Stellaris

Stellaris

96 ratings
The Living Network
   
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File Size
Posted
Updated
429.828 KB
7 Sep @ 10:10am
15 Sep @ 8:32am
12 Change Notes ( view )

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The Living Network

Description



Developer Notice
- Compatibility with other mods and multiplayer is not guaranteed
- Free to use or adapt in your own projects (please credit)
- Feedback & ratings help support updates





Features
- Collector Ships – Transport resources from mining stations to starbases
- Freighter Ships – Create visible trade routes between star systems
- Dynamic Scaling – Traffic adjusts with empire size
- Performance Optimized – Default cap of 20 ships (adjustable 10–50)
- Configuration Menu – Access via Decisions on your capital
- Debug Mode – Optional logging




Console Commands
event living_network.100 // Status report event living_network.110 // Toggle debug event living_network.200 // Force spawn transport event living_network.201 // Delete all transports




Performance & Compatibility
- Auto-starts, no setup needed
- Lightweight design with ship cap
- Stellaris 4.0.22
- Ironman: Yes
- Achievements: No (checksum modified)




FAQ
Q: Will this cause lag?
A: Default cap is 20 ships. Performance impact is minimal. You can adjust the cap in the menu.

Q: Do I need to configure anything?
A: No. Install, enable, and play.




Key Addition
- Neutral Civilian Ships – No more “Construction Ship” clutter in the outliner
- Each transport spawns under its own civilian country
- Cleaner UI and better immersion
- Ships appear as independent traders
Popular Discussions View All (4)
2
16 Sep @ 10:12am
Issues?
Swords
0
10 Sep @ 10:38am
PINNED: Upcoming Update
Swords
0
10 Sep @ 10:41am
Chat
Swords
36 Comments
Swords  [author] 17 Sep @ 11:36am 
@Pinenuts Never had a chance to use that mod, but I am copying logic from the files.
Pinenuts 15 Sep @ 9:14am 
The description sounds like it is something like Living Star System mod that we had before. Right?
Swords  [author] 15 Sep @ 8:38am 
That update was working for you? Ok I will revert it.
Sayushi 15 Sep @ 8:28am 
Okay, now im confused - last save the Civilian Ships were neutral and didnt clutter and now they are back to being mine again?
Sayushi 15 Sep @ 8:02am 
Desah they were moved for me by now
Desah the Thing 14 Sep @ 10:10pm 
If they didn't show up at outliner, than would be worthwhile immersion mod, but with such spum, it's just too distracting from management of empire, I completely forgot about science ships closer to midgame, just because there's a ton of construction ships. Hopefully when update and add their own class, they won't show up and make basic outliner painfully hard to navigate.
Sayushi 14 Sep @ 5:32pm 
Great, thank you! If you are moving to neutral ships, I would like to make the the suggestion to also disconnect the ship set type from your empire type and choose shipsets that closer resemble civilian freighters, etc.
For example, the reptilian construction ship hardly looks like a freighter, while the Mammalian or Reptile Colony ships actually look like heavy weight freighters designed for moving massive amounts of cargo through empires. If this is possible, I think this would further deepen the illusion.
In the future this could also mean having actual freighter models that are self made if some day possible.

Thanks for listening to suggestions in the first place tho! :)
Swords  [author] 14 Sep @ 7:54am 
Next update is almost ready:
🗺️ Roadmap
• Neutral ships so they don't show up as construction ships
SRGKillz 14 Sep @ 12:10am 
dear GOD THE CLUTTER.
Hræfn 13 Sep @ 10:38pm 
why would I want this mod if the "civilian ships" are just construction ships clogging up my outlliner? what?