Stellaris

Stellaris

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EditorMenu
   
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Apr 6, 2018 @ 4:53pm
Apr 16, 2018 @ 3:37pm
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EditorMenu

Description
--- Usage ---

All you need is one console command.
Unfortunately, the game still doesn't allow modders to scope to specific planets from the UI, and thus, I decided to just use one console command with no UI elements to replace vanilla ones.

EditorMenu is invoked by selecting a planet/star from System View (NOT galaxy view) and typing into the console:

event editormenu.1

If the menu isn't opening, make sure you have specifically selected a planet/star from System View and are currently controlling your own country.

Released Add-on: EditorMenu - Events Module

--- Intro ---

This is a mod that allows you to edit planets, stars, and even some galaxy aspects from a carefully crafted menu.

I know there are a couple of mods out there that do similar things. In fact, I was inspired by them to make this.
However, I wanted to make something that is a little larger in scope and with some key fundamental differences.

So, I took it upon myself to write this mod absolutely from the ground up with carefully implementing every single feature.

--- Key Features and Goals ---

One major feature I needed was a use of an Observer mode to edit objects my species hasn't seen yet right at the game start in order to shift the RNG galaxy creation a little in my favour.
While this mod does NOT work in the game's Observer mode, I have implemented a built-in observer within the mod.
It does exactly what I needed it to do and is accessible from the mod's main menu. You can easily switch between player and EditorMenu's observer at any time. The mod remembers who your player country is.

The other thing was that I wanted to make every feature "make sense" in the game's world.
I meticulously and painstakingly made sure that using any of the options will not break save files or crash the game by restricting certain things.
This is accomplished with a lot of checks of what can be done and where.

For example: You can not change a star into a planet, nor make a ringworld seam into a moon.
Nor can you ever wind up with a strategic resource on a ground tile, nor can you accidentally send those cute Alien Pets out into the Orbital Deposit.
Similarly, you can not accidentally make a habitable planet bigger than size 25, causing all sorts of save file problems for the game.

While all of these may seem fun to play around with, the goal of this mod is to have strict rules that the game itself uses to generate the galaxy.
Even Strategic Resources are limited to where they can be placed, as per the game's galaxy generation rules. Neutronium Desposit on a Gas Giant doesn't make sense, right?

--- Functions ---

• Built-in Observer mode which allows you to edit the galaxy right from the game's start.

• Creating and removing hyperlanes between systems.

• Creating wormhole pairs between systems.

• Generating Special Systems in the galaxy.
For those with the Leviathans DLC, you can generate any Leviathan system at any time, provided they don't already exist, of course.
Two unique systems can also be generated: the Sanctuary System and Guardians of Zanaam.
Existing special system locations can be pinged on the galaxy map from any mode (player/observer).

• Generating Ruined Megastructure systems in the galaxy.
This is available only to those with the Utopia DLC. And just like Special Systems, there can only be one of each in any given galaxy. Ping Map option is available for them as well.

• Creating Abandoned Gateways in systems.

• Changing planet class and size of planets and moons. This also re-rolls all resources and tile-blockers, making sure the flavour of the chosen class is not violated.
• Adding/removing planet modifiers. The game has so many planet modifiers that adding them all would not even fit the menu on my screen. So I opted to only add those that aren't event-specific and those that have at least some sort of a benefit to them. As a roleplay bonus, there is an option to add or remove a planetary ring to a planet in this menu.
Removing modifiers removes all modifiers except for event-specific ones.

• Setting strategic resources to uninhabitable planets and asteroids following the game's rules where they can actually show up.
When setting a "clustered" resource , the mod will put the object's solar system in the appropriate cluster so that you will actually get a chance to research the technology required to harvest it when your empire's borders encompass the system with the placed resource.

• Changing the orbital deposit of non-colonized planets and asteroids.
• Adding surface deposits to habitable planets. You can select +1, +2, +3, or +4 variants of each resource. As well as Alien Pets and Betharian Stones.
• Removing a surface resource removes the tiles with the lowest yields first. And it does not remove resources from tiles that have buildings built on them.

• Spawning Pre-Sapient Species, Medieval or Industrial Civilizations on un-inhabited planets.
This is only possible on an un-surveyed by your country planet (use the built-in observer mode).
Genocide option is also readily available.

• Preventing Anomalies: this option will make sure that no random anomalies will be generated on an object upon survey. This is useful for preventing random events that could potentially replace/remove resources, change the object class, or cause otherwise unwanted modifications from happening to the object.

--- Compatibility ---

This mod should work alongside just about anything.
EditorMenu uses only in-game scripts to generate systems, so if any mod modifies those scripts, EditorMenu will use them. It does not override any existing game files or events.
However - while it does use in-game scripts to re-roll planets, create systems, etc, it will NOT have any additional planet classes/resource deposits/strategic resources/new special systems/megastructures etc in the menus that are added by other mods.

There are currently no plans to add things to this menu from other mods. Sorry!

--- Known Issues ---

• No real localization. While I tried my best to pull everything from the game's localization files, not everything of course was possible. Those of you playing on a non-english Stellaris will have a mixed bag of english and your language in the mod.
• Some effects (like wormhole creation) are not localized in the game. This is for PDX to fix,
• Strategic Resources and some other tiles do not display their accurate bonuses, nor what the effect will be for the strategic resource. This is because I don't think there is a possible way to insert strategic resource effects into a tooltip. As for resource tiles - their effects are baked into the game's localized files and they are very outdated (for example the Betharian still has the tooltip that adds minerals and not energy. This is for PDX to fix).
Of course, adding effects to the tooltip manually is easy, but I wanted to avoid a situation where if someone uses a mod that changes these bonuses, this mod will then display incorrect values to what other mods have set up.
So I opted with just their description from the localized files for now instead. They kind of tell you what sort of bonuses they are in their texts anyway.
• The error.log is whining about incorrect usage of has_hyperlane_to trigger. But I would like to tell you that ding dong, its opinion is wrong.
126 Comments
Mr.Fox Feb 27 @ 7:06am 
please, update this mod.. :-)
Auren Sep 5, 2021 @ 9:32pm 
Probably doesn't work past a certain point (2.2 maybe?), but for anyone who is still on 2.1.3, this mod works fantastically. Thanks to the mod author for that. :steamthumbsup:
Lord Dickinson McCheddar Jun 18, 2020 @ 11:57am 
This mod destroys the game and makes it unplayable with constant empty popups.
Nikal Jul 28, 2019 @ 4:16am 
Use the update from the link below. It (partially) works.
Dare Arkin Jul 27, 2019 @ 7:39pm 
Does this thing work, or is it still defunct?
Kairi Jun 4, 2019 @ 4:56pm 
This mod gives me an endless spam of blank windows, i've reinstalled and verified all files. Had to unfortunenatly disable it. Hope you can update it soon, thanks
Seamoo Dec 14, 2018 @ 11:19pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1591243052

Ok, I've updated it for 2.2. Still needs a bit of patching
scott4dges Dec 14, 2018 @ 11:03pm 
Justing finding out about this mod. Looking forward to the updated version from @Pelinal and trying it out on 2.2
Pelinal Dec 14, 2018 @ 10:55pm 
Do what you want @Seamoo
Seamoo Dec 14, 2018 @ 6:31pm 
@Archer, I plan to post it, for more ease of use.
@ Pelinal, Is it ok for me to use your pastebin for a new post?