Stellaris

Stellaris

[JP_EN]Ship Decorative Equipment
252 Comments
commander-e 12 Oct @ 3:53am 
That explains it. The rest of the mod seems to still work though.
6thStrikeUnit  [author] 12 Oct @ 1:21am 
@commander-e
The missile silo program uses Deep Space Citadel code, so it cannot be used with BioGenesis versions prior to 4.0.
commander-e 12 Oct @ 12:58am 
Maybe it's because I'm playing on 3.14, but for some reason I can't build the Missile Silo megastructures. They can be researched, the schow up in the megastructure menu on construction ships, but they can neither be build around any type of celestial body nor in space.
Willem 13 Sep @ 3:11pm 
@FAXUPONBOBBYSHMURDA These are all the Custom Sections available to Warships in this mod, most of them are based on the Mammalian Shipset.
FAXUPONBOBBYSHMURDA 13 Sep @ 3:05pm 
What is the shipset used in this mod?
6thStrikeUnit  [author] 7 Sep @ 3:38am 
@greatswizard
Fixed.
greatswizard 7 Sep @ 3:14am 
seems like the origin where you start as a gestalt with a ship, is bugged on my end. whenever I reach the second stage, the ship dissapears.
NGuardian 25 Aug @ 8:08pm 
@6thStrikeUnit
thanks
6thStrikeUnit  [author] 25 Aug @ 3:40am 
@NGuardian
The current version works, so I won't update it until a major update unless there is additional content.
The destroyer module's turret will float in the air
Willem 9 Aug @ 6:03am 
@The Real Christopher Most of this matches up with the Mammalian Shipset in terms of Aesthetics, with a bit of Humanoid Shipset in there as well.
The Real Christopher 9 Aug @ 12:14am 
is there a shipset of it??
6thStrikeUnit  [author] 22 Jul @ 6:23am 
@nobody
Fixed.
nobody 22 Jul @ 5:53am 
common/on_actions/SDE_actions02.txt line 164 has missing close bracket potentially causing issues
Deep♂Dark 20 Jul @ 4:54am 
i do have some event mod ,I will take a closer look next week
6thStrikeUnit  [author] 19 Jul @ 6:42pm 
@Deep♂Dark
I checked the orbital loop facility related elements and it didn't crash.
Are there any other mods you have installed?
Deep♂Dark 19 Jul @ 6:10pm 
hi ! I go a crash at certain time, the erro log gives me :
[23:51:05][trigger_impl.cpp:1193]: Script Error: Invalid context switch [orbital_defence] from Synaptic Lathe [planet], file: common/colony_types/SDE_colony_types.txt line: 29, Scope:
type=planet
id=33555385
opener_id=4294967295
random={ 0 3847132568 }
random_allowed=yes

Any idea?
Deep♂Dark 27 Jun @ 3:05pm 
I love this mod ! Must have mod !:tinder:
Just a quick tip, if u use with NSC,pls put this mod BEFORE NSC
如果你和NSC一起用,请一定要排序在NSC之前,不然会丢失很多东西
小心我骂你 24 May @ 5:01am 
Curious, when i copy the mod files to my own created folder, it is working normally.
小心我骂你 24 May @ 4:34am 
Seems unavailable in current version. There is no technology, no component included in this mod. Whats the problem? Even does not work when i only turn on this mod alone.
@the.pirate77 | Tiktok | 29 Apr @ 12:16am 
Does not work well with NSC3... works well in latest game version alone..but gets very very stuttering and laggy when both NSC3 and this mod are activated
6thStrikeUnit  [author] 25 Apr @ 4:03pm 
@Apophes
If a ship is equipped with too many components that reduce its hull value, it may be destroyed automatically when it is completed.
Apophes 25 Apr @ 1:51pm 
so i guess i have to use new equipments with base equipment for game. SInce they only adds passive effects like carrier decks that makes hangars better. But why sometimes after shipyard makes ship it dissapear or when i change their equipment they dissapear?
NYAA 14 Apr @ 10:23am 
thank you very much for letting me know!
6thStrikeUnit  [author] 14 Apr @ 5:20am 
@etherealhope7777
Basically, all of the elements are within the mod, but some of the ships used on the design screen are based on ships from Realistic Ships.
NYAA 13 Apr @ 11:55pm 
what mods were used above in the images? or is it all part of this mod?
6thStrikeUnit  [author] 18 Mar @ 4:56am 
@Воха
Unfortunately, I don't know either, so you'll have to look it up yourself.
Воха 18 Mar @ 4:50am 
If it's not too much trouble, could you please give me a link? I can't find it.
6thStrikeUnit  [author] 18 Mar @ 4:45am 
@Воха
If you want to increase the number of slots for all ships, please use a different overhaul mod.
This mod increases the number of section types available when designing ships.
Воха 18 Mar @ 4:43am 
No I mean how can I increase the number of slots for all ships in the game
6thStrikeUnit  [author] 18 Mar @ 4:36am 
@Воха
If you want to increase the number of sections that can be installed in one design, please base your design on additional ship types from NSC3.
Воха 18 Mar @ 3:36am 
What mod did you use to increase the slots on your ships?
huuh 17 Feb @ 7:54am 
Can you provide some preset ship blueprints?
6thStrikeUnit  [author] 16 Feb @ 5:57am 
@[[Number1RatedSalesman1997]]
The Mastership Generator is a unique component of the Fimblewinter origin unique ship, the Makina Incognita (it cannot be installed in the design).
NCRRanger 16 Feb @ 5:39am 
where do i find the mastership generator component? the super ship generators say that if there is at least one ship with it in the fleet, ships equipped with super ship generators get a buff, but i can't find the master ship generator.
jbho4642 15 Feb @ 3:19pm 
こ、これは鋼鉄の咆哮!

というか、どうやってここまでのアニメーション作ったのか意味が分からないwww

すげええええええええええええええええええええええええええええ!
6thStrikeUnit  [author] 18 Jan @ 2:20pm 
@Wülf Drago
There are currently no plans for this.
Wülf Drago 18 Jan @ 10:27am 
Will you add some other styles of section in this mod ?
like nsc2 machine style or base game machine styles ?
6thStrikeUnit  [author] 14 Jan @ 1:44am 
@Wülf Drago
In multiplayer environments where there are more than two player nations, we've made it so that only one will spawn near a random player's territory.
Wülf Drago 13 Jan @ 10:36am 
Hello love the mod !
i've seen that the gespent system spawn for each players but only one get an archeology site is it possible to make it span on each gespent system or stellaris forbid this ?
Willem 26 Dec, 2024 @ 12:40pm 
XXG@mer 25 Dec, 2024 @ 11:46am 
Hi, what is the song in the first video at the battle part?
6thStrikeUnit  [author] 24 Dec, 2024 @ 4:22am 
@FulcrumGhost
Ships equipped with the component "Formation Scale Auto Delete" will automatically disappear 30 days after construction.
Formation adjustment components will not function unless the number of ships in the fleet changes, so by using this component in conjunction with the formation scale components, the number of ships can be reduced to allow them to function.
FulcrumGhost 24 Dec, 2024 @ 4:02am 
what do you mean by remove ships after construction?
6thStrikeUnit  [author] 24 Dec, 2024 @ 2:52am 
@FulcrumGhost
Formation equipment is designed to be used in conjunction with components that will remove ships a certain amount of time after construction, so we are not concerned with their appearance.
FulcrumGhost 24 Dec, 2024 @ 2:45am 
is the formation scale and patterns supposed to add debris to the ships?
6thStrikeUnit  [author] 22 Dec, 2024 @ 4:44am 
@HAN
There are no plans.
HAN 22 Dec, 2024 @ 4:30am 
Are you planning on releasing a light version that only includes the basic shipset? The mode is really cool, but the weapon system and white parts feel a little different.
6thStrikeUnit  [author] 7 Dec, 2024 @ 4:27pm 
@[[Number1RatedSalesman1997]]
Added notes to the descriptions of the components "Ship intelligence officer" and "Space Army Arsenal."
Please report any other unclear descriptions.
NCRRanger 7 Dec, 2024 @ 3:13pm 
some of the components added don't show any specific stats, and the description on some of them are somewhat vague and confusing. like the space army arsenal. i think it functions like the deck ammo storage but for the whole fleet, but it says some other conflicting things and it leaves me incredibly confused. a way to know what these components actually do would be much appreciated.