿ 5 Oct, 2018 @ 5:37pm 
Very Good Mod Collection!
Chastity the Celibate 24 May, 2018 @ 3:45am 
Yeah, I figured it out a while ago.
King Lemming  [author] 23 May, 2018 @ 8:30pm 
Yes, it does still add buildings.
Chastity the Celibate 21 Apr, 2018 @ 5:11am 
Does the main Stellar Expansion even add any buildings anymore?
Denolven 19 Mar, 2018 @ 4:41pm 
All hail the King!
I love these little additions. They present nice details and utility techs for people who like more meaningful flavour in their games. No "I want more stuff and less balancing", just more interesting customization while keeping balance in check. Awesome :)
FrostyCaveman 2 Mar, 2018 @ 5:30am 
Also, not sure if anyone noticed, but there's a new vanilla tech called "Stellar Expansion" in the game that adds +2 Starbase capacity (I think it's a Tier 1 tech from the looks of it). A nod to your mods perhaps?
FrostyCaveman 2 Mar, 2018 @ 3:19am 
ALL HAIL GOD-EMPEROR KING LEMMING
King Lemming  [author] 25 Feb, 2018 @ 8:04pm 
I'm possibly tweaking a few things with Cloning. If I just do a straight port, I maybe miss out on an opportunity to add new features.

That mod in particular isn't something that I really want to drastically change things with partially through a release because it may negatively affect games in progress.
Chastity the Celibate 25 Feb, 2018 @ 5:02pm 
Where’s Cloning? I loved that one. Was my favorite of all of them.
gizmoguy117 14 Dec, 2017 @ 5:15pm 
Great work,all are on my must use Mods list,just need a Stellar Robotics but i have a few placeholders until then.
Grace of Thule 10 Dec, 2017 @ 7:29pm 
UPDATE???!! RRRRRREEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!
fent king 9 Dec, 2017 @ 1:15pm 
REEE OUT OF DATE REEEEEEEEEE
Dr. Quackers M.D. 16 Nov, 2017 @ 12:05pm 
You should look nto an atmosphere patch I think this needs it, and atmosperes is a pretty cool mod.
MaxRavenclaw 8 Oct, 2017 @ 9:26am 
Hey, love your work, mate. Great stuff. Just downloaded the genetics module. I don't suppose you can also do a Stellar Engineering: Robotics or something that gives techs for more robot and machine modification points?
King Lemming  [author] 22 Sep, 2017 @ 6:31am 
Kind of. It's getting a full rewrite, since PDX rebalanced ships entirely.
Zenithas 22 Sep, 2017 @ 12:18am 
Did you kill off Voidships?
King Lemming  [author] 7 Sep, 2017 @ 7:07pm 
@Kingdark - it wouldn't be hard to do, but there's absolutely no reason to do so. None of these mods cause any crashes at all.

Any mods which crash as a result of these mods existing...that would actually be harder to debug if they were merged.
Kingdark 7 Sep, 2017 @ 6:17am 
Is it possible to 'merge' all these mods together and offer them as a single mod? I'm trying to keep my mod list as short as possible so it can be easier to figure out what mod is responsible to crash my game. Previously, I had a bit over a hundred mods and my game kept crashing. And I'm sure you can understand it really, REALLY sucked trying to figure out which mod was responsible. Now, I have only a little over seventy mods that I want to use. I'm trying to see if I can merge a few myself for private use. Anyway, I am also assuming that if all the mods are active, this would count as a 'major' overhaul which would mean a lot of mods would no longer work properly?
King Lemming  [author] 27 Aug, 2017 @ 3:03pm 
Yep.
Gravity Lens 27 Aug, 2017 @ 2:32pm 
Everything still work?
King Lemming  [author] 30 Jun, 2017 @ 5:17pm 
I'm going to need an error log. Can't really help you otherwise.
SYSTEM GLITCH 30 Jun, 2017 @ 10:17am 
For whatever reason, Stellar Expansion - Cloning will not allow my game to load. The rest are fine.
isofluff 26 Jun, 2017 @ 12:36pm 
This collection of mods is awesome. would recommend to anybody
Lurmey 24 May, 2017 @ 10:13am 
Mindlessmrawesome and King Lemming, that feature would be called transport hysteresis. Hysteresis being the delay of an action for a specific reason. RimWorld has an addon called Hauling Hysteresis which specifically stops haulers from filling a stack until it gets below a specified threshold.

Filling to a specific threshold, like in a crafter, would also fall under hysteresis. Just thought I'd put this here so you know what to call it. :P
TigerMafia 23 May, 2017 @ 8:32am 
Didn't download all the mods but this looks cool so far!
Keep up the good work!
King Lemming  [author] 9 May, 2017 @ 6:35am 
Thermal Dynamics can do that, yes. Although I don't have an ETA for when it'll be out, sorry.
Mindlessmrawesome 28 Apr, 2017 @ 5:05pm 
Before you read the below content, I got a minecraft question; do your pipes (or do you know of pipes) that can both detect if an item is in an inventory and then only keep one stack of an item in there?

So... Just a thought... if you were to ever update that mod, can you think about the transporting aspect? I'm having an issue in my factory where I have a sawmill that makes a crap ton of wood and it fills up my crafters (they are the massive Immersive Engineering crafters) so fast that I can't get the other resources in it before it's completely full. I've tried using the transfer nodes (extra utilities) combined with both a sorting pipe and a rationing pipe, but sadly the two pipes don't work end on end. The only other way I can fix this is to use a crafter from a different mod, or delete some of my wood. So just a suggestion, if you ever update your mod, please add in some sort of thing to do this.
King Lemming  [author] 27 Apr, 2017 @ 11:31pm 
Yep. Sure did.
Mindlessmrawesome 27 Apr, 2017 @ 4:53pm 
So did you make the thermal expansion mod for minecraft
[HARK] Mr. Viking 6 Apr, 2017 @ 2:23pm 
Nice, looking forward to it :)
King Lemming  [author] 6 Apr, 2017 @ 11:13am 
This will absolutely be updated. It may take a day or two though as I look over the new modifiers and make sure that the mods are balanced with the new changes.
[HARK] Mr. Viking 6 Apr, 2017 @ 9:09am 
Will you update this to 1.5.+? If so no rush, just wonering if you will :)
Echo 17 Jan, 2017 @ 4:38pm 
I really hope it does, if I had unlimited power for a day I would mash HOI, with CK, and Stellaris in a true space opera epic. Keep up the good work, I love all your mods.
King Lemming  [author] 17 Jan, 2017 @ 8:03am 
Not really, Echo, because I feel like the ground combat system is just sort of tacked onto the game and not all that meaningful as it stands.

Which, Wiz agrees with me and it's likely to get a full overhaul.
Echo 16 Jan, 2017 @ 10:13pm 
Have you ever considered making a mod for ground combat?
bory93 15 Dec, 2016 @ 6:54pm 
all nice mods
Pyro 10 Dec, 2016 @ 5:52am 
All great mods, they're all something that you wouldn't know were mods if you hadn't downloaded them. I see no reason why you shouldn't download them.