Stellaris

Stellaris

[JP_EN]Ship Decorative Equipment
254 kommentarer
6thStrikeUnit  [skapare] 14 okt @ 4:42 
@Lowstringer
The origin trigger event has been fixed so that it only fires once per game.
Most of my other homemade mods are not designed for multiplayer, so please report any problems you encounter.
Lowstringer 13 okt @ 23:27 
So weird bug, but I am in a multiplayer save and about a few months apart from each other the ancestors legacy Event spawned 3 times and Now I have three 71st fleet harbors... I checked and I'm the only one with this Origin
commander-e 12 okt @ 3:53 
That explains it. The rest of the mod seems to still work though.
6thStrikeUnit  [skapare] 12 okt @ 1:21 
@commander-e
The missile silo program uses Deep Space Citadel code, so it cannot be used with BioGenesis versions prior to 4.0.
commander-e 12 okt @ 0:58 
Maybe it's because I'm playing on 3.14, but for some reason I can't build the Missile Silo megastructures. They can be researched, the schow up in the megastructure menu on construction ships, but they can neither be build around any type of celestial body nor in space.
Willem 13 sep @ 15:11 
@FAXUPONBOBBYSHMURDA These are all the Custom Sections available to Warships in this mod, most of them are based on the Mammalian Shipset.
FAXUPONBOBBYSHMURDA 13 sep @ 15:05 
What is the shipset used in this mod?
6thStrikeUnit  [skapare] 7 sep @ 3:38 
@greatswizard
Fixed.
greatswizard 7 sep @ 3:14 
seems like the origin where you start as a gestalt with a ship, is bugged on my end. whenever I reach the second stage, the ship dissapears.
NGuardian 25 aug @ 20:08 
@6thStrikeUnit
thanks
6thStrikeUnit  [skapare] 25 aug @ 3:40 
@NGuardian
The current version works, so I won't update it until a major update unless there is additional content.
The destroyer module's turret will float in the air
Willem 9 aug @ 6:03 
@The Real Christopher Most of this matches up with the Mammalian Shipset in terms of Aesthetics, with a bit of Humanoid Shipset in there as well.
The Real Christopher 9 aug @ 0:14 
is there a shipset of it??
6thStrikeUnit  [skapare] 22 jul @ 6:23 
@nobody
Fixed.
nobody 22 jul @ 5:53 
common/on_actions/SDE_actions02.txt line 164 has missing close bracket potentially causing issues
Deep♂Dark 20 jul @ 4:54 
i do have some event mod ,I will take a closer look next week
6thStrikeUnit  [skapare] 19 jul @ 18:42 
@Deep♂Dark
I checked the orbital loop facility related elements and it didn't crash.
Are there any other mods you have installed?
Deep♂Dark 19 jul @ 18:10 
hi ! I go a crash at certain time, the erro log gives me :
[23:51:05][trigger_impl.cpp:1193]: Script Error: Invalid context switch [orbital_defence] from Synaptic Lathe [planet], file: common/colony_types/SDE_colony_types.txt line: 29, Scope:
type=planet
id=33555385
opener_id=4294967295
random={ 0 3847132568 }
random_allowed=yes

Any idea?
Deep♂Dark 27 jun @ 15:05 
I love this mod ! Must have mod !:tinder:
Just a quick tip, if u use with NSC,pls put this mod BEFORE NSC
如果你和NSC一起用,请一定要排序在NSC之前,不然会丢失很多东西
小心我骂你 24 maj @ 5:01 
Curious, when i copy the mod files to my own created folder, it is working normally.
小心我骂你 24 maj @ 4:34 
Seems unavailable in current version. There is no technology, no component included in this mod. Whats the problem? Even does not work when i only turn on this mod alone.
@the.pirate77 | Tiktok | 29 apr @ 0:16 
Does not work well with NSC3... works well in latest game version alone..but gets very very stuttering and laggy when both NSC3 and this mod are activated
6thStrikeUnit  [skapare] 25 apr @ 16:03 
@Apophes
If a ship is equipped with too many components that reduce its hull value, it may be destroyed automatically when it is completed.
Apophes 25 apr @ 13:51 
so i guess i have to use new equipments with base equipment for game. SInce they only adds passive effects like carrier decks that makes hangars better. But why sometimes after shipyard makes ship it dissapear or when i change their equipment they dissapear?
NYAA 14 apr @ 10:23 
thank you very much for letting me know!
6thStrikeUnit  [skapare] 14 apr @ 5:20 
@etherealhope7777
Basically, all of the elements are within the mod, but some of the ships used on the design screen are based on ships from Realistic Ships.
NYAA 13 apr @ 23:55 
what mods were used above in the images? or is it all part of this mod?
6thStrikeUnit  [skapare] 18 mar @ 4:56 
@Воха
Unfortunately, I don't know either, so you'll have to look it up yourself.
Воха 18 mar @ 4:50 
If it's not too much trouble, could you please give me a link? I can't find it.
6thStrikeUnit  [skapare] 18 mar @ 4:45 
@Воха
If you want to increase the number of slots for all ships, please use a different overhaul mod.
This mod increases the number of section types available when designing ships.
Воха 18 mar @ 4:43 
No I mean how can I increase the number of slots for all ships in the game
6thStrikeUnit  [skapare] 18 mar @ 4:36 
@Воха
If you want to increase the number of sections that can be installed in one design, please base your design on additional ship types from NSC3.
Воха 18 mar @ 3:36 
What mod did you use to increase the slots on your ships?
huuh 17 feb @ 7:54 
Can you provide some preset ship blueprints?
6thStrikeUnit  [skapare] 16 feb @ 5:57 
@[[Number1RatedSalesman1997]]
The Mastership Generator is a unique component of the Fimblewinter origin unique ship, the Makina Incognita (it cannot be installed in the design).
NCRRanger 16 feb @ 5:39 
where do i find the mastership generator component? the super ship generators say that if there is at least one ship with it in the fleet, ships equipped with super ship generators get a buff, but i can't find the master ship generator.
jbho4642 15 feb @ 15:19 
こ、これは鋼鉄の咆哮!

というか、どうやってここまでのアニメーション作ったのか意味が分からないwww

すげええええええええええええええええええええええええええええ!
6thStrikeUnit  [skapare] 18 jan @ 14:20 
@Wülf Drago
There are currently no plans for this.
Wülf Drago 18 jan @ 10:27 
Will you add some other styles of section in this mod ?
like nsc2 machine style or base game machine styles ?
6thStrikeUnit  [skapare] 14 jan @ 1:44 
@Wülf Drago
In multiplayer environments where there are more than two player nations, we've made it so that only one will spawn near a random player's territory.
Wülf Drago 13 jan @ 10:36 
Hello love the mod !
i've seen that the gespent system spawn for each players but only one get an archeology site is it possible to make it span on each gespent system or stellaris forbid this ?
Willem 26 dec, 2024 @ 12:40 
XXG@mer 25 dec, 2024 @ 11:46 
Hi, what is the song in the first video at the battle part?
6thStrikeUnit  [skapare] 24 dec, 2024 @ 4:22 
@FulcrumGhost
Ships equipped with the component "Formation Scale Auto Delete" will automatically disappear 30 days after construction.
Formation adjustment components will not function unless the number of ships in the fleet changes, so by using this component in conjunction with the formation scale components, the number of ships can be reduced to allow them to function.
FulcrumGhost 24 dec, 2024 @ 4:02 
what do you mean by remove ships after construction?
6thStrikeUnit  [skapare] 24 dec, 2024 @ 2:52 
@FulcrumGhost
Formation equipment is designed to be used in conjunction with components that will remove ships a certain amount of time after construction, so we are not concerned with their appearance.
FulcrumGhost 24 dec, 2024 @ 2:45 
is the formation scale and patterns supposed to add debris to the ships?
6thStrikeUnit  [skapare] 22 dec, 2024 @ 4:44 
@HAN
There are no plans.
HAN 22 dec, 2024 @ 4:30 
Are you planning on releasing a light version that only includes the basic shipset? The mode is really cool, but the weapon system and white parts feel a little different.