Modding, or creating mods, is the act of modifying the behavior of the base game (often referred to as vanilla), either for personal use, or to release publicly to other players, for instance via the Steam Workshop.
As with all Paradox games, Stellaris is moddable to a great extent. Motivations of modders may vary widely; better translation to native language, more events or decisions, better map, major overhaul, shameless cheating, etc.
This guide is intended to lower the entry barriers to the world of Stellaris modding. However, there is still a learning curve to it, and it cannot replace the need to read some working vanilla code, and do lots of trial and error experimentation!
帝国 | 帝国 • 思潮 • 政府 • 国民理念 • 起源 • 承诺 • 议程 • 传统 • 飞升天赋 • 法令 • 政策 • 遗珍 • 科技 • 自定义帝国 |
人口 | 岗位 • 派系 |
领袖 | 领袖 • 领袖特质 |
物种 | 物种 • 物种特质 |
行星 | 行星 • 行星特征 • 轨道矿藏 • 建筑 • 区划 • 行星决议 |
星系 | 星系 • 恒星基地 • 巨型结构 • 虫洞 • 星门 • 地图 |
舰队 | 舰队 • 舰船 • 部件 |
地面战 | 陆军 • 轰炸姿态 |
外交 | 外交 • 联邦 • 星海共同体 • 评价修正 • 宣战理由 • 战争目标 |
事件 | 事件 • 异常现象 • 特殊项目 • 考古遗址 |
游玩 | 游玩 • 定义 • 研究 • 经济 • 游戏开局 |
动态修改 | 动态 • 指令效果 • 触发条件 • 作用域 • 修正 • 变量 • AI |
媒体/本地化 | Maya 导出器 • 图形 • 肖像 • 旗帜 • 事件图片 • 界面 • 图标 • 音乐 • 本地化 |
Other | 控制台命令 • 存档编辑 • Steam 创意工坊 • 模组制作教程 |
Guidelines[编辑 | 编辑源代码]
- Create a mod for your modifications: use a personal mod even for small changes, and never directly modify the game files in the Steam Stellaris folder, as they may be overwritten without warning.
- Use a good text editor (recommended: VSCodium or Visual Studio Code) to edit files and search into multiple files. A good text editor can also format the displayed text so that braces can be collapsed if complete, and complete/incomplete pairs are highlighted.
- Use the error.log file to get execution errors: The log folder can be found right next to the mod folder. Good Editors usually have the ability to track changes to files from outside the program and prompt for a reload, thus showing you errors with one glance at the file. Note that some modifications need a game to be loaded or even the option to be used on screen/in the back-end before their code will run.
- Use CWTools for advanced validation and auto-complete: CWTools is a syntax validator for Stellaris modding, developed as an extension for Visual Studio Code and also available for Sublime. Read the forum post by the developer for more info.
- Minimize overwrites of vanilla files, unless that is your main goal or somehow necessary (on_action triggers). Adding separate files and use loading from folders whenever possible, to improve mod compatibility and maintenance. Your files can have any name, all files in the folder will be loaded by the game. So choose a prefix no one else will ever use like the name of your mod. Even DLC follows that pattern.
- Use a proper merge tool (like WinMerge, or the Visual Studio Code Extension L13 Diff ), to merge between folders, and update modified vanilla files to a new vanilla patch.
- Backup your work to avoid losing everything. Consider using a source control system like Git and a collaborative forge like GitHub to manage team collaboration.
- Use UTF-8 encoding for text and .mod files.
- Use UTF-8 with BOM for localization and name list files.
- Indent properly and, again, use a good text editor, to easily spot unclosed curly braces. Vanilla uses 1 tab for indentation rather than spaces.
- Use comments starting with a # character, to remember your reasons for writing tricky stuff.
Modding tutorial[编辑 | 编辑源代码]
There is a modding tutorial available which covers steps necessary to create a basic mod.
Mod management[编辑 | 编辑源代码]
The first steps of modding is getting to know where the mods are located, how they're structured and what to do when uploading your first mod!
Mod folder location[编辑 | 编辑源代码]
OS | Path |
---|---|
Linux | ~/.local/share/Paradox Interactive/Stellaris/mod
|
Windows | …\Documents\Paradox Interactive\Stellaris\mod
|
Mac OS | ~/Documents/Paradox Interactive/Stellaris/mod
|
Mods from the Steam Workshop will be placed in …\SteamLibrary\SteamApps\workshop\content\281990
, named by their Workshop ID.
Mods from Paradox Mods will be placed in the mod folder location, named PDX_*MOD_ID*
.
File and folder structure[编辑 | 编辑源代码]
Getting the structure set up correctly when creating a mod is essential for it to run properly.
This is the required structure inside the main mod folder:
modname.mod
– Includes the information used by the Stellaris launchermodname
– Folder where all the modified files are placed, in the same file and folder structure as the game folder- Mod contents
descriptor.mod
– Required for the new launcher added in patch 2.4. Ignored in the old launcher.image.ext
– PNG and JPEG files are supported. With the new 2.4 launcher, must be a PNG namedthumbnail.png
modname.mod
and descriptor.mod
both contain the mod information that the launcher uses when displaying the mod and uploading it.
The 2.4 launcher prefers descriptor.mod
and will modify modname.mod
to match the information in descriptor.mod
, however if the file is not found, it'll use the information in modname.mod
. The pre-2.4 launcher ignores it.
The path="XXX"
is not needed in descriptor.mod.
Note that folder and file names are case sensitive on Mac OS X and Linux.
modname.mod structure
This also applies to descriptor.mod
.
Name | Required | Description | Example |
---|---|---|---|
name
|
Yes | Name of your mod. | name="My Stellaris Mod"
|
path
|
modname.mod: Yes descriptor.mod: No (Ignored) |
Defines which folder is the mod’s folder. It can be an absolute directory or relative to the …\Documents\Paradox Interactive\Stellaris directory.The Paradox Launcher will automatically correct a relative path to the corresponding absolute path. Note: Stellaris uses (Unix) slash / instead of (Microsoft) backslash \ (or \\ ).
|
path="mod/MyStellarisMod"
|
dependencies
|
No | Specifies if the mod should be loaded after the listed mod(s), if they exist. Very useful for submods or compatibility patches to make sure they overrule certain mods. |
dependencies={ "My Other Stellaris Mod" "Not My Stellaris Mod" } |
picture |
No | Specifies the mod thumbnail used on Steam Workshop. With the new 2.4 launcher, this must be a PNG file named thumbnail.png .
|
picture="thumbnail.png" |
tags
|
No | List of tags for Steam Workshop. Using tags besides the predefined ones may prevent uploading on Paradox Mods. Warning: don't forget quotes for tags that contain spaces. |
tags={ "Tag1" "Tag2" } |
version
|
No | Specifies what the launcher will show as the version of the mod. (Not the version of the game it’s meant for). Any string is accepted. |
version="v.4.5"
|
supported_version
|
Recommended | Specifies what game version the mod supports. The last number can be replaced with the asterisk (*) symbol to tell the launcher that mod supports any value, like 2.4.*. Only the last number supports this. |
supported_version="2.4.1"
|
remote_file_id
|
No | Property added by the launcher that includes the Steam Workshop ID. Ignore it. | remote_file_id="1234567890"
|
The data structure is similar to the proprietary Valve Data Format.[1]
Example modname.mod file SomeMod.mod
name="SomeMod" path="mod/SomeMod" dependencies={ "othermod" "another mod" } tags={ "Graphics" "Economy" "Overhaul" } picture="thumbnail.png" remote_file_id="1234567890" supported_version="2.4.*"
Adding a thumbnail[编辑 | 编辑源代码]
The Steam Workshop allows for a preview thumbnail picture that'll be displayed when searching for mods and as a preview picture if you haven't uploaded any, otherwise it'll be placed to the right of the preview pictures.
It’s recommended to make the thumbnail 512px × 512px at minimum, which is used by the workshop frontpage.
Additionally, the thumbnail file should be under 1 MB in size, otherwise, it will not be uploaded.
Both JPEG and PNG are supported, and after 2.4, the image file must be named thumbnail.png.
- Make sure the Stellaris launcher is closed, so that it doesn't revert your changes
- Open up
modname.mod
anddescriptor.mod
files - Make sure
picture="thumbnail.png"
exists, if not, add it - Add your image file in your mod folder
- Start up the launcher and update your mod
- Thumbnail should now show up at the Steam Workshop mod page
You can always update the thumbnail at any time by updating the mod (unless you are only a co-author).
Creating a mod[编辑 | 编辑源代码]
You can use the game launcher to set up a mod structure for you by following these simple steps according to your launcher of choice:
# | Launcher v1 (<=2.3.3) | Launcher v2 (>=2.4.0) | Launcher v???? |
---|---|---|---|
1 | Launch the game | ||
2 | Navigate to the mods tab | ||
3 | Click Mod Tools | Click Upload Mod | |
4 | Click Create Mod | Click Create Mod | |
5 | Insert the relevant information and click Create Mod at the bottom | ||
6 | Navigate to the mod folder and locate your mod folder | ||
7 | Start modding! |
Uploading and updating a mod[编辑 | 编辑源代码]
Uploading and updating a mod follows the same procedure, depending on your launcher of choice:
# | Launcher v1 (<=2.3.3) | Launcher v2 (>=2.4.0) |
---|---|---|
1 | Launch the game | |
2 | Navigate to the mods tab | |
3 | Click Mod Tools | |
4 | Click Upload Mod | Click Upload a Mod |
5 | Select your mod from the list | |
6 | Click Fetch Info and wait for a response | Select mod site |
7 | Insert description* | |
8 | Click Upload | Click Upload Mod |
9 | The launcher will now upload your changes and inform you when it’s done or if an error occurred. | |
10 | Navigate to the mod service of choice and locate your mod; Steam Workshop, visit the Workshop page, and locate the "Files you've posted" button by hovering over "Your Files" on the right Paradox Mods, visit the Mods page, login, and click "My uploaded mods" in the dropdown menu that appears when hovering over your name |
Note that if you subscribe to an uploaded version of your mod while you still have the .mod file of your original mod in the mods folder, the uploaded mod will likely not work.
Game data[编辑 | 编辑源代码]
- Console commands, useful for debugging mods.
- Defines, which allows you to influence some hardcoded vanilla behaviors
- Scopes, Conditions, and Commands used for scripting
- Modifiers, used to influence calculations made by the game
- Events, used to define popups with decisions
- Map, used for pre-generated galaxy maps
Game structure[编辑 | 编辑源代码]
Below is a list of game files and folders, listed alongside the modding guide for each.
Stellaris/common/[编辑 | 编辑源代码]
Folder/File | Summary | Guides |
---|---|---|
agendas | Agendas are given to leader-candidates in Oligarchic government-forms | Agendas |
ai_budget | Determine how AI should handle resources. | AI |
ambient_objects | References used by code to spawn ambient objects | Models |
archaeological_site_types | Definitions for Archaeological Sites to be discovered and delved by Science Ships. | Ancestral Relics |
anomalies | Events that occur for research ships | Anomalies |
armies | Definitions for army types | Armies |
artifact_actions | Definitions for Artifact Actions. | Ancestral Relics |
ascension_perks | Definitions for Ascension Perks. | Traditions |
attitudes | Definitions containing the restrictions for each attitude used by the AI | AI |
bombardment_stances | Definitions of bombardment stances. | Bombardment Stances |
buildings | Setup for buildings constructable on planets, and those given through events | Buildings |
button_effects | Definitions for button effects. | Graphics |
bypass | Definitions for bypasses (gateway, worm hole and l-gate) | Bypasses |
casus_belli | Definitions for casus belli. | Wars |
colony_automation | Definitions for colony autobuild types. | Colony Automations |
colony_automation_exceptions | Definitions for colony autobuild types. | Colony Automations |
colors | Color definitions used for the country color selection | Countries |
component_sets | List of the sets of components used by ships | Ships |
component_slot_templates | Slot templates to be used with ship sections. | Ships |
component_tags | Used to group components together for common modifiers | Ships |
component_templates | Attribute setup for each weapon and the templates used for ships | Ships |
country_types | Rules for each country within the game. | Countries |
decisions | Definitions for planetary decisions. | Decisions |
defines | Basic game behaviors and settings | Defines |
deposit_categories | Deposit categories relevant to deposit generation. | Planet Generation |
deposits | Setup for the deposits of resources found on planets as well as blockers spawned on habitable planets. | Planet Generation |
diplo_phrases | Setup for the logic behind the diplomatic phrases used between countries. | AI |
diplomacy_economy | Economy units based on diplomacy. Diplomatic upkeeps like influence upkeep of Federations are defined here. | Diplomacy |
diplomatic_actions | Setup for the rules for diplomatic actions. | Diplomacy |
districts | Definitions for districts. | Buildings |
economic_categories | Definitions for economic categories. | Economy |
economic_plans | Definitions for AI economy plans. | AI |
edicts | Setup for the edicts used by countries. | Edicts |
ethics | Setup for ethics, controlling their modifiers and categories | Ethics |
event_chains | Setup for the event chains used in the events folder | Event chains |
fallen_empires | Sets up the countries and system initializer used for fallen empires | Systems |
federation_law_categories | Definitions for federation law categories. | Diplomacy |
federation_laws | Definitions for federation laws. | Diplomacy |
federation_perks | Definitions for federation perks. | Diplomacy |
federation_types | Definitions for federation types. | Diplomacy |
galactic_focuses | Definitions for galactic focuses relevant to the Galactic Community. | Diplomacy |
game_rules | Logic used for various game actions, i.e. can_enslave_pop. Logic here does not override hardcoded rules. | Gameplay |
global_ship_designs | Designs used by the ship designer for each species | Ships |
governments | Setup for the governments. | Governments |
graphical_culture | Controls the lighting used for ships, which differs between graphical cultures. | Species |
lawsuits | Unused. | |
leader_classes | Definitions for leader classes. | Leaders |
mandates | Controls the mandates used by factions | Mandates |
map_modes | Definitions for map modes to be used in the galaxy view. | Map Modes |
megastructures | Definitions for megastructures. | Megastructures |
name_lists | Sets up the names used for each species. | Empire |
notification_modifiers | A variation of static modifiers. They have no modifiers and can only be added to empires. | Static Modifiers |
observation_station_missions | Actions that can be done with observation stations depending on ethic choices. | Gameplay |
on_actions | Events and actions that happens when you move, or do anything. | Events |
opinion_modifiers | Opinion of Empires on other Empires depending on Political status and Ethics. | Opinion Modifiers |
personalities | Shows the personalities of Empires AI traits and of Fallen Empires and enables editing them. | AI |
planet_classes | The setup for all the planets and stars in the game. | Planets |
planet_modifiers | Spawn chances planet modifiers (f.e. lush, hazardous weather, etc.). | Planet Generation |
policies | AI Policy grabbing (What order they take policies in) | Policies |
pop_categories | Definitions for pop categories (social strata). | Pop Jobs |
pop_faction_types | Population faction types and personalities | Pop Factions |
pop_jobs | Definitions for pop jobs. | Pop Jobs |
precursor_civilizations | Precursor civilization weightings | Planets |
random_names | Lists of random names for Empires | Gameplay |
relics | Definitions for Relics. | Ancestral Relics |
resolution_categories | Definitions for resolution categories relevant to the Galactic Community. | Diplomacy |
resolutions | Definitions for resolutions relevant to the Galactic Community. | Diplomacy |
scripted_effects | Pre-defined blocks of Effects to be called elsewhere. | Dynamic |
scripted_loc | Pre-defined methods to provide text based on the scoped object’s attributes. | Dynamic |
scripted_triggers | Pre-defined blocks of Conditions to be called elsewhere. | Dynamic |
scripted_variables | Pre-defined "@" variables to be called from other game files. | Dynamic |
section_templates | Container of components that consist actual ships. | Ship |
sector_focuses | Types of sectors and how they act. | Colony Automations |
sector_types | Types of sectors and how they act. | Colony Automations |
ship_behaviours | Standard ship behaviours. | Ship |
ship_sizes | Sizes of the Ships. | Ship |
solar_system_initializers | Defines starting systems for players, AI, event systems, hostile systems, etc. | Systems |
special_projects | Special Projects | |
species_archetypes | Definitions for species archetypes to give some shared attributes to species classes. | Species |
species_classes | Definitions for species classes that are sets of species portraits. | Species |
species_names | Definitions for species random names. | Species |
species_rights | Definitions for species rights. | Species |
star_classes | Types of solar systems (NOT individual stars themselves!) | Systems |
starbase_buildings | Definitions for starbase buildings that each starbase can only have one of each of them. | Starbases |
starbase_levels | Definitions for starbase levels. | Starbases |
starbase_modules | Definitions for starbase modules. | Starbases |
starbase_types | Definitions for starbase types. To players, no effects, flavor only. To the AI, a starbase auto-build guide. | Starbases |
start_screen_messages | Messages that should be shown to the player at the start of the game. | Gameplay |
static_modifiers | Blocks of Modifiers to be added to objects. | Static Modifiers |
strategic_resources | Definitions for resources, not just strategic resources. | Economy |
subjects | Definitions for subject types. | Diplomacy |
system_types | Definitions for system types. No effects, flavor only. | Starbases |
technology | Definitions for technologies. | Technology |
terraform | Definitions for terraform methods. | Planets |
trade_conversions | Definitions for trade value conversions. | Economy |
tradition_categories | Definitions for tradition groups. | Traditions |
traditions | Definitions for traditions. | Traditions |
traits | Definitions for species traits and leader traits. | Traits |
war_goals | Definitions for war goals. | Wars |
achievements.txt | Definitions for achievements. Modding this file doesn't make sense, since achievements are disabled for any "common" changing/expanding mods anyway. | |
alerts.txt | Messages | |
message_types.txt | Messages |
Stellaris/events/[编辑 | 编辑源代码]
Folder/File | Summary | Guides |
---|---|---|
example_events.txt | Contains the event code for a set of events. | Events |
Stellaris/flags/[编辑 | 编辑源代码]
Folder/File | Summary | Guides |
---|---|---|
*.dds | A flag image file. | Flags |
colors.txt | Sets up the allowed colors for flags and the randomizable combos. | Flags |
Stellaris/fonts/[编辑 | 编辑源代码]
File | Summary | Guides |
---|---|---|
fonts.asset | Sets up the fonts used by the game. | Fonts |
Stellaris/gfx/[编辑 | 编辑源代码]
Folder/File | Summary | Guides |
---|---|---|
advisorwindow | Sets up the 3D view for the advisor | Graphics |
arrows | Contains the images used by various arrows ingame. | Graphics |
cursors | Contains the cursor files/images used ingame. | Graphics |
event_pictures | Contains the pictures used in events. | Events |
fonts | Contains the font files used ingame. | Fonts |
FX | Contains the FX shaders used ingame. | Graphical Effect |
interface/ | Contains the images used for interfaces ingame. | Graphics |
interface/anomaly | Contains the images used for the anomaly mechanic | Graphics |
interface/buttons | Contains the images used for buttons | Graphics |
interface/diplomacy | Contains the images used for the diplomacy interface. | Graphics |
interface/elections | Contains the images used for the election interface. | Graphics |
interface/event_window | Contains the images used for the event window. | Graphics |
interface/flags | Contains the image masks used for flags. | Graphics |
interface/fleet_view | Contains the images used for fleets. | Graphics |
interface/frontend | Contains the images used for the frontend interface. | Graphics |
interface/government_mod_window | Contains the images used for the government modification interface. | Graphics |
interface/icons | Contains the icons used for everything in the game. | Graphics |
interface/main | Contains the images used for generic actions. | Graphics |
interface/old | Contains the images used from EU4 | Graphics |
interface/outliner | Contains the images used for the outliner interface. | Graphics |
interface/planetview | Contains the images used for the planet view interface. | Graphics |
interface/progressbars | Contains the images used for progress bars ingame. | Graphics |
interface/ship_designer | Contains the images used for the ship designer interface. | Graphics |
interface/situation_log | Contains the images used for the situation log interface. | Graphics |
interface/sliders | Contains the images used for sliders ingame. | Graphics |
interface/system | Contains the images used for the system view interface. | Graphics |
interface/tech_view | Contains the images used for the technology view interface. | Graphics |
interface/tiles | Contains the images used for the tile view interface. | Graphics |
interface/topbar | Contains the images used for the topbar interface. | Graphics |
interface/waroverview | Contains the images used for the war view interface. | Graphics |
keyicons | Contains the images used for button presses ingame. | Graphics |
lights | Contains the logic used for the light effects ingame. | Graphical Effect |
loadingscreens | Contains the images used for loadscreens. | Graphics |
models | Contains the model .mesh files and images. | Models |
models/portraits | Contains the portrait .mesh files and images. | Portraits |
particles | Contains the logic and images used for particles. | Graphics |
pingmap | Contains the logic used for pings. | Graphics |
portraits | Contains the logic used for portrait images. | Portraits |
projectiles | Contains the logic used for projectiles. | Graphics |
shipview | Contains the logic used for ship view. | Graphics |
worldgfx | Contains the logic and images used for world graphic effects. | Graphics |
Stellaris/interface/[编辑 | 编辑源代码]
Folder | Summary | Guides |
---|---|---|
*.gfx | Controls the assignment of image to interface variable. | Interfaces |
*.gui | Controls the visual logic of an interface. | Interfaces |
Stellaris/localisation/[编辑 | 编辑源代码]
File | Summary | Guides |
---|---|---|
*l_simp_chinese.yml | Contains Chinese localisation | Localisation |
*l_english.yml | Contains English localisation | Localisation |
*l_french.yml | Contains French localisation | Localisation |
*l_german.yml | Contains German localisation | Localisation |
*l_polish.yml | Contains Polish localisation | Localisation |
*l_russian.yml | Contains Russian localisation | Localisation |
*l_spanish.yml | Contains Spanish localisation | Localisation |
*l_braz_por.yml | Contains Brazilian/Portuguese localisation | Localisation |
Stellaris/map/[编辑 | 编辑源代码]
Folder/File | Summary | Guides |
---|---|---|
galaxy | Contains the galaxy options. You cannot add new ones currently. | Galaxy |
setup_scenarios | Controls the logic for different sizes of galaxies. | Galaxy |
Stellaris/music/[编辑 | 编辑源代码]
Folder/File | Summary | Guides |
---|---|---|
*.ogg | A music file. | Music |
songs.asset | Controls the assignment of music to a code name, and sets the volume of playback. | Music |
songs.txt | Music |
Stellaris/prescripted_countries/[编辑 | 编辑源代码]
Folder/File | Summary | Guides |
---|---|---|
*.txt | Contains a pre-scripted setup for a country. Listed on the side ingame. | Galaxies |
setup_scenarios | Controls the logic for different sizes of galaxies. | Galaxies |
Stellaris/sound/[编辑 | 编辑源代码]
Folder/File | Summary | Guides |
---|---|---|
*.asset | Sets up sounds. | Sound |
*.wav | A sound file. | Sound |
Overwriting specific elements[编辑 | 编辑源代码]
- See also: #Mod load order
Occasionally, it is possible to overwrite a specific game element without needing to replace the entire vanilla file. In some cases adding an element with a similar identifier (id or key) into another file will duplicate that element for the game. But in other cases, the version that comes first (First In, Only Served; FIOS)/last (Last In, Only Served; LIOS) will be used instead.[2] The order in which files are processed is based on ASCIIbetical order of the filenames. If the names are the same, they'll be processed based on the displayed order in the launcher (or loading template). Before patch 2.5 the load order was the reverse-ASCIIbetical order of the mod display name, with vanilla always being first (if it’s at the top of the mod list, it'll be loaded last). Note that if there are multiple mods with the same display name, only the one whose mod file comes first, will be used.
Note that this feature is not documented and thus might be subject to arbitrary changes between versions.
Common folder[编辑 | 编辑源代码]
Please help improve this article or section by expanding it with: overwrite type info. |
Folder | Overwrite | Contents | ||
---|---|---|---|---|
Type | Error Log | Notes | ||
achievements | ||||
agendas | LIOS | Object key already exists | | |
ai_budget | What fractions of its resources the AI wants to spend on things. | |||
ai_espionage | None (all content in subfolders) | |||
├───operations | ||||
└───spynetworks | ||||
ambient_objects | Graphics objects. | |||
anomalies | LIOS | Object key already exists | Anomaly description keys, images, spawn chances and conditions, and event pointers. | |
archaeological_site_types | | |||
armies | LIOS | Object key already exists | Army type definitions. | |
artifact_actions | LIOS | Object key already exists | | |
ascension_perks | LIOS | [None] since 3.X |
Pre version 3.X: [Error log] Object key already exists | |
asteroid_belts | Graphics for asteroid belts. | |||
attitudes | LIOS | Object key already exists | AI Attitude definitions. | |
bombardment_stances | LIOS | Object key already exists | Orbital bombardment type definitions. | |
buildings | LIOS since 3.3 |
Object key already exists | Pre version 3.3: Breaks auto-generated modifiers | |
button_effects | ||||
bypass | LIOS | Object key already exists | Bypass type definitions. | |
casus_belli | LIOS | Object key already exists | | |
colony_automation | How player colonies controlled by automated sector management determine which districts and buildings to build. Each designation has its own script. Not used by AI empires. | |||
colony_automation_exceptions | Conditional overrides to automated sector management. | |||
colony_types | LIOS | Object key already exists | Colony | |
colors | RGB country and species color sets. | |||
component_sets | FIOS | Object key already exists | Ship component icon and frame assignment. | |
component_slot_templates | Graphics assignments for weapon slot types. | |||
component_tags | List of referenceable tags assignable to ship components. | |||
component_templates | FIOS | Object key already exists | Ship component definitions. | |
country_container | ||||
country_customization | Which capital building types and robot portraits empires use. | |||
country_types | LIOS | [None] since 3.X |
Pre version 3.X: [Error log] Object key already exists | Rules for empires, enclaves, and other country types. |
crisis_levels | LIOS | | ||
crisis_objectives | LIOS | | ||
decisions | LIOS/DUPL | Object key already exists | Entire override ONLY. | |
defines | LIOS | [none] | The block the define is in must be included as well.
|
Global variables and settings. |
deposit_categories | List of orbital deposit and planetary feature categories. | |||
deposits | LIOS | Object key already exists | Orbital deposit, planetary feature, and blocker definitions and drop weights. | |
diplo_phrases | Diplomatic phrase keys and conditions for diplomatic actions. | |||
diplomatic_economy | LIOS | Object key already exists | Diplomatic agreement costs. | |
diplomatic_actions | NO/LIOS | Object key already exists | Entire override ONLY. | Diplomatic action conditions. |
districts | LIOS since 3.3 |
Object key already exists | Pre version 3.3: Breaks auto-generated modifiers | |
dynamic_text | ||||
economic_categories | LIOS | Object key already exists | Definitions and modifier generation for economic categories used by resource blocks and AI budgets. | |
economic_plans | AI empire resource income goals. | |||
edicts | LIOS | Object key already exists | | |
espionage_assets | LIOS | Entire override : PASS | | |
espionage_operation_categories | | |||
espionage_operation_types | LIOS | Entire override : PASS | | |
ethics | LIOS | [none] | Might break "selected ethic" graphic if too many Ethics; WARNING: Due to new multiple ethics files, the auto-generated file will randomly break off as some empires have no ethics when randomly generated. So entire overwrite is suggested. | Empire ethic definitions and ethic attraction modifiers. |
event_chains | FIOS | [none] | Event chain image assignment and referenceable counters. | |
fallen_empires | Fallen empire definitions. | |||
federation_law_categories | Federation law category assignment. | |||
federation_laws | Federation law definitions and AI weights. | |||
federation_perks | Federation perk definitions. | |||
federation_types | Federation type definitions. | |||
first_contact | First contact progression definitions. | |||
galactic_community_actions | Costs to perform special galactic community actions. | |||
galactic_focuses | Galactic focus definitions. | |||
game_rules | LIOS | [none] | Tooltip generating conditions. | |
global_ship_designs | FIOS | A ship design already exists | Premade ship designs. | |
governments | LIOS | Object key already exists | Government type conditions, ruler titles, and election candidate weights. | |
├───authorities | LIOS | Object key already exists | Specific override is impossible. Entries override ONLY. | Authority definitions. |
└───civics | LIOS | Object key already exists | Civic and origin definitions. | |
graphical_culture | Graphics info for ship skins. | |||
greeting_overlay_sounds | ||||
intel_categories | Which information is revealed by specific intel category levels. | |||
intel_levels | Assigns intel category levels to intel level. | |||
lawsuits | Unused | |||
leader_classes | LIOS | Object key already exists | | |
mandates | LIOS | Object key already exists | | |
map_modes | LIOS | Object key already exists | Map mode definitions. | |
megastructures | LIOS | Object key already exists | Megastructure definitions. | |
menace_perks | | |||
message_types | Alert message icon definitions. | |||
name_lists | Sets of random names for ships, fleets, armies, planets, and leaders. | |||
notification_modifiers | ||||
observation_station_missions | DUPL/LIOS | Entire override ONLY. | Observation post mission definitions and AI weights. | |
on_actions | NO/MERGE | [none] | Cannot modify existing entries; new entries will be merged with the existing entry with the same NAME={}.
|
Assigns events to be triggered when certain game actions happen. |
opinion_modifiers | DUPL/LIOS | [none] | add_opinion_modifier is LIOS
|
|
personalities | LIOS | Object key already exists | AI Personality definitions and weights. | |
planet_classes | LIOS since 3.3 |
[none] | Pre version 3.3: DUPL – breaks habitability modifiers if individually overwritten. | Celestial body graphics and definitions. |
planet_modifiers | LIOS | Object key already exists | Random planet modifier spawn chances. | |
policies | LIOS | Object key already exists | Existing Object key can be override with NAME = {}
|
|
pop_categories | LIOS | Object key already exists | Pop category type definitions. | |
pop_faction_types | LIOS | Object key already exists | Faction demands, join conditions, attraction modifiers, and actions. | |
pop_jobs | LIOS since 3.3 |
Object key already exists | Pre version 3.3: [Type] NO – Breaks auto-generated modifiers if overwriting a specific job and not the whole file. | |
precursor_civilizations | List of Precursor civilizations and conditions. | |||
random_names | Components for randomly generated Empire, Federation, Faction, First Contact, and War names. | |||
└───base | Lists of celestial object names and randomly generated species name affixes. | |||
relics | NO | Object with key already exists | Relic definitions and AI triumph weights. | |
resolution_categories | Defines which category individual resolutions are in and the category icon. | |||
resolution_groups | LIOS | Object with key already exists | Assigns frames and text colors to resolution categories. | |
resolutions | LIOS | Object with key already exists | Resolution definitions and AI weights. | |
script_values | Dynamically calculated referenceable value. | |||
scripted_effects | LIOS | Object key already exists | Scripted effects. | |
scripted_loc | Dynamic localization. | |||
scripted_triggers | LIOS | Object key already exists | Boolean trigger conditions. | |
scripted_variables | FIOS | Variable name taken | Global variables. | |
section_templates | NO DUPL/FIOS | Duplicate section template found. Multiple sections are named … | Warning: existing can't be overwritten, used ships/starbases will get deleted. | Ship section definitions. |
sector_focuses | LIOS | Object key already exists | Sector automation construction weights. | |
sector_types | Sector definitions. | |||
ship_behaviors | FIOS | Behavior name already exists | Ship AI. | |
ship_sizes | LIOS | Object key already exists | Ship chassis definitions, including | |
situations | Situation definitions. | |||
solar_system_initializers | FIOS | Initializer already exists | Predefined solar systems, some including country, colony, and/or fleet generation. | |
special_projects | FIOS | Object key already exists | Special project definitions. | |
species_archetypes | LIOS since 3.3 |
Object key already exists | Pre version 3.3: Breaks auto-generated modifiers. | Assigns |
species_classes | LIOS | Object key already exists | Assigns portraits, species archetype, and graphical culture to species classes. | |
species_names | Lists for randomly generating species names. | |||
species_rights | LIOS | Object key already exists | Effect tooltips are independent of the effects. | Species rights definitions and AI weights. |
star_classes | FIOS | Spawn odds and planet generation rules and environmental hazards based on the central star or star set. | ||
starbase_buildings | DUPL/LIOS | Object key already exists | Entire override ONLY. | Starbase building definitions and AI weight modifiers. |
starbase_levels | LIOS | Object key already exists | Starbase chassis definitions. | |
starbase_modules | DUPL/LIOS | Object key already exists | Entire override ONLY. | Starbase module definitions. |
starbase_types | LIOS | Object key already exists | Starbase designation conditions, AI ratios, and AI buildings & module weights. | |
start_screen_messages | FIOS | [none] | The first valid part for each location will be used and the rest discarded without issue. | Localization keys and conditions used to assemble the game start message. |
static_modifiers | FIOS | [none] | Modifier definitions. | |
strategic_resources | FIOS | [none] | All resource definitions. | |
subjects | LIOS | [None] | Functions are limited/restricted by:diplomatic_actions and game_rules
|
Subject empire type definitions. |
system tooltips | Tooltips displayed when hovering over a system. | |||
system_types | LIOS | Object key already exists | System designation type conditions and weights. | |
technology | LIOS* | Duplicate technology: [tech] | LIOS overrides mostly still work despite the DUPL-type error entry. However, if the overwriting tech lacks a "potential" block, it will inherit the "potential" block from the overwritten tech. | Technology definitions, drop weights, and AI weights. |
├───category | List of research categories and icon assignments. | |||
└───tier | LIOS | List of technology tiers. Defines number of previous tier tech requirements. | ||
terraform | DUPL | [none] | | |
trade_conversions | LIOS | Object key already exists | Trade Policy definitions. | |
tradition_categories | LIOS | Object key already exists | Tradition tree definitions and AI weights. | |
traditions | LIOS | Object key already exists | Effect tooltips are independent of the effects. | Individual tradition definitions, including adoption and finisher effects. |
traits | DUPL/NO | [none] | Entire override ONLY. | Leader trait and species trait definitions. |
war_goals | LIOS | Object key already exists | War goal definitions, conditions, and AI weights. |
FIOS – First in, only served.
LIOS – Last in, only served
DUPL – Duplicates
NO – Cannot individually overwrite
Please note that not everything could be tested extensively.
Localisation folder[编辑 | 编辑源代码]
Localisation is likely LIOS
A guide for overwriting localisation can be found here.
Events folder[编辑 | 编辑源代码]
Events are treated as FIOS
Interface folder[编辑 | 编辑源代码]
Interface is likely LIOS
Tools & utilities[编辑 | 编辑源代码]
Tools[编辑 | 编辑源代码]
- Notepad++ – Powerful editor to change files.
- WinMerge – Contrasts the difference between two text files. Useful for updating mods.
- VSCodium – Powerful, hackable, free open source editor. Use with CWTools extension, powerful syntax checker for Paradox games.
- VS Code – Powerful, hackable, free editor from Microsoft (based on open source code). Use with CWTools extension, powerful syntax checker for Paradox games.
- Maya exporter – Clausewitz Maya Exporter to create your own 3D models.
- Spaceship Generator – A Blender script to procedurally generate 3D spaceships
- paint.net – Freeware software for digital photo editing
- Irony Mod Manager – Mod Manager with conflict solver for Paradox Games
- Stellaris Galaxy Generator – by BlackPhoenix134 (preview)
- Static Galaxy Generator – A static galaxy generator and editor for your mods. (How to use)
- Sublime Text – Powerful, moddable, hackable text editor. Install packages as your needs evolve.
- Random Empire Generator – by u/MarinusWA0.
- List of Stellaris triggers, modifiers and effects – for most game versions since launch, includes compare between Stellaris patches GitHub feature.
Help links[编辑 | 编辑源代码]
- Steam Workshop – The place for where you can share your creations with other players.
- The Stellaris Modding Den – the central modding discord for Stellaris.
- Stellaris Modding Subreddit
- Paradox Graphics – A Comprehensive Guide – In-depth documentation for preparing 3d models for Clausewitz engine games like Stellaris.
Advanced tips[编辑 | 编辑源代码]
- For the bigger mods using a source control management tool (Git, …), it is handy to create a symbolic link between Stellaris mod folder and the working directory of the local repository, especially if the mod also has sub-mods. Note that you'll still need to copy the .mod file(s) manually, but they rarely change. Run the following command from the parent directory of main git folder, replacing:
- <mod_path_name> by the value of
path
attribute from .mod file - <git_mod_folder> by the name of the sub-folder that contain mod data (folders common, decisions, events, etc…)
- <mod_path_name> by the value of
mklink /J "%USERPROFILE%\Documents\Paradox Interactive\Stellaris\mod\<mod_path_name>" ".\<git_mod_folder>"
Testing Mods[编辑 | 编辑源代码]
Certain, more obscure Console commands (that don't show up if you type 'help' in the console) are extremely useful in the process of testing a mod and more specific alterations.
observe
– switches you to Observer Mode. You will no longer play as any specific character – this will allow the game to run for a long period of time, uninterrupted. It also makes every invisible trait and secret religion visible.run
<filename.txt> – runs script in a txt file located in the in the Documents install directory. It will be executed from the player’s scope. Useful for testing tricky scripts – you can just have the script open in a different window, run it, tweak the script, save it, and run it again – it will be recompiled every time.not yet implementedreloadevents
– reloads and recompiles every single event (may take a while depending on your hardware). Useful if you want to tweak an entire event or chain of events without rebooting the game every time.reloadloc
reload text
– reloads the entire localisation table. Useful if you spot a typo while testing your mod, or if you are trying to fit as much text in an event frame as possible.
Troubleshooting mod installation[编辑 | 编辑源代码]
Multiplayer requires same mod list and load order for all players.
Try reload mods button in launcher. All installed mods > Reload installed mods.
Check if non-ASCII characters exist in the address of the mod folder.
Verify integrity of Stellaris installation files (for Steam right click on Stellaris > Properties > Local files > Verify). Warning: Verification tool does not check for any additional files put into the installation folder, and those might still alter the checksum. Check patch notes and compare your unmodded game (vanilla) with reference checksum.
Make sure your antivirus is not blocking the launcher. It might do so silently without a warning.
Check if your OneDrive ran out space or is disconnected if you are using it (you might not know that you are).
If you have a mod both as a local and as a workshop subscription game will refuse to load it. Remove or move one, including root Stellaris/mod/.mod file
Delete Paradox Launcher database files as they might be corrupted (backup first):
- Do the steps on point 5 at #Purging all mods.
- In the Paradox Launcher use Mods > Reload installed mods.
If you are using Irony Mod Manager do not fire Conflict Solver unless you intend to use it. Conflict Solver creates list of conflicts and generates overwrites for each one based on your load order. So if you change mod composition of a collection or load order you have to rerun conflict solver each time (alternatively delete patch folder in /Stellaris/mod/) You can purge Irony settings stored in .roaming/Mario/ if you ever need to.
Purging all mods[编辑 | 编辑源代码]
This will reset your mod settings completely (nuclear option!):
- Quit Stellaris and Stellaris (Paradox) Launcher
- Unsubscribe from all mods. Stellaris Workshop -> Your files (under your avatar) -> Subscribed items – > Unsubscribe From All .
- Quit Steam
- Go to SteamLibrary\steamapps\workshop\content\281990 and delete everything.
- Go to the Stellaris settings folder (one above the mod folder) and delete the following files (some of these might not be present in the actual version):
- dlc_load.json
- game_data.json (only pre 2.8 launcher)
- mods_registry.json (only pre 2.8 launcher)
- launcher-v2.sqlite (since 2.8 beta launcher)
- in settings.txt everything inside
last_mods={ }
- Restart Steam.
- Open Paradox launcher.
- Close Paradox launcher.
- Resubscribe to your mods.
- WAIT UNTIL ALL DOWNLOADS ARE DONE. DO NOT START PARADOX LAUNCHER UNTIL DOWNLOADS ARE COMPLETE.
- Start Paradox Launcher.
- Close Paradox launcher.
Mod load order[编辑 | 编辑源代码]
Ordering mods incorrectly can lead to problems in game. Mods that edit the same game files will conflict. The following section will give general tips on load order and a general load order guide. Ordering mods correctly will reduce problems, but is not guaranteed to fix all problems.
- General Tips
- Mods at the top of the list are loaded first, mods lower down will overwrite.
- Try to build a mod list around one or two large mods. Large mod examples are Gigastructural Engineering, ACOT, ZOFE, NSC, ESC, etc. Trying to make a mod pack function with many large mods requires advanced modding abilities such as custom coding/scripting. Load order correctness will only go so far.
- Mods can be ordered in two ways.
- Irony Mod Manager (IMM): In IMM mods can be ordered in the right hand Collection Mods panel. Mods can be moved by clicking and holding the left mouse button while dragging the mod up or down the list. A mod can also be moved by editing their order number, or moved to first/last position or moved up or down by one position using the arrow icons to the left and right of the mod number. Once ordering is done click apply.
- Paradox Launcher: Similar to IMM you can drag a mod up or down, or renumber the mod to change its order.
- Mods beginning with ~ go at the very top of the list.
- Mods beginning with ! go to the very bottom (some exceptions).
- The more ! a mod has the further down it goes (a !! mod will be below a ! mod).
- Mods that resolve conflicts (patch mods) between 2 or more mods go anywhere below the mods they patch. A section after all your normal mods is probably better for organization and visualization.
- Mods that are submods go below the main mod. For example, Planetary Diversity would be higher in the load order, and the sub modules (such as Planetary Diversity – Exotic Worlds) go below Planetary Diversity main mod.
- General Order
- Sort mods z to a – then move the mods around using the below list as a guide.
- The list is comprised of mod type categories. A mod category higher in the list has lower priority and will be overwritten by conflicting mods lower in the list. The numbers in the list do not indicate priority. For example, the mod category Unofficial patches is position 1. AI mods are position 2. AI mods are lower in the list, and as such will overwrite Unofficial patches if there is a conflict.
- Examples of mods that belong to a category will be given in brackets. The order of the mods in the bracket has nothing to do with load order, they are only examples of types of mods.
- Unofficial patches always go at the very top (Ariphaos Unofficial Patch, Community Patch) (note that community flash patch reverts ariphaos fixes in a number of places. If not patching with Irony Conflict solver, don't use community patch.)
- AI mods, which includes mods that edit AI economies (Starnet, Galvius, Better Ultimate Economic Plan, etc.)
- It is highly inadvisable to use more than one AI mod, unless you know what you are doing.
- Map generation mods (More Natural Looking Galaxies)
- Prerequisite mods (Guillis Planetary Modifiers, Amazing Space Battles, SLEX)
- Music mods (Space Ambient Music)
- Namelist mods (Just Star Names, Lithoid Namelist)
- Species mods (new species and edits to existing ones, such as Trace’s Better Necroids)
- Trait and leader mods (Trait Diversity, Merged Leader Levels)
- Content addition mods (Generally these are mods that add extra content to the game such as origins, events, archeology, stories. Examples include Precursor Story Pack, Origins Extended, More Events Mod)
- Flag/Emblem mods (Just More Flags, StarClan Emblems)
- Room/background mods (Diverse Rooms, Backgrounds Collection)
- Cityscape mods (Collection of Cities, Interesting Cities)
- Federation/Vassal mods (Exalted Domination – Vassals and Tributaries, Federation Expanded)
- General gameplay mods that don't fit anywhere else (jump Gates, L-Cluster Access, Invasion! SA)
- Shipset mods (Dark Necroid Ships, NSC and NSC submods. Put NSC below all other shipset mods)
- Technology mods (Examples are Gigastructural Engineering, ACOT, ZOFE, Upper Limits, Technology Ascendant, Extra Ship Components (ESC) (if using ACOT and ZOFE, make sure to place the mod Acquisition of Technology (ACT) below them, and place ESC below ACOT, ZOFE and ACT)
- Space affecting mods (Real space, Immersive Galaxy)
- UI Overhaul mods (UI Overhaul Dynamic (UIOD), Tiny Ship Components)
- Planetary Diversity and its submods
- Tradition and ascension perk mods (Plentiful traditions, Expanded Stellaris Ascension Perks. These should go below UIOD but above their UIOD Patches)
- Ethics & Civics mods (Ethics and Civics Redux, Civics Expanded – These should go below UIOD but above their UIOD Patches)
- UIOD Overrides (Dark Blue UI Overhaul, Immersive Beautiful Stellaris/Universe)
- Fix and tweak mods (Aggressive Crisis Engine, Necroids Bug Fix, Reduce Aura Graphics, Diplomacy Adjustments)
- Patch mods (UIOD Patches, !Patch ESC Combined Ships in Scaling Lite, !Patch – Cubemap Fix, !!Universal Modifiers Patch, ! The Merger of Rules)
- There are two types of patch mods. First are patch mods that resolve conflicts between several mods, for example Real Space (1) System Scale (2) Gigastructural Engineering (3) Patch.
- Next, there are omnibus/general patch mods. These mods change game behaviour to account for many mods, for example The Merger of Rules, Universal Resource Patch.
- Place omnibus/general patch mods BELOW patch mods that resolve conflicts for a few mods.
External links[编辑 | 编辑源代码]
- Stellaris Dev Diary #31: Modding (Scripting Anomalies)
- Stellaris Dev Diary #32: Modding art
- Stellaris Dev Diary #182: The Perils of Scripting and How to Avoid Them
- Stellaris Dev Diary #204: Scripting Language and Moddability Improvements
- Stellaris Dev Diary #240: Scripting Improvements in 3.3
另见[编辑 | 编辑源代码]
参考资料[编辑 | 编辑源代码]
- ↑ VDF is a ad-hoc file format designed by Valve to support storage of hierarchical data, which is also used by Steam. Open VDF parser: https://github.com/rossengeorgiev/vdf-parser/, for .NET
- ↑ forum:990537
帝国 | 帝国 • 思潮 • 政府 • 国民理念 • 起源 • 承诺 • 议程 • 传统 • 飞升天赋 • 法令 • 政策 • 遗珍 • 科技 • 自定义帝国 |
人口 | 岗位 • 派系 |
领袖 | 领袖 • 领袖特质 |
物种 | 物种 • 物种特质 |
行星 | 行星 • 行星特征 • 轨道矿藏 • 建筑 • 区划 • 行星决议 |
星系 | 星系 • 恒星基地 • 巨型结构 • 虫洞 • 星门 • 地图 |
舰队 | 舰队 • 舰船 • 部件 |
地面战 | 陆军 • 轰炸姿态 |
外交 | 外交 • 联邦 • 星海共同体 • 评价修正 • 宣战理由 • 战争目标 |
事件 | 事件 • 异常现象 • 特殊项目 • 考古遗址 |
游玩 | 游玩 • 定义 • 研究 • 经济 • 游戏开局 |
动态修改 | 动态 • 指令效果 • 触发条件 • 作用域 • 修正 • 变量 • AI |
媒体/本地化 | Maya 导出器 • 图形 • 肖像 • 旗帜 • 事件图片 • 界面 • 图标 • 音乐 • 本地化 |
Other | 控制台命令 • 存档编辑 • Steam 创意工坊 • 模组制作教程 |