Stellaris

Stellaris

Guilli's Exploration And Expansion Tweaks
65 Comments
Lazy Author 24 May @ 6:26pm 
I see, thanks
Guilliman  [author] 24 May @ 12:28pm 
Will work fine with those mods. This mod does not overwrite any ship stuff directly. So this will work 100% with those mods.
Lazy Author 24 May @ 8:16am 
Hello, just to be sure, does this mod have any compatibility issues with mods like NSC3 which adds new ships, as well as new science type ship?
Guilliman  [author] 23 May @ 12:51am 
Updated to 4.0
Torblorone 18 May @ 6:48pm 
@Lord Inquisitor from what i can tell, it still works fine
Lord Ɨnquisitor 10 May @ 2:44pm 
Does anyone know if this mod is compatible with 4.0? And if it isnt will it receive an update?
Odin 20 Mar, 2024 @ 5:15pm 
I think with the new changes to the research tree this mod could use a slight re-balance. Maybe reducing the number of techs to get to "full" normal game speed? Maybe having some of the techs show up earlier?

I am not sure what the answer might be but right now with the 3.10 update the game is already slowed down a ton in the early game. This mod is still amazing I am just not sure I will use it alongside the slowed down research of the base game now :)
narkogrib 13 Feb, 2024 @ 8:11am 
It would be nice with extra time for collecting debris or picking up a crashed satellite on a pre-ftl world when your ships are that much slower early in the game
Machiranae 6 Feb, 2024 @ 6:22pm 
seems to be working on pyxis 3.10.4,
@PHILIPPE i have both mods installed and it doesnt seem to blow up
ZacharyBuilder 1 Jan, 2024 @ 1:19am 
3.10?
Koltar 13 Dec, 2023 @ 2:13pm 
Love the concept of the mod. Do you anticipate any updates to it? Or for players using it: do you notice any bugs on 3.10+?
Kleppo 14 Oct, 2023 @ 5:48am 
Eagerly waiting for the patch too.
Sandwich™ 15 Sep, 2023 @ 11:54pm 
when will we get and 3.9 version? this mod is so awesome we need it for 3.9
PHILIPPE 25 Jul, 2023 @ 10:54pm 
i am really intrested to see what this mod+real space system scale looks like but i have a game that still has 600years before the late game crisis+blokkats 100 years after that so it will take a while before i can test that
Rockstar 28 Jun, 2023 @ 5:28am 
Guilli, you are a god among men, thank you for another mod!
Halcyon 19 Jun, 2023 @ 8:52am 
What's the possibility of adding a system decision in so all applicable planets can be nanited at once? ;')
Guilliman  [author] 17 May, 2023 @ 11:49pm 
Wow, that I didn't realise. Thanks!! I have patch it:
- Fixed defines file having the wrong encoding
Zares 17 May, 2023 @ 10:07am 
Hey, your defines file has UTF-8 BOM encoding, and the game doesn't load it correctly. After I changed it to the one without BOM, everything works :)
Guilliman  [author] 9 May, 2023 @ 8:49am 
Updated to version 3.8!
- compatibility for the new game version
Zares 1 May, 2023 @ 10:31am 
Great mod!

The only issue is, most AIs just pick this surveying policy that gives survey speed boost, and they explore and build outposts way too fast. Maybe these boosts from policies should be lowered/removed while this mod is active?
MixedMethods 3 Apr, 2023 @ 10:49am 
How do the late game FTL speeds compare to vanilla?
Zotz 1 Apr, 2023 @ 5:44pm 
@Alexolas
Sub-light Hyperlanes/Non-FTL Hyperlanes
enjoy
Guilliman  [author] 14 Mar, 2023 @ 10:19am 
Added 3.7 compatibility
Shemiroth 27 Feb, 2023 @ 12:49pm 
Is it possible to have a modifier in the settings for hyperlane travel speed? Same place where Hyperlane density is set
KeyOneGodSun 19 Feb, 2023 @ 3:14am 
how do I know which mod options are enabled vs disabled. If left on enabled/green does that mean its enabled or leave it on disabled/red to enable. Im just a bit confused by the selection. Its not clear to me if this enables or disables. I figure if its green its enabled, right?
Nikolai301000 22 Dec, 2022 @ 10:53am 
@Alexolas Not to my knowledge, but to be honest, that sounds like masochism. But I know Real Space Ships in Scaling Hard affects ship sublight speed, so much so that it takes around a year or two (sometimes longer depending on where your ships are located within a system) just to make it to an adjacent system. If I recall correctly however, it doesn't affect FTL speed. So theoretically, you could pair that with this mod and make the travel time even longer.
Alexolas 18 Dec, 2022 @ 5:42pm 
Hmm.

Has anyone made a mod on this workshop that reduces the FTL travel time so much that it's basically no longer FTL anymore? Like, one jump takes 10 entire years
Nimea 1 Dec, 2022 @ 4:36am 
Can't say this is working in 3.6 at the moment. Sublight and FTL speeds feel like it's too fast.
Skydiver 17 Oct, 2022 @ 7:25pm 
I was a bit unsure if this mod works for me so did a little testing and digging. Conclusion is it does work but may ot have the intended impact
- FTL pure travel time is increased from 2-4 days to 12-25 days. But that's on top of 15 days fixed windup time before the travel initiates and up to 100 days to cross the system. So overall barely noticeable
- Survey speed is decreased 1.5x but feels less due to travel times between planets and due to anomalies and projects being bigger timesinks
- Construction speed is decreased 2x but it doesn't mater too much
vardicdestroyer 5 Oct, 2022 @ 5:33am 
Yeah, I really wish I could get this to work again. I've even gone so far as to manually delete all my mod data, and the Stellaris game itself and reinstall from scratch and I just can't get it to work. I just don't understand why it stopped. It was working fine, then one night I saved and quit my game, went to bed and when I woke up the next day to play, the mod no longer worked. That was back in May, and I'm still no joy with this mod. All the other Guilli mods I use work no problem
Guilliman  [author] 22 Sep, 2022 @ 8:42pm 
Should still work fine, I cant think of any changes that would affect it. I'll update the version number sometime this weekend probably so the launcher stops complaining ;).
Deglorath 22 Sep, 2022 @ 1:01pm 
Hey y'all, does anyone know if this mod is still working in the latest update?
Mercury! 30 May, 2022 @ 11:00pm 
i try to re-sub the mod for several times, but does not work.
Mercury! 30 May, 2022 @ 10:58pm 
i sub this mod and your planet modifiers, technologies and ship components mod, all enabled everything works, but when i disable this mod, with other three enabled, the game will crash every time loading to 100%. why?
BladeRnr 27 May, 2022 @ 5:49pm 
I love this mod, thanks for making it!
vardicdestroyer 21 May, 2022 @ 2:06am 
Further testing shows it's not working even if its just this mod by itself, or just this mod and Guilli's Planet Modifier and Features mod. I've verified my install files, forced a redownload of the mod files from steam and no joy.
vardicdestroyer 21 May, 2022 @ 12:36am 
This mod no longer seems to be working for me. I haven't added any mods since the last time I played. I did stop using the amazing space battles mod, and the game hotfix dropped. rolling back to the previous version of the game doesn't seem to fix it, so I have no idea what's going on.
Stormsong 12 May, 2022 @ 12:41pm 
Interesting, what endgame year did you envision while creating this mod, Guilli?
Guilliman  [author] 12 May, 2022 @ 9:16am 
Updated to v3.4
Commando_Kain 11 May, 2022 @ 6:19pm 
HERE IT COMES! 3.4 Breaking EVERYTHING!
CTH2004 9 May, 2022 @ 1:58pm 
Oh, forgot one:

Gravitic Sensors
+3% FTL speed
+4% Sublight Speed
Subspace Sensors
+5% FTL speed
+3% Sublight Speed
Tachyon Sensor
+5% FTL speed
+5% Jump Range
-3% Jump Recharge
CTH2004 9 May, 2022 @ 11:25am 
nice. Looks fun.
Here's some ideas, once you get more advanced engines/ power, those also boost FTL, as well as other stats. The idea being that thesemanipulate subspace, so can be used as propulsion in subspace as well.

So, here they are:
The engines do:
Impulse Thrusters
+5% FTL speed
Dark Matter Thrusters
+15% FLT speed
+5% Jump Range
-5% Jump Recharge

The reactors:
Zero Point Reactor
+5% FTL speed
+1% sub light speed
Dark Matter Reactor
+15% FLT speed
+5% Jump Range
-5% Jump Recharge


Note: This also should have compatibility with the thrusters/ reactors from Sensible Late-Game Tech's , since those should have much stronger effects.
Nicho 8 May, 2022 @ 9:25pm 
I really like seeing ships steadily moving along the hyperlanes at the beginning of the game with this mod. Somehow feels more meaningful to me. Also makes your early game exploration choices much more significant! Nice stuff as always, Guilli :steamthumbsup:
Nicelander 8 May, 2022 @ 1:39pm 
Does this work in an ongoing game? 🙂
SheAway 8 May, 2022 @ 11:09am 
This mod combined with the Real Space with 6x magnification, greatly slows the pace of the game.
Nukular Power 8 May, 2022 @ 12:13am 
all of your mods are essential for me at this point. thanks for another
thepixel 7 May, 2022 @ 4:42am 
What the chance this plays well with NSC?
punkboy_sp 6 May, 2022 @ 12:43pm 
love this mode one of my most favorite ones to use
Odin 5 May, 2022 @ 4:22pm 
Guilliman is a blessing to the Stellaris community
PookySmile 5 May, 2022 @ 2:24am 
Perfect! Just what I was looking for!