Stellaris

Stellaris

Civilian Ships and Stations Weaponized
104 Comments
Annarresti 14 Jan, 2024 @ 12:09pm 
Had a strange bug with this: stations were costing alloys even at the start of the game with no custom ones designed, and not minerals at all
starfirejordan 16 Nov, 2023 @ 11:35pm 
damn not for 1.9. so sad
wooley2000  [author] 2 Jul, 2022 @ 8:53pm 
@Chapter Serf, you may update this or any of my mods;) Thank You
Chapter Serf 2 Jul, 2022 @ 7:06pm 
I've made an updated version of this mod. You can find it here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2829618762
Valence 6 Jun, 2022 @ 11:27am 
I'm having a problem with that mod, it seems to enable construction ships to build starbase outposts literally everywhere as long as it's not occupied by something else (like a mining or research station). Right clicking on a solar system to build an outpost will show silly numbers (like 1600 alloys if there is 16 locations in system), and the builder will proceed to build one over every free planet (except it will only cost 100 for the system claim over the star, nothing after fortunately).
Neverminder 10 Dec, 2020 @ 4:38am 
nice to see the standalone is still up, getting a little tired of NSC. thanks for maintaining this wooly, as always
Дит 7 Nov, 2020 @ 6:49am 
I'll play with the mod. If there are any problems, I will write in "Bugs and Suggestions".
wooley2000  [author] 7 Nov, 2020 @ 2:30am 
I updated the mod on the nexus. I need people to test to see if everything works because I added some of the event ships. Enjoy [h1]:Hire: [/h1]
wooley2000  [author] 6 Nov, 2020 @ 8:07am 
@Дитрион I will try to add some of the event ships please help and let me know what might be missing. and about upload to steam I will have to try and locate the original mod folder I used to make these;)
Дит 6 Nov, 2020 @ 6:00am 
Thanks for the mod. This mod makes the game more realistic. After all, normal people will not send a science ship unarmed into deep space.
If possible, can you add this mod to Steam? I think a lot of people will want to play with this mod. Loading in Steam is more convenient.
wooley2000  [author] 5 Nov, 2020 @ 11:39pm 
@Дитрион thanks for the tip here you are : Civilian Ships and Stations Weaponized [www.nexusmods.com] :Gifting:
Дит 1 Nov, 2020 @ 11:20pm 
Please update
polycarpuk 13 May, 2020 @ 1:24am 
Works fine in 2.7
petrovytsh 13 Apr, 2020 @ 3:26pm 
А зачем плодить моды, про которые никто не знает? Пусть уж лучше автор популярного мода обновит его. Как например Better Ships - с моими правками и локализацией обновил, про авторство правок в описании указал.
Дит 13 Apr, 2020 @ 12:38pm 
Petrovytsh, спасибо, вроде все хорошо работает. Я даже колониальному кораблю еще одну турель (пво) добавил. А почему вы не выложили мод в стим? Многим он полезен был бы.
Дит 7 Apr, 2020 @ 8:23am 
Update?
[CN]突击队队员 19 Mar, 2020 @ 8:51am 
just fixed this shit codes.
uploading.
[CN]突击队队员 19 Mar, 2020 @ 7:30am 
I'm trying remake this mod.
I need GUI or it too hard for me.
[CN]突击队队员 18 Mar, 2020 @ 6:53am 
need update or this mod = nothing.
[CN]突击队队员 18 Mar, 2020 @ 2:05am 
checked no weapon.
only armor can be set.
HenMeeNooMai 6 Oct, 2019 @ 9:10pm 
Yea, got my game running again after remove ISB, thanks for respond.
wooley2000  [author] 6 Oct, 2019 @ 1:47pm 
@HenMeeNooMai this is a common issue with this mod. You are having another problem if the game is not working. If you run this mod alone you will still see those errors because I dont know how to update the gfx files to create mount points for the weapons. I just altered the code so the stuff works. Just ignore those mount point errors and keep looking in the log file for the conflict. For some reason this mount point error always shows last in the error.log file scroll up and look for something else.
HenMeeNooMai 5 Oct, 2019 @ 10:49pm 
I believe Plentiful traditions mod made some conflict.

[12:28:40][pdx_entity.cpp:1164]: humanoid_01_science_ship_entity has no attach point named small_gun_01
[12:28:40][pdx_entity.cpp:1164]: humanoid_01_science_ship_entity has no attach point named medium_gun_01
[12:28:40][pdx_entity.cpp:1164]: humanoid_01_construction_ship_entity has no attach point named small_gun_01
[12:28:40][pdx_entity.cpp:1164]: humanoid_01_mining_station_entity has no attach point named small_gun_01
[12:28:40][pdx_entity.cpp:1164]: humanoid_01_mining_station_entity has no attach point named small_gun_02
wooley2000  [author] 6 Jun, 2019 @ 12:48am 
Updated;)
wooley2000  [author] 5 Jun, 2019 @ 8:32am 
probably does i cant test it now but i did look throught the files and they seem fine
Zandwer 5 Jun, 2019 @ 5:03am 
does this work with new 2.3 update ?
wooley2000  [author] 5 Jan, 2019 @ 11:46pm 
@NomaticBlaze Thats kinda the point and @ccostigan LOL.
NomaticBlaze 5 Jan, 2019 @ 5:50pm 
this mod kinda brings me back to the days before 2.0 :)
ccostigan 5 Jan, 2019 @ 10:43am 
Then: 500k Armies run into a 50 power corvette: run around like headless chickens.
Now: BURN IN HOLY FIRE!
Thank you.
Bazalisk 28 Dec, 2018 @ 6:01am 
hey no problem, i'll take a look in a few mins and see. curently trying to fix another bug from another mod lol but will swing back to this in a moment.
wooley2000  [author] 28 Dec, 2018 @ 5:43am 
@Bazalisk If its what I think it is it should only happen at first after you design them they should be fine but if not maybe you could friend me and show me a screenshot so I can see what it is. Thanks for testing these as it takes quite some time for me to do it if im not playing.
Bazalisk 28 Dec, 2018 @ 5:40am 
just a follow up, since your update have you noticed any unnamed civ station auto-designs creeping into the blueprint listings? i have noticed a couple but want to know if you have this too before i go code hunting. thanks :)
Bazalisk 28 Dec, 2018 @ 3:20am 
thanks wooley, i posted about it over several of your mods and patches so others new there was a fix on way. i also dabbled with testing as i didn't want to just be someone screaming about things being fixed. i have hands and a keyboard so why not test things myself first :)
wooley2000  [author] 28 Dec, 2018 @ 2:15am 
@Bazalisk I done did it;) I didnt change the value for the stations however let me know if those need changing too.
Bazalisk 27 Dec, 2018 @ 4:52pm 
i'm not getting a crash but i am getting an issue with civilian ships auto-reverting back to AI designs as thets how they are set to do now. its just he civ ships that auto revert and with science ships no longer needed to be around a station to retrofit themselves it means any human made design choices get replaced. playing Pre-FTL now means civ ships loose their hyperdrives lol

can we try turning the "auto_upgrade = yes" to a "no" and see how we get on?
Palynium 26 Dec, 2018 @ 8:12am 
Ihave alldlcand don't have those issues Ghaz-ranka, likely a mod as mentioned.
Ghaz-ranka 26 Dec, 2018 @ 7:29am 
I verified and the crash still occurs (I should also state I am many years into the game and it crashes at the start of a new month with the error I posted below). I am using all the DLC. If it is a compatibility issue with another mod I'm not sure what it would be.
wooley2000  [author] 26 Dec, 2018 @ 6:47am 
@Ghaz-ranka Also let me know if you think it is incopatible with a mod you use and I will see if I can make it work;)
wooley2000  [author] 26 Dec, 2018 @ 6:34am 
@Ghaz-ranka Otherwise I would suggest that you verify the game install from the properties menu in steam. btw do you have the dlc's installed just asking because I havent tried it without them. Anyway let me know if this helps and if not maybe send me a friend request and I will try to help you further;)
wooley2000  [author] 26 Dec, 2018 @ 6:30am 
@Ghaz-ranka Ok it still works, make sure you are only enable the version of my mod that you want to use eg. this mod plus the required mod, or the transport version plus its required mod, or the vanilla version of my mod alone. That is why I created 3 versions of my mod so that it would be compatible with the the other mods. Otherwise check the list of mods you are using if any of them make changes to the 00_ship_sizes.txt or other.txt files it will break with my mod enabled, hope this helps. Also I noticed when you first start you might have to go into the shipd designer first and create you designs before you can use the stations.
Ghaz-ranka 26 Dec, 2018 @ 3:32am 
Getting this error which is crashing my game:
[18:03:40][pdx_entity.cpp:1164]: avian_01_science_ship_entity has no attach point named small_gun_01
[18:03:40][pdx_entity.cpp:1164]: avian_01_science_ship_entity has no attach point named medium_gun_01
[18:03:40][pdx_entity.cpp:1164]: avian_01_mining_station_entity has no attach point named small_gun_01
[18:03:40][pdx_entity.cpp:1164]: avian_01_mining_station_entity has no attach point named small_gun_02
[18:03:40][pdx_entity.cpp:1164]: avian_01_research_station_entity has no attach point named small_gun_01
[18:03:40][pdx_entity.cpp:1164]: avian_01_research_station_entity has no attach point named small_gun_02
Palynium 17 Dec, 2018 @ 12:51pm 
Seems towork fine with ESC and even ESC with the Gundam mod.
wooley2000  [author] 14 Dec, 2018 @ 9:32pm 
@Palynium I looked through the ESC mod and it seems like it will work as is. Try it and let me know if you find anything that doesnt work.
wooley2000  [author] 14 Dec, 2018 @ 8:50pm 
@Palynium I will see;)
Palynium 14 Dec, 2018 @ 2:05pm 
ESC patch?
wooley2000  [author] 13 Dec, 2018 @ 10:43pm 
@Sir Aroun I see what you mean I am going to go over my mods because after the new resource system it seems to have broken a few things.
Sir Aroun 13 Dec, 2018 @ 9:50pm 
Like the idea but the mod need to majorly buff alloy production to compensate for the increased cost of stations.