Stellaris

Stellaris

133 ratings
Aux Module Expansion 2.2+
   
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415.320 KB
21 Jul, 2019 @ 8:34am
3 Mar, 2021 @ 5:48am
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Aux Module Expansion 2.2+

Description
Beta/WIP: 2.3+ Compatible, up to 2.8.1 / Do Not Use With 2.1

Looking for the 1.9 Legacy version? Look here; https://steamproxy.net/sharedfiles/filedetails/?id=909534906
Looking for the 2.1 Legacy version? Look here; https://steamproxy.net/sharedfiles/filedetails/?id=1371212679

A simple mod that adds a bunch more choices for your auxiliary slots. There are tiered models of each module, each tied to assorted vanilla technologies, one unique module, and two new modules available via a new tech, for a total of almost 70 auxiliary items!

Icons from EvE Online, with minor image editing.

Please note that certain components may be bugged or broken, due to extremely inconsistent scope requirement for certain modifiers (some things want ship_modifier, others want modifier, and it isn't clear what wants which until something silently breaks). If you find something that doesn't work as advertised, leave a bug report comment!

No translation into other languages yet. Localization files are all in english. Various costs and power consumption values are early balance/WIP, so may not be 100% perfect.

Future plans are to streamline the number of module options available and adjust costs. 'Advanced' modules will cost rare resources to build and maintain in exchange for offering noticeably greater bonuses than 'basic' modules.

Overwriting: This mod overwrites one vanilla file; 00_sensors.txt. It does this so that Mk4 sensors will correctly upgrade into the new rare Panopticon Sensor module.

Compatibility: AME is balanced around an assumption of 1-4 auxiliary slots per ship, perhaps 5 at the most. I cannot be held responsible for your own poor decisions, like a ship composed of nothing but guns[www.awkwardzombie.com].

Recommendations:
* Issen's Adv. Ship Behaviour Modules is arguably essential for getting the most out of your fleets and designs. Note that it is somewhat outdated though.

Credits:
-CCP for the icons from EVE online, of course.
-Myself, for image editing, coding, and so on.
56 Comments
Killian  [author] 9 May, 2023 @ 5:26pm 
~3.3 made some overhauls to how modifiers worked, so whilst this version may not have any obvious conflicts, it may have modifiers or effects that don't work as intended.

I've played a little of 3.8 so far, and there aren't field-specific boosts like there were in earlier versions. Most of the other traits have changed too, but might still be applicable in some fashion - I'll have to dig into the code to see.
TheCreepOfWar 9 May, 2023 @ 3:37pm 
I also think there is tech boosts for leaders who sit on your council, not entirely sure but might be worth looking into
TheCreepOfWar 9 May, 2023 @ 3:35pm 
Didn't realize there was a newer version, is there any difference between this one and the 3.3+ WIP? Either way thanks again for working on this!
Killian  [author] 9 May, 2023 @ 2:43pm 
Well for a start you should probably also be using the 3.3+ WIP I posted below!

That said I doubt it'll help with this specific issue. I didn't realize how much of an overhaul leaders were getting since I'd fallen behind on dev diaries.
TheCreepOfWar 9 May, 2023 @ 12:35pm 
all good, was just looking at my error log earlier and trying to fix/notify mod authors of potential changes. Been updating my mods and helping find errors all day. Update when ready, I don't expect an update instantly :P
Killian  [author] 9 May, 2023 @ 12:11pm 
Righto. I'll look into it and see what needs tweaking. No promises on a timeframe.
TheCreepOfWar 9 May, 2023 @ 9:53am 
Due to 3.8 leader rework this mod needs update at very least within the technology file. There is no longer scientist dedicated to each area of research. May need more than just that.
Killian  [author] 21 Apr, 2022 @ 7:18am 
I've posted a WIP version for 3.3.4 here; https://steamproxy.net/sharedfiles/filedetails/?id=2797611009

Haven't found any concise or clear information on what, if anything, changed with ship_modifiers, so if anyone has any useful info there do let me know.
Grendain 11 Mar, 2022 @ 7:11am 
Very thanks :)
Killian  [author] 11 Mar, 2022 @ 7:10am 
Paradox updated the ship_modifiers to be more consistent, yeah. That probably did break something, in hindsight.

Sadly I really haven't had the drive/urge to work on Stellaris modding lately, or even play the game at all. I might get back to it at some point, and when I do I'll probably fix this up, but I don't want to make any promises.