Stellaris

Stellaris

Expanded Starbases
742 kommentarer
Selmephren 20. mai kl. 19.03 
Just so you know, in your expanded_starbase_defines.txt file you have the closing } on the same line after a # so that file is being ignored.
Jirtkal 18. mai kl. 5.02 
Thanks for the fix!! I can confirm it's resolved the issue for me, once I had to made sure the mod files were updated and let it run for a few days to update all the starbases.
Tovius  [skaper] 17. mai kl. 23.13 
A fix to the hatchery / beastport problem should be up shortly.
Jirtkal 17. mai kl. 19.30 
I've found one mechanical effect: the Eternal Vigilance policy that should generate defence platforms around bastions doesn't generate any defence platforms, because it sees those starbases as hatcheries.
Dekent 16. mai kl. 14.06 
I'm having the hatchery issue too, I'm not sure if there is any mechanical effects but it looks odd in the sidebar haha
KäptnChaos 16. mai kl. 9.43 
Works on my machine - thanks Tovius!
Jirtkal 16. mai kl. 3.34 
I'm having the same issue as Hydra - started a new game with only 4 mods (expanded mod base, this, ui overhaul, and universal modifier, loading in that order from top to bottom), and as soon as I delete the shipyard from the starting starbase it becomes a hatchery. Weird.
Hydra 15. mai kl. 19.47 
Well even after re downloading the mods, verifying game files, and launching the game with only the 2 required mods and ui overhaul, every star base is still tagged as a hatchery so I guess my game is haunted.
bat182 15. mai kl. 9.47 
Thx and working - missed that one.
Tovius  [skaper] 15. mai kl. 9.27 
@Hydra
It is working fine on my end, so it might be a mod conflict.
Tovius  [skaper] 15. mai kl. 9.25 
@bat182 Yes, you forgot Expanded Mod Base. All required mods are listed in the sidebar.
Hydra 15. mai kl. 6.57 
Yes i have both Universal modifier and Expanded mods base
bat182 15. mai kl. 6.22 
Sorry for being dense - which required sub-mod are you referring to. I have UI Overhaul and Universal modifier. Is there another mod I should be loading. Load order is Universal Modifier, Expanded SB, UI Overhaul. Am I missing something obvious?
Tovius  [skaper] 14. mai kl. 22.18 
Do you have the required sub mod?
Hydra 14. mai kl. 17.28 
I am having the same problem
bat182 14. mai kl. 7.46 
Tovius, When I enable the mod, I'm seeing all the star bases reported as hatcheries. Is there a load order issue, or maybe a flag/yaml file mapping issue?
Tovius  [skaper] 14. mai kl. 0.00 
That is probably more an issue with weapon ai weights, which is beyond the scope of this mod.
Tal'Raziid 13. mai kl. 20.42 
Is it possible to include something to fix starbases being mono-weapon designs or is that a vanilla problem that'll never go away?
Fran 10. mai kl. 12.45 
Thanks for the quick answer :)
Tovius  [skaper] 10. mai kl. 12.42 
They should.
Fran 10. mai kl. 11.49 
Does AI Use this?
Shark_Chompski 10. mai kl. 9.48 
A 3.14 legacy version of this and the other expanded mods sure would be nice to have on the workshop.
Please and (hopefully) thanks in advance.
Tal'Raziid 9. mai kl. 21.48 
Gotcha, thanks!
Tovius  [skaper] 9. mai kl. 21.13 
In general I would never recommend adding mods mid game.

ESC should be compatible.
Tal'Raziid 9. mai kl. 13.02 
Safe to add to an existing save?
And does ESC conflict with this?
youtubitz 9. mai kl. 12.46 
hmm... i have only seen the citadels that belong to the new hive fallen empire but i remember they were around 90k so i would guess maybe add 2-4 buildings (it appears it does not have modules maybe add like 2 at max level of it isn't a pain to code those in.
i vote not to super buff it just a little extra like this mod does with the orbital rings
Tovius  [skaper] 9. mai kl. 9.38 
I've uploaded a comp patch for 4.0. Is I said earlier, I haven't touched deep space citadels yet, so please let me know what you want to see from those.
大高玩 8. mai kl. 23.42 
all right,ts
Tovius  [skaper] 8. mai kl. 23.40 
It's a "Mod hasn't been updated to 4.0 yet" issue.
大高玩 8. mai kl. 23.10 
Is it a mod issue that the opening will cause the disappearance of the initial star base? Because sometimes there is a stellar base at the beginning, and sometimes there isn't.
Tovius  [skaper] 8. mai kl. 21.05 
I likely won't get around to it until later, but I do want to eventually look into giving Deep Space Citadel a tier 4, like I did with Orbital Rings. Right now I just want to gather feedback from people about how citadels feel in play, and if you think a tier 4 is badly needed, or might be overpowered and need to be carefully balanced.
kaiser410 19. jan. kl. 19.46 
Is there any other UI mods that work with this mod because i hate everything about UI Overhaul Dynamic. I would hate to stop playing this mod because of a stupid UI mod Plz help
Darrow O' Lykos 19. jan. kl. 0.36 
Don't know what went wrong with the link there, copied it from the irony mod manager and it gave me a warning in browser. So this mod: https://sp.zhabite.com/sharedfiles/filedetails/?id=2425550468 (wiirlak additional civics & origins)
Darrow O' Lykos 19. jan. kl. 0.35 
I'm playing with a mod (https://sp.zhabite.com/sharedfiles/filedetails/?id=2425550468) which adds the durasteel curtain ascension perk. This adds a few technologies that add +1 starbase building/module slot. These upgrades work up until stellar bastion is researched. As in, I lose out on the extra building modules/slots due to the max limits of stellar bastion, I guess. How can I make them compatible, or is this something "hardwired" due to the max slots of the stellar bastion?
kaiser410 18. jan. kl. 20.42 
I like what this mod does but i utterly hate the way the UI has to be changed
Tovius  [skaper] 2. jan. kl. 22.28 
@echo4609
I'm not sure, but in general I would advise against installing my mods mid game.
echo4609 1. jan. kl. 19.00 
also does this work on existing save files?
echo4609 1. jan. kl. 19.00 
so would this not work with a mod that adds extra auxiliary slots to ships?
joshuajrutt 10. des. 2024 kl. 4.29 
No mod that changes starbase slots was being applied in my game and due to my 371 mods (yes, I am a mod junkie) it took some doing but I figured it out, at least for my list. Expanded Gestalts: Forgotten Queens, no matter where it is in the list, no matter which mods, no matter if I build my own patch or if I even change the base game files, somehow only it gets applied. Expanded Gestalts: Forgotten Queens works fine, it just overwrites any change made to the starbase ship type in any (and I tried too many) way, which I have no idea how is even possible, but if anyone is having issues this may be the problem.
Tovius  [skaper] 4. des. 2024 kl. 15.25 
I'll fix it once I'm off work
Silikat 4. des. 2024 kl. 12.35 
This mod has vanilla bug which prevents AI from building shipyards.
Line 33 in [\common\starbase_types\00_starbase_types.txt]:
has_starbase_module = shipyard
Removing this line fixes the issue.
Tovius  [skaper] 5. nov. 2024 kl. 9.21 
Do you have UI overhaul or a similar mod? You need one to get the starbase window big enough.
Tovius  [skaper] 4. nov. 2024 kl. 20.26 
Fixed
Dukkokun 4. nov. 2024 kl. 17.28 
you forgot to close a string on the dimensional shrine for gestalts:

buildings = {
customs_office_gestalt = {
base = 1.00
}
...
dimensional_shrine = {
base = 1.00
} # <-- Add this to close dimensional_shrine

space_production = {
base = 2.00
}
...
}
KäptnChaos 4. nov. 2024 kl. 11.15 
Sry Tovius, i´ve discovered a minor bug. Is there a discord where i can upload pictures? Short Version: a juggernaut section ( the one with T-Slot) costs food. And there is no food for machines :) The other section costs alloys, like every other section in the game. And yes, ship-slots are effected by ur starbase mod.)
[INVALID STRING] 3. nov. 2024 kl. 13.33 
(I see it now, Thanks my dude! I'll make sure to do so!)
[INVALID STRING] 3. nov. 2024 kl. 13.32 
Yo, my dude, I wanted to ask since ya were on, I prefer to communicate verbally due to the way I grew up and was socialized. You mind if I add ya on discord?
[INVALID STRING] 3. nov. 2024 kl. 13.31 
No bastion sub mod? (Also, will do)
Tovius  [skaper] 3. nov. 2024 kl. 13.15 
I don't think it is compatible, bit try it with the no bastion sub mod, and load nsc after
[INVALID STRING] 3. nov. 2024 kl. 12.58 
Gonna try it, but just in case my dumb a&& forgets to come back and leave a comment, I really hope that this is NSC3 Compatible, if it already is, thank you so much, and if not, would love to see it be so!