Stellaris

Stellaris

Expanded Starbases
764 Comments
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.
Tovius  [author] May 15 @ 9:27am 
@Hydra
It is working fine on my end, so it might be a mod conflict.
Tovius  [author] May 15 @ 9:25am 
@bat182 Yes, you forgot Expanded Mod Base. All required mods are listed in the sidebar.
Hydra May 15 @ 6:57am 
Yes i have both Universal modifier and Expanded mods base
bat182 May 15 @ 6:22am 
Sorry for being dense - which required sub-mod are you referring to. I have UI Overhaul and Universal modifier. Is there another mod I should be loading. Load order is Universal Modifier, Expanded SB, UI Overhaul. Am I missing something obvious?
Tovius  [author] May 14 @ 10:18pm 
Do you have the required sub mod?
Hydra May 14 @ 5:28pm 
I am having the same problem
bat182 May 14 @ 7:46am 
Tovius, When I enable the mod, I'm seeing all the star bases reported as hatcheries. Is there a load order issue, or maybe a flag/yaml file mapping issue?
Tovius  [author] May 14 @ 12:00am 
That is probably more an issue with weapon ai weights, which is beyond the scope of this mod.
Tal'Raziid May 13 @ 8:42pm 
Is it possible to include something to fix starbases being mono-weapon designs or is that a vanilla problem that'll never go away?
Fran May 10 @ 12:45pm 
Thanks for the quick answer :)
Tovius  [author] May 10 @ 12:42pm 
They should.
Fran May 10 @ 11:49am 
Does AI Use this?
Shark_Chompski May 10 @ 9:48am 
A 3.14 legacy version of this and the other expanded mods sure would be nice to have on the workshop.
Please and (hopefully) thanks in advance.
Tal'Raziid May 9 @ 9:48pm 
Gotcha, thanks!
Tovius  [author] May 9 @ 9:13pm 
In general I would never recommend adding mods mid game.

ESC should be compatible.
Tal'Raziid May 9 @ 1:02pm 
Safe to add to an existing save?
And does ESC conflict with this?
youtubitz May 9 @ 12:46pm 
hmm... i have only seen the citadels that belong to the new hive fallen empire but i remember they were around 90k so i would guess maybe add 2-4 buildings (it appears it does not have modules maybe add like 2 at max level of it isn't a pain to code those in.
i vote not to super buff it just a little extra like this mod does with the orbital rings
Tovius  [author] May 9 @ 9:38am 
I've uploaded a comp patch for 4.0. Is I said earlier, I haven't touched deep space citadels yet, so please let me know what you want to see from those.
大高玩 May 8 @ 11:42pm 
all right,ts