Stellaris

Stellaris

Expanded Starbases
783 Comments
MightyShark Dec 6 @ 11:16am 
Cheers thanks.
Tovius  [author] Dec 6 @ 9:57am 
Yeah, it should. Will be fixed soon
MightyShark Dec 5 @ 1:17pm 
Hi Tovius,

Great mod.

I see this ERROR in the error.log when I run it however->

[07:56:10][persistent.cpp:41]: Error: "Unexpected token: XL_MASS_STARBASE, near line: 71
" in file: "common/component_templates/00_expanded_starbase_weapons.txt" near line: 141

Shouldnt the first 2 lines for this entry be->

weapon_component_template = {
key = "XL_MASS_STARBASE"

??

Cheers
Tovius  [author] Dec 2 @ 9:09pm 
Mod Updated. Please let me know if you run into any problems.

Changes to the Grasp the Void perk have been moved into an upcoming Trait and Tradition mod I'm working on.
just a person ? Nov 25 @ 8:56pm 
ahh @Tovius, I wonder Jugernaugh section from your mod does not show in game.
Tovius  [author] Nov 25 @ 8:26pm 
Reminder to never use outdated mods after a major update.
just a person ? Nov 21 @ 10:11pm 
Hi @Tovius, the Science_Starbase_Section show unexpected Token in error log
Tovius  [author] Nov 17 @ 9:33pm 
That was to Alaska, but I wouldn't recommend using this mos without Expanded Mods Base either.
Wairui Nov 17 @ 6:52pm 
"No" to which of the several questions?
Tovius  [author] Nov 17 @ 4:20pm 
No
Alaska Nov 17 @ 10:19am 
does this allow us to edit the star bases in fleet manager?
Wairui Nov 15 @ 7:18pm 
Oh, forgot to ask: could I safely use 'Expanded Starbases' without the 'Expanded Mods Base'? It seems to have issues and I only want to use this mod. I'm okay, albeit reluctantly, to use '!!Universal Modifier Patch (4.1.*)' since the 'Change Notes' indicate relatively good maintenance.
Wairui Nov 15 @ 7:06pm 
Tovius:
With the upcoming dramatic changes to Stellaris announced by Paradox - please communicate to us, your changes made, by posting an outline of what you've made in the 'Change Notes' tab. Communication like this is important to help instil confidence for us, that meaningful maintenance is made, to apply this mod in our ongoing game.
l0v3rm4n69420 Nov 15 @ 12:22am 
Is there a way we can get just the components and building of this mod? I play with NSC3 and a few other starbase editing mods, and i just want more buildings to buff my starbases
Tovius  [author] Oct 21 @ 1:58pm 
This mod requires ui overhaul or a similar mod to modify the starbase ui, so changes to those mods would be my first guess.
falontani Oct 21 @ 11:36am 
Tovius, this isn't your fault... I don't think. As of yesterday (possibly earlier, but I noticed it yesterday) I no longer have the UI to upgrade my Orbital Ring to Stellar Bastion tier. Regular starbases are unaffected. Do you know what might be causing this, and do you have a better place for us to ask these sorts of questions than here? I recently grabbed the Robot Expansion mod and the Gestalt Queens mod, which might be the culprits, but if it is as simple as moving the placement, please let me know. Thank you for reading the message, regardless of if you are able to fix my issue.
Tovius  [author] Oct 12 @ 12:31pm 
@Auspician
Assuming you're not referring to Offworld Trading Companies, no, that is not from this mod.
greatswizard Oct 12 @ 12:21pm 
hi, just wanted to tell you that, the somewhat popular mod "compact armada", seemingly overwrites your modification to the starbases, until you hit the custom level.
might want to make some kind of compatibility patch for it, given how the compactr armada makes the defense platform stronger, I thoughtti would be a cool idea to try to work in some synergy between the two mods.
Auspician Oct 12 @ 9:38am 
Does this mod add the Trading Company Offices starbase building? If so, it doesn't have any description of what it does, just the 250 alloy cost and no effects. Playing a megacorp if that's relevant.
just a person ? Sep 15 @ 11:32pm 
med gun locator higher than 5 show blank weapon after starhold and part 6 and 7 show error in error logs so.
klanker2025 Sep 1 @ 12:32pm 
loved this mod
Tovius  [author] Aug 21 @ 8:18pm 
Probably because of the new patch. I haven't had time to work on it yet.
Jet Stream Sam Aug 21 @ 6:14pm 
Amazing Mod!!! Thank you so much for all your hard work!! A heads up for anyone running a considerable number of mods like I do: if you are having trouble with construction ships building mining/research stations, or your home star base not being built at the start of the game, this mod might be the culprit. (Figured this out by isolation testing)
Sledjer Aug 17 @ 7:58am 
I noticed that both mega_volatile_motes_budget.txt and mega_rare_crystals_budget.txt have missing bracket errors. They occur at the end of the file though so IDK if there's any actual effect from that.
DarthCain Aug 6 @ 8:00am 
Any chance of you uploading a legacy version for 3.14 ?
AltoidsMaximus Jul 23 @ 1:06pm 
NVM, Scripted Trigger Coat isn't functioning with this mod currently, it used to do.
AltoidsMaximus Jul 23 @ 9:51am 
IDK why yet, but the mod is not turning on at all for me.

Mod Order:

Expanded Starbases
Expanded Starbase: No Bastion
More Starbase Slots for Expanded Starbases


(Position 100-102 of the list, near the bottom right above performance and big patches)

Expanded Mods Base is in position 1, first mod above Ariphaos Unofficial Patch. From line 2 to 40 its graphic mods, such as UI Overhaul, Planetary Diversity, and BPV. Then traditions, and ascension perks andflavor/event mods from 40 to 73, technology mods until 93, then galactic community changes until 99.

Maybe some of these mods are conflicting? The vast majority are minimally invasive and I believe don't have any significant or at all, changes to the starbase system.
Tovius  [author] Jul 13 @ 12:36am 
I was able to fix it by making my own extra large weapon for starbases only. Why it wouldn't use the normal weapons, I'll never know.
Tovius  [author] Jul 12 @ 4:23pm 
I've recently uploaded a fix that caused starbase reactors to give the wrong amount of power, but I am still trying to fix a bug causing starbases to not use extra large weapons. If anyone thinks they can help track down the problem, please let me know.
Yenzvic Jul 9 @ 6:00pm 
Unfortunate, thanks anyway.
Tovius  [author] Jul 9 @ 9:35am 
This mod only works for version 4.0, and cannot be used for earlier versions.
Yenzvic Jul 7 @ 10:08pm 
Just want to say, I love this mod and all it has to offer, really outstanding work and thank you for all you've done. I know you may have a lot on your plate, but is it possible to get PAST versions of this mod like 3.10.4? I've looked all over and can't seem to find it if there is one. Again thanks for this mod and hope to see more of it in the future (also more of the past because as you update it, many of my mods break including this one).
TruMarine Jun 24 @ 7:58pm 
I did some testing and it seems to only be the X slots that aren't filling up so it's probably a conflict somewhere
son-goku Jun 22 @ 4:58am 
"This mod is also not compatible with Alpha Mod, NSC, or other mods that modify the starbase ship size file."

It's literally in the description
破封 Jun 22 @ 12:51am 
hello,did it compat with NSC?
Tovius  [author] Jun 21 @ 10:24am 
Just in case, I've increased power even further.
Tovius  [author] Jun 21 @ 10:22am 
I thought this mod already included an increase to reactor power. Are you sure it is not a mod conflict?
TruMarine Jun 21 @ 9:38am 
any fix for the power? the starbase doesn't seem to fill it's weapon slots
Tovius  [author] Jun 15 @ 8:21pm 
I think so, although you may need to install the no bastion mod and put Acot after in the load order.
Red Skull Jun 15 @ 6:17pm 
compat with acot?
fox501st Jun 11 @ 11:19pm 
love the mod, was wandering if there is a tech to increase a stations power supply, currently building my bastions but they dont have enough power to add additional weapon slots or install enough shields.
Selmephren May 20 @ 7:03pm 
Just so you know, in your expanded_starbase_defines.txt file you have the closing } on the same line after a # so that file is being ignored.
Jirtkal May 18 @ 5:02am 
Thanks for the fix!! I can confirm it's resolved the issue for me, once I had to made sure the mod files were updated and let it run for a few days to update all the starbases.
Tovius  [author] May 17 @ 11:13pm 
A fix to the hatchery / beastport problem should be up shortly.
Jirtkal May 17 @ 7:30pm 
I've found one mechanical effect: the Eternal Vigilance policy that should generate defence platforms around bastions doesn't generate any defence platforms, because it sees those starbases as hatcheries.
Dekent May 16 @ 2:06pm 
I'm having the hatchery issue too, I'm not sure if there is any mechanical effects but it looks odd in the sidebar haha
KäptnChaos May 16 @ 9:43am 
Works on my machine - thanks Tovius!
Jirtkal May 16 @ 3:34am 
I'm having the same issue as Hydra - started a new game with only 4 mods (expanded mod base, this, ui overhaul, and universal modifier, loading in that order from top to bottom), and as soon as I delete the shipyard from the starting starbase it becomes a hatchery. Weird.
Hydra May 15 @ 7:47pm 
Well even after re downloading the mods, verifying game files, and launching the game with only the 2 required mods and ui overhaul, every star base is still tagged as a hatchery so I guess my game is haunted.
bat182 May 15 @ 9:47am 
Thx and working - missed that one.