Source code repository for my Stellaris mods.
Find a file
2024-06-16 01:31:43 -04:00
Archaeo Jump Drive fixed some incorrectly formatted localisation files 2024-06-16 00:51:39 -04:00
Better Wonder Sphere added thumbnail to Better Wonder Sphere and published it to the workshop 2024-06-14 13:46:13 -04:00
Big Yards Forked add licenses 2024-06-13 19:00:52 -04:00
More Starbase Slots add licenses 2024-06-13 19:00:52 -04:00
No Menacing Ships add No Menacing Ships 2024-06-16 01:31:43 -04:00
.markdownlint.jsonc readme changes 2024-06-10 20:33:46 -04:00
Archaeo Jump Drive.mod updating some stuff 2024-06-10 21:44:27 -04:00
Better Wonder Sphere.mod added thumbnail to Better Wonder Sphere and published it to the workshop 2024-06-14 13:46:13 -04:00
Big Yards Forked.mod updating some stuff 2024-06-10 21:44:27 -04:00
LICENSE add licenses 2024-06-13 19:00:52 -04:00
More Starbase Slots.mod updating some stuff 2024-06-10 21:44:27 -04:00
No Menacing Ships.mod add No Menacing Ships 2024-06-16 01:31:43 -04:00
README.md add No Menacing Ships 2024-06-16 01:31:43 -04:00

StellarisMods

Source code repository for my Stellaris mods.

Archaeo Jump Drive

This mod adds a new Jump Drive, gated behind the Archaeoengineers Ascension Perk.

Upon choosing the Archaeoengineers Ascension Perk, an event will fire giving the player the Ancient Jump Calculations technology. If the player already has the Jump Drive technology, then a new rare/dangerous society technology will unlock called Archaeo Jump Drive. Once it has been researched, the player will unlock the Archaeo Jump Drive ship component to use on their ships. It is meant to be superior to the Psi Jump Drive, however as of writing the balancing is not final yet and suggestions are welcome.

Compatibility

This mod overwrites the vanilla Archaeoengineers Ascension Perk and the Psi Jump Drive.

Localization

This mod supports the following languages:

Language Contributor
English Seaswimmer
Brazilian Portuguese FiniteSkylines
French Arkyd11

If you'd like to add more, reach out to me on Discord or submit a pull request.

Better Wonder Sphere

In the Vanilla game, the Dyson Sphere loses the ability to produce energy credits when you upgrade it to a Wonder Sphere. This mod changes that by making the Wonder Sphere produce the same amount of Energy Credits as the fully upgraded Dyson Sphere.
This makes no sense in the context of the Kaleidoscope situation, which is how you acquire a Wonder Sphere, but having a 500 unity and 30% more amenities is a bit underwhelming for a megastructure that previously produced 4,000 Energy Credits, in my opinion.

Compatibility

This mod overwrites the dyson_sphere_disco_restored and dyson_sphere_disco megastructures.

You need the Nemesis DLC enabled for this mod to do anything!

Big Yards Forked

Titan Assembly Yards and Colossal Assembly Yards take up starbase building slots and have very high energy costs to maintain, but they don't have a constant benefit to justify keeping them around. That's... kind of weird, right? - Keukotis

This mod is a fork of the original Big Yards 3.11 mod by Keukotis.

Instead of adding naval capacity to the Titan Assembly Yards and Colossal Assembly Yards, I've added shipyard capacity. The Titan Assembly Yards provide 2 Shipyard Capacity and the Colossal Assembly Yards provide 4 Shipyard Capacity.

Compatibility

This mod overwrites the titan_yards and colossus_yards starbase buildings.

You need one of the following DLC enabled for this mod to do anything:

Localization

This mod supports the following languages:

Language Contributor
English Seaswimmer
Brazilian Portuguese FiniteSkylines
French Arkyd11

If you'd like to add more, reach out to me on Discord or submit a pull request.

More Starbase Slots

This mod adds more Module/Building slots to Starbases (and Orbital Rings).

Slot Numbers

Starbases

Level Module Slots Building Slots
Starport 5 2
Starhold 10 4
Star Fortress 15 6
Citadel 25 10

Orbitial Rings

Level Module Slots Building Slots
Tier 1 5 4
Tier 2 10 6
Tier 3 15 8

Compatibility

This mod overwrites all tiers of buildable starbases and orbital ring entries.

This mod requires UI Overhaul Dynamic.

Credits

Original code is from Double Starbase Slots by Willa Grey.

Original idea (and rough slot numbers) are from More Starbase Slots for Expanded Starbases by Skogen.

No Menacing Ships

This mod makes the Menacing ships unobtainable and replaces all of their related perks from the Become the Crisis crisis path.
It also makes the Aetherophasic Engine produce alloys instead of minerals. Production rates have been nerfed to compensate.

The perks that would have unlocked the Menacing ships now reduce the alloy costs of their respective ship classes by 33%. For the cruiser perk, I decided to also include Battleships.
The perks that buff the Menacing ships now buff their respective normal ship classes instead.

Compatibility

You need the [url=https://store.steampowered.com/app/1522090/Stellaris_Nemesis/] Nemesis [/url] DLC enabled for this mod to do anything!

This mod overwrites the following files:

  • common/crisis_levels/00_crisis_levels.txt
    • crisis level 2
    • crisis level 3
    • crisis level 4
    • crisis level 5
  • common/megastructures/12_crisis_sphere.txt
    • crisis_sphere_0
    • crisis_sphere_1
    • crisis_sphere_2
    • crisis_sphere_3
    • crisis_sphere_4
  • common/ship_sizes/20_nemesis.txt
    • crisis_corvette
    • crisis_destroyer
    • crisis_cruiser

Localization

This mod supports the following languages:

Language Contributor
English Seaswimmer

Some parts of this mod change stats of otherwise vanilla perks. In those cases, the original perk descriptions have been kept for unsupported languages. If you'd like to add more, reach out to me on Discord or submit a pull request.


Member of the Stellaris Modding Den