Stellaris

Stellaris

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The Tasty Expansion Pack
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199.440 MB
Nov 2, 2022 @ 8:36am
Jul 24 @ 12:38am
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The Tasty Expansion Pack

Description
Tasty Expansion

New species traits that awaken your inner chef and allow you to make a 5 star restaurant worthy of feeding a galactic empire! :)

Allows advanced gene editing of populations to turn them into tasty snacks for hungry carnivorous species. (This boosts a species' cattle food yield and market value.)

Includes:
- Multiple applications of the "Delicious" trait!
- Turning species DNA into a secret recipe to aid in snackifying them.
- Traits like Crunchy, Juicy, and Really F♥♥king Delicious!
- Moar

What are you waiting for! Go out there and make some awesome food! (War Crimes not included. Serve Merman Burgers and Federation Patties at your own risk.)

Machine Empire Expansions:
Heaven's Error Expansion:

- Adds the new origin, Reawakened Judgement Matrix.
- Adds the challenging new civic, Heaven's Error, a machine civic that unlocks powerful buildings in return for a soul hungry economy. Waging holy crusade against xenos and extracting their sins results in Dark Matter production, which fuels these reality warping machines. Be warned though, this civic has a difficult start on a forgotten Tomb World, and is incentivized to wage war on its nearest biological neighbor in order to satisfy its Dark Matter needs. Enslaving xenos to be purified in Temples of Absolution is the key to success.
- Adds 7 new Dark Matter buildings and 5 Infernal Machine traits, two of which require Reawakened Judgement Matrix.
- Adds 3 new armies, two of which require Dark Matter.
- Adds the portrait "Dark Instrument".

Violet Flood Expansion:

- Adds the new origin, Nanorobotic Plague.
- Adds the new civic, Violet Flood, a machine civic that transforms the entire corpus of the gestalt intelligence into a shifting mass of nanorobots. Designed to convert all matter into Living Metal, this civic excels at planetary resource aggregation, starbase defense, and becoming extremely entrenched in the systems it infects. Lending to a slow, but 'tall' playstyle.
- Both the origin and the civic allow access to the ascension perk "Unstoppable Replication", which once taken allows the terraforming of all planets into "Nanoplague Worlds". There are currently 2 Nanoplague Worlds, each with new districts. Any planets (including gas giants) are targets for terraforming into nanobots, allowing massive potential with few solar systems.
- Unlocks 8 special Living Metal buildings with powerful bonuses that are centered around alloy production and planetary defense.
- Adds the portrait "Fatal Element".

Hive MInd Expansions:
Mother of Monsters Expansion:

- Adds the new origin, Escaped Bioweapons.
- Adds a new civic, Mother of Monsters, allowing the creation of Kaiju, Apex Predators, and Extinction Sterilizer Swarms after researching the technology "Morphogenetic Field Mastery". Hives that birth great monsters are evolved to crush and consume other species with reckless abandon, causing massive collateral damage.
- Extinction Swarms aren't cheap, but for an advanced hive they serve as a powerful augment to Xeno-armies.
- Apex Predators are expensive, but are designed to slaughter armies without fear or tiring.
- Kaiju take years to grow, but once mature a single Kaiju can spell doom for a lesser species.
- Hives with the Mother of Monsters civic have access to the new building "Bioweapon Development Cluster", which produces biological research and aids in supplementing war resources at the cost of food and bioweapon "crime". (Upgrade to max at your own risk.)
- Adds the portrait "Bioweapon 'Promethius".

Embryonic Hive Expansion:

- Adds a new civic, Embryonic Hive, which can only be taken during empire creation. Embryonic Hives are proto-organisms that start feeble, and struggle to inhabit worlds, but eventually transform into a mature hive with unrivaled genetic adaptability once they shed their embryonic forms.
- Access to the "Metamorphosis" ascension perk. Taken as the 6th or greater ascension perk, after completing the genetic ascension tradition, this hive gains additional gene modification points, faster population modification speed, and exclusive powerful genetic traits. There are currently 14 Metamorphosis exclusive traits that heavily specialize hive subspecies.
- Warning: Embryonic Hive is complicated to play, and its true strengths come from tailoring different subspecies of your hive for different environments, leaderships, and jobs within the empire. Allowing incredible optimization for the clever hive master, and doom for the reckless gene dabbler.
- Adds the portrait "Opaline Hive".

Traditional Empire Expansions:
Celestial Prospectors Expansion:

- Adds the origin, All That Glitters, allowing an empire to start with a Treasure World and granting natural talent at securing trade deals and accumulating wealth.
- Adds a new civic, Treasure Hoarders, allowing an empire to terraform planets into "Treasure Worlds" by covering a planet in riches.
- Adds the portraits, "Planet Breaker", "Hoard Keeper", and "Vyper Intergalactic™".

Secret Expansions
Spoopy extra things!

Additional Portraits
- 7 additional portraits
- Secret portraits?

Generic Game Changes:
- Hives can now not only keep other xenos as livestock, but they can remove their population controls to allow enslaved xeno populations to grow. (Base game does not allow hivemind owned livestock to grow.)

Mod Compatibility and Code of Creation:
Universally compatible. This mod heavily avoids modifying core Stellaris code, and linker ignored files (like main.gui) to maximize mod compatibility. I avoid doing certain tempting things like custom strategic resources, but it means this mod is compatible with everything. Basically I'm aiming for code stability and compatibility over getting too greedy with my creativity lol. I want this mod to be basically be free DLC for anyone, the "Vanilla+ Players" and the "Heavily Modded Giga Gamers".

Requirements
UI Overhaul Dynamic

Chinese Localization Mod by 卡尔文迪斯梅特:
MC驻群星汉化

In Development
Any and all feedback is welcome! Please contact me if you notice any bugs or feel that certain values should be re-balanced!

Latest Changes
- Updated to 4.0
- Fixed improper population generation at start of game
- Nanoplagues can now absorb planets as a decision, and increase planet size with massive amounts of living metal....infinitely...

Patreon! :3[patreon.com]
200 Comments
Sad Wet Cat :3  [author] Jul 24 @ 12:49am 
@Expensive-Paper-77
Fixed! :3

@Proud Lemming
It's decent at simple things like Bioweapon Origin and Prospectors. But it isn't great for complex game strategies like Nanomachine Absorbtion and Heaven's Error Sin Harvesting. So it's mostly meant for Players because they have the brains to orchestrate weird strategies. Additionally Stellaris uses a "weight" system to determine the likelihood / desirability of an AI doing something instead of a chance per year or some kind of time anchored system, so I just have to kinda eyeball things like "Yeah, the nanoworld terraform weight should be 250.0 because that's twice the desirability of a machine world I guess?..." Stellaris AI is goofy and I have smooth-brain so put those together and...well....
Proud Lemming Jul 23 @ 7:03pm 
Is the AI any good when they play as these templates?
Expensive-Paper-77 Jul 23 @ 5:59am 
Hey, your mod overwrites humanoid city scape as "uhohmachine".
Sad Wet Cat :3  [author] Jul 23 @ 1:02am 
@Stepover34
Fixed!

Thank you!!! Bioweapon Ancestry should now be immutable for everyone, even those initially bearing the ancestry. I appreciate the feedback!
Fenrisúlfr Jul 20 @ 9:57am 
to a non bioweapon empire
Fenrisúlfr Jul 20 @ 9:57am 
the Bioweapon Ancestry trait can be added via genetic modification
Sad Wet Cat :3  [author] Jul 16 @ 5:35am 
@Stepover34
Adding a crisis is difficult from what I understand, I'll take a crack at it once I graduate college and can sink the time into it lol. I've actually been wanting to do it for a while but am intimidated by how complex the event / UI modding can get. But like all things, it likely gets easier the more time I spend learning it. If I was experienced it would probably take me a week, but from my current stellaris knowledge it's a daunting task. One day though....one day when I'm not drowning in homework X3
Fenrisúlfr Jul 15 @ 11:24am 
I'm not sure if you would be up for this, but adding a crisis path for the nanorobotic plague and escaped bioweapons origins would be great
Sad Wet Cat :3  [author] Jul 13 @ 7:28am 
@Stepover34
I seeeeeee... I'll look into it. Either somewhere along the way a patch broke that modifier... or it broke the tooltip and the modifier is still there but hidden. Back to debug hell I go I suppose XD

Ty for the information, I actually haven't played stellaris since the biogenesis patch so I probably haven't noticed stuff with recent patches!
Fenrisúlfr Jul 13 @ 3:07am 
I just remember morb blood giving habitability and no other effects