• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Nussor

Lt. General
55 Badges
May 17, 2016
1.277
596
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Tyranny: Archon Edition
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV
  • Crusader Kings III
  • Victoria 2
  • Crusader Kings III: Royal Edition
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Federations
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
I'm interested in having system wide economic effects rather than just planetary and imperial and I'm trying to figure out if that's a possibility.

Also, are jobs that require trade value as an input good possible?
"System" modifiers are attached to the stellar body afaik, so you'd have to go through considerable trouble to add those anywhere but in the system initializer.

Jobs might have trade value as upkeep, but I'd assume they don't. Adding negative trade value could be easier.
 

Omniscient

Major
33 Badges
Oct 31, 2006
732
16
  • Stellaris: Apocalypse
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Crusader Kings II
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
I know particular systems have modifiers that can effect ship shield regeneration, but can they also be scripted to have economic effects? How can system modifiers be assigned, event only or can we have buildings that apply system rather than planetary modifiers?

I'm interested in having system wide economic effects rather than just planetary and imperial and I'm trying to figure out if that's a possibility.

Also, are jobs that require trade value as an input good possible?

Trade is not a resource like minerals and energy, so you can't use it as an upkeep. You can however have a job give negative trade value (see criminal jobs)
 

Dsingis

Lt. General
97 Badges
May 8, 2014
1.305
2.289
  • Europa Universalis 4: Emperor
  • Stellaris: Federations
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Europa Universalis IV: Rights of Man
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Age of Wonders III
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Dharma
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Shadowrun Returns
  • Hearts of Iron IV Sign-up
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • Warlock: Master of the Arcane
  • Europa Universalis IV: El Dorado
Hey guys, I have a question!

Can anyone tell me if there is (and if yes where to find) some kind of value, that determines the amount of habitable planets within a system? Or more like if a system actually gets a habitable planet during galaxy creation.
And I don't mean in the setup_scenario files, where I can edit " colonizable_planet_odds = 1.0 " I want to leave that value untouched.

What I'm looking for is something like in solar_system_initializers. Where I can for example change the odds of the game using an initializer like in special_system_initializers
under "Primitive Civilizations" "usage_odds = 1.5"

I mean, if there is a value for primitive civilization under setup_scenario files which modifies the "usage_odds" of the value from special_system_initializers, then surely there must be an initializer for habitable planets as well, right?
 

Mitchz95

Field Marshal
17 Badges
Feb 4, 2016
3.535
2.571
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Major Wiki Contributor
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
Really dumb question: How do I add a thumbnail? I tried doing it by the book and it worked - before the new launcher was introduced. Couldn't add thumbnails in I:R before as well. Makes me feel really stupid.

You have to put the file in your mod folder, name it "thumbnail.png", then add the line picture="thumbnail.png" to both your .mod and descriptor files.
 

17blue17

Field Marshal
68 Badges
Nov 9, 2003
6.597
379
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • 500k Club
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Nemesis
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
My Settled Solar Systems mod does this, only with Luna instead of Venus. You're welcome to pick through my code and reverse-engineer it for your own ends. :)

When I first downloaded your mod recently it worked by accident to make my venus and mars settled because I had them pc continental. Now it does Luna and not Venus and Mars. Did you update something? I have spent hours trying to figure it out. Any way I can get a link to the previous version?

Any help is greatly appreciated.

:(

Edit: Finally figured out the problem of porting the code to my personal mod - the prescripted_species_systems.txt file had to match the special_system_initializers.txt for the triggers to work. I no longer need the old code.
 
Last edited:

DrNukeLear

Colonel
86 Badges
Jan 27, 2019
963
1.181
  • Imperator: Rome
  • Hearts of Iron IV: La Resistance
  • Stellaris: Nemesis
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Ancient Relics
  • Stellaris: Necroids
  • Stellaris: Federations
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • BATTLETECH
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Megacorp
  • Crusader Kings II: Reapers Due
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Prison Architect: Psych Ward
  • Island Bound
  • Teleglitch: Die More Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
Hi all,

In the same way the rare resource desposits interact with variables which limit the number of rare resource extractor buildings, how do define a new variable for a new resource extractor building type?
 

dailydose

Corporal
51 Badges
Mar 3, 2011
38
0
  • Crusader Kings II: Sword of Islam
  • Semper Fi
  • March of the Eagles
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II
  • Darkest Hour
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • 500k Club
  • Sword of the Stars
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Holy Fury
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
Hey there, quick question.
I would like to add a Lithoid civic to my mod (Interplanetary Agriculture) but I don't have the Lithoid DLC and don't plan to get it, so I can't reverse-engineer it. Could anyone tell me how the game restricts lithoid civics to, well, lithoids? Lithoids aren't an authority and, as far as I know, civics can't accept "is_empire_type" as a condition...

@Isilanka add
Code:
allowed_archetypes = { LITHOID }

to the civic's potential.
 

sdrasmu12

Second Lieutenant
53 Badges
Nov 2, 2012
157
17
  • Crusader Kings II
  • Tyranny - Tales from the Tiers
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sword of the Stars
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars: First Colony Edition
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Parklife
  • Cities: Skylines - Natural Disasters
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Crusader Kings III
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines - Campus
  • 500k Club
  • Victoria 2
Is it possible to make a building have different upgrade paths, e.g. can be upgraded to one of two different buildings. If so, how does this interact with the interface? Will the little triangle pop-up and auto-select one of them?
 

Mitchz95

Field Marshal
17 Badges
Feb 4, 2016
3.535
2.571
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Major Wiki Contributor
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
Can anyone help me understand why this sound effect isn't working?

Code:
soundeffect = {
   name = pc_k_giant_star
   loop = no
   sounds = {
       sound = pc_star_01
   }
   fade_out = 0.3
   volume = 0.4
}

File name is "mzilli_10x_soundeffects.asset", located in the "sound" folder.
 

Qilue

Captain
70 Badges
Jun 20, 2004
467
58
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Magicka 2: Ice, Death and Fury
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Stellaris: Nemesis
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Magicka
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
Is there a condition that can be added to init_effect of a planet in a system initializer to prevent a digsite spawning on that planet?
 

Rodmar18

General
8 Badges
Sep 19, 2018
1.959
346
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
Hello. In my game files (common/armies/), some armies don't seem to have any explicit Moral Damage line.

Clone Armies
Defense Armies
Occupation Armies
Primitive Armies
Rebel Armies

Note that robotic variants do have a Damage Moral stat.

Do someone know if this has any consequence on combats, if it is an overlook that should be reported, or if there's some hidden, implicit stat? Though, when Moral Damage is set to 1.00 (conjectured default value), it is explicited for several other armies...

I mean, thousands of battles involving Clones have been fought so far, don't they? So, this shouldn't have any serious consequence, I guess.
 

Shadowstrike

Terrestrial Liability #168
147 Badges
Mar 17, 2001
2.483
1.651
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Stellaris: Galaxy Edition
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Victoria 2
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Cities in Motion 2
  • Ancient Space
  • Cities in Motion
  • Arsenal of Democracy
  • Rome: Vae Victis
  • Europa Universalis IV
  • Rome Gold
  • Crusader Kings II: Charlemagne
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • King Arthur II
  • Impire
  • Heir to the Throne
  • Hearts of Iron IV: No Step Back
  • For The Glory
Dumb question, but is there any way to see the files inside a Steam mod? I'm curious how people are implementing things, but the whole thing comes as a single merged file.
 

Mitchz95

Field Marshal
17 Badges
Feb 4, 2016
3.535
2.571
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Major Wiki Contributor
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
Dumb question, but is there any way to see the files inside a Steam mod? I'm curious how people are implementing things, but the whole thing comes as a single merged file.

It should be in the form of a zip file, no? Just double-click to open it.

EDIT: To clarify, go into Steam / steamapps / workshop / content / 281990, fine the folder with the desired mod's id number (see its Steam url) and open that folder. The .mod file in Stellaris / mod is just some info that helps Steam find the mod.
 

Shadowstrike

Terrestrial Liability #168
147 Badges
Mar 17, 2001
2.483
1.651
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Stellaris: Galaxy Edition
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Victoria 2
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Cities in Motion 2
  • Ancient Space
  • Cities in Motion
  • Arsenal of Democracy
  • Rome: Vae Victis
  • Europa Universalis IV
  • Rome Gold
  • Crusader Kings II: Charlemagne
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • King Arthur II
  • Impire
  • Heir to the Throne
  • Hearts of Iron IV: No Step Back
  • For The Glory
It should be in the form of a zip file, no? Just double-click to open it.

EDIT: To clarify, go into Steam / steamapps / workshop / content / 281990, fine the folder with the desired mod's id number (see its Steam url) and open that folder. The .mod file in Stellaris / mod is just some info that helps Steam find the mod.

Thanks! Was wondering where the files actually were.
 

Starless2001

Second Lieutenant
25 Badges
Sep 29, 2016
187
6
  • Stellaris: Galaxy Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Cities: Skylines
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Cities: Skylines Deluxe Edition
Hi! Is there a way to modify a custom fleet (like the Dreadnought?). I don't mean by overriding their definition, but modifying them after creation. So, for example, once your empire gets psi-jump-drives, I can replace the dreadnought's drives for psi-jump. Is that possible?
 

17blue17

Field Marshal
68 Badges
Nov 9, 2003
6.597
379
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • 500k Club
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Nemesis
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
One Step Ring World?

Has anyone managed to change the ring world construction from 3 steps into one combined? It was fun at first be after a while it feels like micro management to do all three steps game after game.
 

Rodmar18

General
8 Badges
Sep 19, 2018
1.959
346
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
Is 'GetPlanetMoon' deprecated? I just had a few events in my game and text was like "of the ." instead of "of the planet." Is suspect the retrieval to either not being possible anymore, or be incompatible with Real Space mod, because said mod would make modified planet classes not recognizable as a planet or as a moon?

Can someone confirm that the retrieval work in their case?