<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/">
  <channel>
    <title>stellaris &amp;mdash; forbiddenlake</title>
    <link>https://blog.kiserai.net/tag:stellaris</link>
    <description></description>
    <pubDate>Tue, 28 Apr 2026 08:00:43 +0000</pubDate>
    <item>
      <title>Save Your Stellaris Mod Playset Before a Game Update</title>
      <link>https://blog.kiserai.net/save-your-stellaris-mod-playset-before-a-game-update</link>
      <description>&lt;![CDATA[Game updates frequently break mods, and mod updates often break your saved multiplayer games because players don&#39;t reliably get them at the same time.  Here is how to use Irony Mod Manager to create a stable, unchanging mod pack. You can combine it with the Steam beta menu to have an unchanging checksum that will always work with the version of the game it was made for.&#xA;&#xA;!--more--&#xA;&#xA;Step 1: Make your mod playset as usual&#xA;&#xA;In the Paradox launcher (or Irony if you already use it), set up your mods in a playset as usual, and test them out ingame. This is the most important step, because once we&#39;re done, it will be difficult to change.  &#xA;&#xA;Each mod should list its recommended load order in its description, but if you need tips for setting a load order, the wiki has guidelines here.&#xA;&#xA;Step 2: Get Irony Mod Manager&#xA;&#xA;Download and install Irony. Instructions are on the linked page.&#xA;&#xA;Step 3: Create a merged mod&#xA;&#xA;Import your playset&#xA;&#xA;Open up Irony Mod Manager.&#xA;&#xA;If you are an Irony user already, then select your collection.&#xA;&#xA;Otherwise, for Paradox launcher users, make sure your desired playset is selected in the Paradox launcher, then close it.&#xA;&#xA;Then in Irony, import from the launcher: In the top middle, click the three-dot menu next to Import, and select Import From Paradox Launcher.&#xA;&#xA;Import menu in Irony&#xA;&#xA;Merge your playset&#xA;&#xA;Click Merge in the top right, then select Basic. Irony will create one local megamod containing the files from all mods in your playset.&#xA;&#xA;Merge menu in Irony&#xA;&#xA;  Aside: Merge Compress&#xA;  If you will not be uploading this merged mod, then you can select Compress instead. The game usually loads compressed mods faster, but this will create a compressed local copy of every mod in the playset. More info can be found in the Irony documentation.&#xA;&#xA;  Aside: Resolving Conflicts&#xA;  I do not recommend resolving mod conflicts in Irony unless you are an experienced modder.  A conflict is not necessarily a bug, and properly resolving conflicts requires in-depth knowledge of modding Stellaris and of the mods that are conflicting.  There&#39;s no point in clicking Resolve without thought. The easier way to resolve conflicts is by not using conflicting mods, or by setting your load order properly.&#xA;&#xA;Tada!&#xA;&#xA;Back in the Paradox launcher, you may now select your merged mod in your playset like any other mod. It will be named the same as your existing playset with (Merged) prepended. I recommend adding it to a new playset by itself and naming the playset after the current game version.&#xA;&#xA;Paradox launcher menu of All Installed Mods&#xA;&#xA;Step 4: Upload to Steam (optional - for multiplayer games)&#xA;&#xA;Upload your merged mod to Steam. More info on the Stellaris WIki.&#xA;Steam mod upload dialog.&#xA;Change the visibility on your mod to unlisted/friends only.&#xA;Give your friends the link and have them subscribe.&#xA;Make a playset containing only your own local copy of the merged mod. Your friends should make a playset containing only the Steam Workshop upload.&#xA;Congrats, the checksum will never change!&#xA;&#xA;  Aside: Don&#39;t subscribe to your own mod on the workshop! (from the Stellaris Modding Den):&#xA;  If your mod doesn&#39;t seem to be having any effect, this is often caused by a common beginner mistake: subscribing on the workshop to a mod you have in your local files. This will cause the game to ignore the workshop version, and only the local version will work. Avoid subscribing to your own mod - if the version you uploaded works, the workshop version will work. Alternatively, if you must test it, change the name of your local mod in the descriptor file. This will allow you to subscribe to the workshop version separately.&#xA;&#xA;Step 5: Revert to a previous version (optional - after the game updates)&#xA;&#xA;Paradox provides the ability to revert to many previous game versions via the Steam Beta menu. After a new game version releases, if you want to go back and use the merged mod you created, this is where you go back to the game version it worked with.&#xA;&#xA;Steam Beta Menu&#xA;&#xA;Filed in: #stellaris]]&gt;</description>
      <content:encoded><![CDATA[<p>Game updates frequently break mods, and mod updates often break your saved multiplayer games because players don&#39;t reliably get them at the same time.  Here is how to use Irony Mod Manager to create a stable, unchanging mod pack. You can combine it with the Steam beta menu to have an unchanging checksum that will always work with the version of the game it was made for.</p>



<h2 id="step-1-make-your-mod-playset-as-usual">Step 1: Make your mod playset as usual</h2>

<p>In the Paradox launcher (or Irony if you already use it), set up your mods in a playset as usual, and test them out ingame. This is the most important step, because once we&#39;re done, it will be difficult to change.</p>

<p>Each mod should list its recommended load order in its description, but if you need tips for setting a load order, the wiki has guidelines <a href="https://stellaris.paradoxwikis.com/Modding#Mod_load_order">here</a>.</p>

<h2 id="step-2-get-irony-mod-manager">Step 2: Get Irony Mod Manager</h2>

<p>Download and install <a href="https://github.com/bcssov/IronyModManager/releases">Irony</a>. Instructions are on the linked page.</p>

<h2 id="step-3-create-a-merged-mod">Step 3: Create a merged mod</h2>

<h3 id="import-your-playset">Import your playset</h3>

<p>Open up Irony Mod Manager.</p>

<p>If you are an Irony user already, then select your collection.</p>

<p>Otherwise, for <strong>Paradox launcher</strong> users, make sure your desired playset is selected in the Paradox launcher, then close it.</p>

<p>Then in Irony, import from the launcher: In the top middle, click the three-dot menu next to Import, and select Import From Paradox Launcher.</p>

<p><img src="https://dabor.kiserai.net/i/c6ae3c0c-e6ec-4e5c-9258-d3f872ad5c3c.jpg" alt="Import menu in Irony"></p>

<h3 id="merge-your-playset">Merge your playset</h3>

<p>Click Merge in the top right, then select Basic. Irony will create one local megamod containing the files from all mods in your playset.</p>

<p><img src="https://dabor.kiserai.net/i/61e5a5a2-235e-4e00-81ff-e4be5d6aac4b.jpg" alt="Merge menu in Irony"></p>

<blockquote><p><strong>Aside</strong>: <em>Merge Compress</em>
If you will not be uploading this merged mod, then you can select Compress instead. The game usually loads compressed mods faster, but this will create a compressed local copy of <em>every</em> mod in the playset. More info can be found in the <a href="https://github.com/bcssov/IronyModManager/wiki/Collection-Mods">Irony documentation</a>.</p>

<p><strong>Aside</strong>: <em>Resolving Conflicts</em>
I do <em>not</em> recommend resolving mod conflicts in Irony unless you are an experienced modder.  A conflict is not necessarily a bug, and <em>properly</em> resolving conflicts requires in-depth knowledge of modding Stellaris and of the mods that are conflicting.  There&#39;s no point in clicking Resolve without thought. The easier way to resolve conflicts is by not using conflicting mods, or by setting your load order properly.</p></blockquote>

<h3 id="tada">Tada!</h3>

<p>Back in the Paradox launcher, you may now select your merged mod in your playset like any other mod. It will be named the same as your existing playset with <code>(Merged)</code> prepended. I recommend adding it to a new playset by itself and naming the playset after the current game version.</p>

<p><img src="https://dabor.kiserai.net/i/544ad6ad-29a2-4301-b489-5943a402f942.jpg" alt="Paradox launcher menu of All Installed Mods"></p>

<h2 id="step-4-upload-to-steam-optional-for-multiplayer-games">Step 4: Upload to Steam (optional – for multiplayer games)</h2>
<ol><li>Upload your merged mod to Steam. More info on the <a href="https://stellaris.paradoxwikis.com/Steam_Workshop#Uploading_a_mod">Stellaris WIki</a>.
<img src="https://dabor.kiserai.net/i/b4c58365-f69e-456b-b4b2-f4e49dce026a.jpg" alt="Steam mod upload dialog">.</li>
<li>Change the visibility on your mod to unlisted/friends only.</li>
<li>Give your friends the link and have them subscribe.</li>
<li>Make a playset containing only your own local copy of the merged mod. Your friends should make a playset containing only the Steam Workshop upload.</li>
<li>Congrats, the checksum will never change!</li></ol>

<blockquote><p><strong>Aside</strong>: <em>Don&#39;t subscribe to your own mod</em> on the workshop! (from the Stellaris Modding Den):
If your mod doesn&#39;t seem to be having any effect, this is often caused by a common beginner mistake: subscribing on the workshop to a mod you have in your local files. This will cause the game to ignore the workshop version, and only the local version will work. Avoid subscribing to your own mod – if the version you uploaded works, the workshop version will work. Alternatively, if you must test it, change the name of your local mod in the descriptor file. This will allow you to subscribe to the workshop version separately.</p></blockquote>

<h2 id="step-5-revert-to-a-previous-version-optional-after-the-game-updates">Step 5: Revert to a previous version (optional – after the game updates)</h2>

<p>Paradox provides the ability to revert to many previous game versions via the Steam Beta menu. After a new game version releases, if you want to go back and use the merged mod you created, this is where you go back to the game version it worked with.</p>

<p><img src="https://dabor.kiserai.net/i/2375d38d-a44c-4e05-a8ac-6e2626a747e9.jpg" alt="Steam Beta Menu"></p>

<p>Filed in: <a href="https://blog.kiserai.net/tag:stellaris" class="hashtag"><span>#</span><span class="p-category">stellaris</span></a></p>
]]></content:encoded>
      <guid>https://blog.kiserai.net/save-your-stellaris-mod-playset-before-a-game-update</guid>
      <pubDate>Wed, 06 Sep 2023 14:11:30 +0000</pubDate>
    </item>
    <item>
      <title>Stellaris Custom Empire: Prime Collective (from Peter F. Hamilton&#39;s Commonwealth saga)</title>
      <link>https://blog.kiserai.net/stellaris-custom-empire-prime-collective-from-peter-f</link>
      <description>&lt;![CDATA[Requirements&#xA;&#xA;Cybrxkhan&#39;s Assortment of Namelists for Stellaris&#xA;&#xA;DESCRIPTION&#xA;&#xA;The Primes are a xenophobic, aggressively expansionist alien species originating in the Dyson Alpha system. ... The race is extremely xenophobic, to the point that individual immotiles view the very existence of other independent life forms as a threat to their continued existence. ... This xenophobia is so extreme that the Prime exterminated all mobile life on their home world, lest it ever become a threat, and upon gaining nuclear technology immediately and unhesitatingly used it against each other, stopping only when the damage to their world became so extreme that it threatened the survival of the remaining immotiles. Upon contact with humans, the immotile collective known as MorningLightMountain immediately deployed wormhole technology to eliminate every other immotile, leaving it and its offspring as the only representative of its race on the homeworld. It then proceeded to immediately turn all its forces against humanity, as the very possibility of not destroying them was beyond its comprehension. &#xA;!--more--&#xA;Picture&#xA;&#xA;A picture of the in-game empire summary screen&#xA;&#xA;Code (3.8.4)&#xA;&#xA;&#34;Prime Collective&#34;={&#xA;        key=&#34;Prime Collective&#34;&#xA;        shipprefix={&#xA;                key=&#34;ISS&#34;&#xA;        }&#xA;        species={&#xA;                class=&#34;LITHOID&#34;&#xA;                portrait=&#34;lith8&#34;&#xA;                speciesname={&#xA;                        key=&#34;Prime&#34;&#xA;                        literal=yes&#xA;                }&#xA;                speciesplural={&#xA;                        key=&#34;Primes&#34;&#xA;                        literal=yes&#xA;                }&#xA;                speciesadjective={&#xA;                        key=&#34;Prime&#34;&#xA;                        literal=yes&#xA;                }&#xA;                speciesbio=&#34;The Primes are a xenophobic, aggressively expansionist alien species originating in the Dyson Alpha system. ... The race is extremely xenophobic, to the point that individual immotiles view the very existence of other independent life forms as a threat to their continued existence. ... This xenophobia is so extreme that the Prime exterminated all mobile life on their home world, lest it ever become a threat, and upon gaining nuclear technology immediately and unhesitatingly used it against each other, stopping only when the damage to their world became so extreme that it threatened the survival of the remaining immotiles.&#34;&#xA;                namelist=&#34;cybrxkhanabstract3&#34;&#xA;                gender=indeterminable&#xA;                trait=&#34;traitlithoid&#34;&#xA;                trait=&#34;traithivemind&#34;&#xA;                trait=&#34;traitsurvivor&#34;&#xA;                trait=&#34;traitindustrious&#34;&#xA;                trait=&#34;traitnaturalphysicists&#34;&#xA;                trait=&#34;traitstrong&#34;&#xA;                trait=&#34;traitrepugnant&#34;&#xA;        }&#xA;        name={&#xA;                key=&#34;Prime Collective&#34;&#xA;                literal=yes&#xA;        }&#xA;        adjective={&#xA;                key=&#34;%ADJ%&#34;&#xA;                variables={&#xA;                        {&#xA;                                key=&#34;adjective&#34;&#xA;                                value={&#xA;                                        key=&#34;Primes&#34;&#xA;                                        literal=yes&#xA;                                }&#xA;                        }&#xA;&#xA;                }&#xA;        }&#xA;        authority=&#34;authhivemind&#34;&#xA;        government=&#34;govdevouringswarm&#34;&#xA;        planetname={&#xA;                key=&#34;Dyson Alpha Arche&#34;&#xA;                literal=yes&#xA;        }&#xA;        planetclass=&#34;pctropical&#34;&#xA;        systemname={&#xA;                key=&#34;Dyson Pair&#34;&#xA;                literal=yes&#xA;        }&#xA;        initializer=&#34;customstartinginit03&#34;&#xA;        graphicalculture=&#34;arthropoid01&#34;&#xA;        citygraphicalculture=&#34;arthropoid01&#34;&#xA;        empireflag={&#xA;                icon={&#xA;                        category=&#34;lithoid&#34;&#xA;                        file=&#34;lithoid12.dds&#34;&#xA;                }&#xA;                background={&#xA;                        category=&#34;backgrounds&#34;&#xA;                        file=&#34;invertedv.dds&#34;&#xA;                }&#xA;                colors={&#xA;                        &#34;redorange&#34;&#xA;                        &#34;yellow&#34;&#xA;                        &#34;black&#34;&#xA;                        &#34;null&#34;&#xA;                }&#xA;        }&#xA;        ruler={&#xA;                gender=indeterminable&#xA;                name={&#xA;                        fullnames={&#xA;                                key=&#34;MorningLightMountain&#34;&#xA;                                literal=yes&#xA;                        }&#xA;                }&#xA;                portrait=&#34;lith8&#34;&#xA;                texture=1&#xA;                attachment=0&#xA;                clothes=0&#xA;                rulertitle={&#xA;                        key=&#34;Immotile&#34;&#xA;                        literal=yes&#xA;                }&#xA;                trait=&#34;traitrulerwarlike&#34;&#xA;                leaderclass=&#34;general&#34;&#xA;        }&#xA;        spawnasfallen=no&#xA;        ignoreportraitduplication=no&#xA;        room=&#34;lithoidroom&#34;&#xA;        spawnenabled=always&#xA;        ethic=&#34;ethicgestaltconsciousness&#34;&#xA;        civics={&#xA;                &#34;civichivedevouringswarm&#34;&#xA;                &#34;civichivenaturalneuralnetwork&#34;&#xA;        }&#xA;        origin=&#34;originpost_apocalyptic&#34;&#xA;}&#xA;---&#xA;Filed in: #stellaris]]&gt;</description>
      <content:encoded><![CDATA[<h2 id="requirements">Requirements</h2>

<p><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=682691478">Cybrxkhan&#39;s Assortment of Namelists for Stellaris</a></p>

<h2 id="description">DESCRIPTION</h2>

<p>The Primes are a xenophobic, aggressively expansionist alien species originating in the Dyson Alpha system. ... The race is extremely xenophobic, to the point that individual immotiles view the very existence of other independent life forms as a threat to their continued existence. ... This xenophobia is so extreme that the Prime exterminated all mobile life on their home world, lest it ever become a threat, and upon gaining nuclear technology immediately and unhesitatingly used it against each other, stopping only when the damage to their world became so extreme that it threatened the survival of the remaining immotiles. Upon contact with humans, the immotile collective known as MorningLightMountain immediately deployed wormhole technology to eliminate every other immotile, leaving it and its offspring as the only representative of its race on the homeworld. It then proceeded to immediately turn all its forces against humanity, as the very possibility of not destroying them was beyond its comprehension.
</p>

<h2 id="picture">Picture</h2>

<p><img src="https://dabor.kiserai.net/i/13c36cba-6549-4bbd-87d5-dce31688ca11.jpg" alt="A picture of the in-game empire summary screen"></p>

<h2 id="code-3-8-4">Code (3.8.4)</h2>

<pre><code class="language-sh">&#34;Prime Collective&#34;={
        key=&#34;Prime Collective&#34;
        ship_prefix={
                key=&#34;ISS&#34;
        }
        species={
                class=&#34;LITHOID&#34;
                portrait=&#34;lith8&#34;
                species_name={
                        key=&#34;Prime&#34;
                        literal=yes
                }
                species_plural={
                        key=&#34;Primes&#34;
                        literal=yes
                }
                species_adjective={
                        key=&#34;Prime&#34;
                        literal=yes
                }
                species_bio=&#34;The Primes are a xenophobic, aggressively expansionist alien species originating in the Dyson Alpha system. ... The race is extremely xenophobic, to the point that individual immotiles view the very existence of other independent life forms as a threat to their continued existence. ... This xenophobia is so extreme that the Prime exterminated all mobile life on their home world, lest it ever become a threat, and upon gaining nuclear technology immediately and unhesitatingly used it against each other, stopping only when the damage to their world became so extreme that it threatened the survival of the remaining immotiles.&#34;
                name_list=&#34;cybrxkhan_abstract_3&#34;
                gender=indeterminable
                trait=&#34;trait_lithoid&#34;
                trait=&#34;trait_hive_mind&#34;
                trait=&#34;trait_survivor&#34;
                trait=&#34;trait_industrious&#34;
                trait=&#34;trait_natural_physicists&#34;
                trait=&#34;trait_strong&#34;
                trait=&#34;trait_repugnant&#34;
        }
        name={
                key=&#34;Prime Collective&#34;
                literal=yes
        }
        adjective={
                key=&#34;%ADJ%&#34;
                variables={
                        {
                                key=&#34;adjective&#34;
                                value={
                                        key=&#34;Primes&#34;
                                        literal=yes
                                }
                        }

                }
        }
        authority=&#34;auth_hive_mind&#34;
        government=&#34;gov_devouring_swarm&#34;
        planet_name={
                key=&#34;Dyson Alpha Arche&#34;
                literal=yes
        }
        planet_class=&#34;pc_tropical&#34;
        system_name={
                key=&#34;Dyson Pair&#34;
                literal=yes
        }
        initializer=&#34;custom_starting_init_03&#34;
        graphical_culture=&#34;arthropoid_01&#34;
        city_graphical_culture=&#34;arthropoid_01&#34;
        empire_flag={
                icon={
                        category=&#34;lithoid&#34;
                        file=&#34;lithoid_12.dds&#34;
                }
                background={
                        category=&#34;backgrounds&#34;
                        file=&#34;inverted_v.dds&#34;
                }
                colors={
                        &#34;red_orange&#34;
                        &#34;yellow&#34;
                        &#34;black&#34;
                        &#34;null&#34;
                }
        }
        ruler={
                gender=indeterminable
                name={
                        full_names={
                                key=&#34;MorningLightMountain&#34;
                                literal=yes
                        }
                }
                portrait=&#34;lith8&#34;
                texture=1
                attachment=0
                clothes=0
                ruler_title={
                        key=&#34;Immotile&#34;
                        literal=yes
                }
                trait=&#34;trait_ruler_warlike&#34;
                leader_class=&#34;general&#34;
        }
        spawn_as_fallen=no
        ignore_portrait_duplication=no
        room=&#34;lithoid_room&#34;
        spawn_enabled=always
        ethic=&#34;ethic_gestalt_consciousness&#34;
        civics={
                &#34;civic_hive_devouring_swarm&#34;
                &#34;civic_hive_natural_neural_network&#34;
        }
        origin=&#34;origin_post_apocalyptic&#34;
}
</code></pre>

<hr>

<p>Filed in: <a href="https://blog.kiserai.net/tag:stellaris" class="hashtag"><span>#</span><span class="p-category">stellaris</span></a></p>
]]></content:encoded>
      <guid>https://blog.kiserai.net/stellaris-custom-empire-prime-collective-from-peter-f</guid>
      <pubDate>Wed, 28 Jun 2023 22:44:56 +0000</pubDate>
    </item>
    <item>
      <title>Stellaris Mods</title>
      <link>https://blog.kiserai.net/stellaris-mods</link>
      <description>&lt;![CDATA[See on: Steam Workshop.&#xA;&#xA;Show Building Slot Capacity&#xA;&#xA;Shows the used &amp; open number of building slots on a colony, and where they came from.&#xA;&#xA;Steam&#xA;&#xA;Screenshot&#xA;&#xA;Versions available for UIOD, Bigger Planet View, and Planetary Diversity.&#xA;!--more--&#xA;Elite: Dangerous Star Names&#xA;&#xA;Add tons of star names from Elite: Dangerous to your next galaxy.&#xA;&#xA;Steam&#xA;&#xA;Enhanced Designation Icons&#xA;&#xA;Replaces planetary designation icons with their vanilla resource icons, and enhances some to make them stand out more.&#xA;&#xA;Screenshot&#xA;&#xA;Steam&#xA;&#xA;Temple Manager Repellent&#xA;&#xA;For Spiritualist MegaCorps, this mod replaces Temple Managers with Priests/Death Priests/Mortal Initiates.&#xA;&#xA;Steam&#xA;&#xA;Combined Repeatable Techs&#xA;&#xA;Combines several pairs of vanilla repeatable technologies in to one, and halves their effect.&#xA;&#xA;Steam&#xA;&#xA;Hive Namelists Restored&#xA;&#xA;Re-adds the Hive 1 and 2 namelists from Stellaris 3.6: Autonomous Drone, Motile Organ, etc.&#xA;&#xA;Steam&#xA;&#xA;Lemonade Names&#xA;&#xA;Are you a determined exterminator born from robots sent to a landfill, populating the worst planets in the galaxy? This is the name list for you!&#xA;&#xA;Steam&#xA;&#xA;---&#xA;Filed in: #stellaris]]&gt;</description>
      <content:encoded><![CDATA[<p>See on: <a href="https://steamcommunity.com/id/forbiddenlake/myworkshopfiles/?appid=281990">Steam Workshop</a>.</p>

<h2 id="show-building-slot-capacity">Show Building Slot Capacity</h2>

<p>Shows the used &amp; open number of building slots on a colony, and where they came from.</p>

<p><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2963495048">Steam</a></p>

<p><img src="https://steamuserimages-a.akamaihd.net/ugc/2062127590009528394/7F6C0FE2CE4F34C555DC7736352A17C7C3F5B813/" alt="Screenshot"></p>

<p>Versions available for UIOD, Bigger Planet View, and Planetary Diversity.
</p>

<h2 id="elite-dangerous-star-names">Elite: Dangerous Star Names</h2>

<p>Add tons of star names from Elite: Dangerous to your next galaxy.</p>

<p><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2904925738">Steam</a></p>

<h2 id="enhanced-designation-icons">Enhanced Designation Icons</h2>

<p>Replaces planetary designation icons with their vanilla resource icons, and enhances some to make them stand out more.</p>

<p><img src="https://steamuserimages-a.akamaihd.net/ugc/2062124990898003027/BA4D93A5933074C181FCB4E31E2C53416674DD90/" alt="Screenshot"></p>

<p><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2941285632">Steam</a></p>

<h2 id="temple-manager-repellent">Temple Manager Repellent</h2>

<p>For Spiritualist MegaCorps, this mod replaces Temple Managers with Priests/Death Priests/Mortal Initiates.</p>

<p><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2955538430">Steam</a></p>

<h2 id="combined-repeatable-techs">Combined Repeatable Techs</h2>

<p>Combines several pairs of vanilla repeatable technologies in to one, and halves their effect.</p>

<p><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2963390128">Steam</a></p>

<h2 id="hive-namelists-restored">Hive Namelists Restored</h2>

<p>Re-adds the Hive 1 and 2 namelists from Stellaris 3.6: Autonomous Drone, Motile Organ, etc.</p>

<p><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2947933598">Steam</a></p>

<h2 id="lemonade-names">Lemonade Names</h2>

<p>Are you a determined exterminator born from robots sent to a landfill, populating the worst planets in the galaxy? This is the name list for you!</p>

<p><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2948257189">Steam</a></p>

<hr>

<p>Filed in: <a href="https://blog.kiserai.net/tag:stellaris" class="hashtag"><span>#</span><span class="p-category">stellaris</span></a></p>
]]></content:encoded>
      <guid>https://blog.kiserai.net/stellaris-mods</guid>
      <pubDate>Wed, 28 Jun 2023 22:10:59 +0000</pubDate>
    </item>
    <item>
      <title>Stellaris Console Snippets</title>
      <link>https://blog.kiserai.net/stellaris-console-snippets</link>
      <description>&lt;![CDATA[See planet size of targeted planet&#xA;&#xA;trigger planetsize = trigger:planetsize&#xA;&#xA;Find the biggest barren planet within your borders&#xA;&#xA;Useful to decide what to use Azaryn&#39;s power on. If you want to find more, change the number in position = 0.&#xA;&#xA;effect orderedplanetwithinborder = { limit = { planetsize   25 isplanetclass = pcbarren NOT = { hasmodifier = &#34;terraformingcandidate&#34; } } position = 0 orderby = trigger:planetsize inverse = no setvariable = { which = SizeOfPlanet value = trigger:planetsize } customtooltip = &#34;[This.GetName] is an Azaryn candidate, in system [This.System.GetName]&#34; } }&#xA;&#xA;Find hidden presapients in your empire&#xA;&#xA;You may see the notification for Unspent Trait Points but be unable to find the species on your empire screen, nor on your species screen, nor on any of your colonies.  This is because presapients on planets within your borders spawn the notification even if you do not have the body colonized, and they can even spawn on barren planets which hides the Population tab entirely.&#xA;&#xA;Use this to find them (it is two lines - just paste in to the console):&#xA;&#xA;effect spaceowner = { everyplanetwithinborder = { limit = { iscolony = no } everyownedspecies = { limit = { isarchetype = PRESAPIENT } customtooltip = &#34;in system [Prev.System.GetName]&#xA;&#34; } } }&#xA;&#xA;!--more--&#xA;&#xA;Choose L-Cluster outcome&#xA;&#xA;Do this any time before actually opening the cluster.&#xA;&#xA;First, check which it is (source: Stellaris Wiki):&#xA;&#xA;effect switch = { trigger = hasglobalflag&#xA;  graygoocrisisset   = { customtooltip = &#34;Gray Tempest&#34;}&#xA;  dragonseason     = { customtooltip = &#34;L-Drake&#34; }&#xA;  graygooempireset   = { customtooltip = &#34;Dessanu Consonance&#34; }&#xA;  default               = { customtooltip = &#34;Gray&#34; }&#xA;}&#xA;&#xA;Next, choose a different one:&#xA;&#xA;Gray Tempest:&#xA;effect removeglobalflag = dragonseason removeglobalflag = graygooempireset setglobalflag = graygoocrisisset&#xA;&#xA;L-Drake:&#xA;effect setglobalflag = dragonseason removeglobalflag = graygooempireset removeglobalflag = graygoocrisisset&#xA;&#xA;Dessanu:&#xA;effect removeglobalflag = dragonseason setglobalflag = graygooempireset removeglobalflag = graygoocrisisset&#xA;&#xA;Gray chance:&#xA;effect removeglobalflag = dragonseason removeglobalflag = graygooempireset removeglobalflag = graygoocrisisset&#xA;&#xA;Spawn G-type star if the system is missing a star&#xA;&#xA;Click something in the system first. If the system is completely empty, then fly a ship there first and click it.&#xA;&#xA;effect solarsystem =  { spawnplanet = { class = &#34;star&#34;  size = { min = 25 max = 30 }  orbitdistance = 0   orbitangle = 1 initeffect = { changepc = pcgstar setname = &#34;Perfectly Normal Star&#34; }  }  }&#xA;&#xA;Set dominant species to your most populous sentient species&#xA;&#xA;Bug report here.&#xA;&#xA;effect owner = { orderedownedspecies = { limit = { issamespecies = root.ownermainspecies canthink = yes issapient = yes } orderby = trigger:countspeciespop position = 0 saveglobaleventtargetas = speciestochange } }  owner = { changedominantspecies = { species = eventtarget:speciestochange changeall = yes } }&#xA;&#xA;Allow construction of fallen empire Sky Dome building&#xA;&#xA;effect owner = { changevariable = { which = skydomebuildcount value = 1 } }&#xA;&#xA;Spawn random new system in the rimward direction&#xA;&#xA;Target something in the system you want it to be near first.&#xA;&#xA;effect solarsystem = { spawnsystem = { mindistance = 1 maxdistance = 10 maxjumps = 0 initializer = random direction = rimwards } }&#xA;&#xA;Add regular terraforming candidate modifier to targeted planet&#xA;&#xA;effect addmodifier = { modifier = &#34;terraformingcandidate&#34; days = -1 }&#xA;&#xA;Un-stick stuck archaeology dig site&#xA;&#xA;Symptom: Scientist assigned, but it&#39;s stuck at 90 days. Open the site and:&#xA;&#xA;effect archaeologicalsite = { setsiteprogresslocked = no }&#xA;---&#xA;Filed in: #stellaris]]&gt;</description>
      <content:encoded><![CDATA[<h2 id="see-planet-size-of-targeted-planet">See planet size of targeted planet</h2>

<pre><code class="language-sh">trigger planet_size = trigger:planet_size
</code></pre>

<h2 id="find-the-biggest-barren-planet-within-your-borders">Find the biggest barren planet within your borders</h2>

<p>Useful to decide what to use Azaryn&#39;s power on. If you want to find more, change the number in <code>position = 0</code>.</p>

<pre><code class="language-sh">effect ordered_planet_within_border = { limit = { planet_size &gt; 25 is_planet_class = pc_barren NOT = { has_modifier = &#34;terraforming_candidate&#34; } } position = 0 order_by = trigger:planet_size inverse = no set_variable = { which = Size_Of_Planet value = trigger:planet_size } custom_tooltip = &#34;[This.GetName] is an Azaryn candidate, in system [This.System.GetName]&#34; } }
</code></pre>

<h2 id="find-hidden-presapients-in-your-empire">Find hidden presapients in your empire</h2>

<p>You may see the notification for Unspent Trait Points but be unable to find the species on your empire screen, nor on your species screen, nor on any of your colonies.  This is because presapients on planets within your borders spawn the notification even if you do not have the body colonized, and they can even spawn on barren planets which hides the Population tab entirely.</p>

<p>Use this to find them (it is two lines – just paste in to the console):</p>

<pre><code class="language-sh">effect space_owner = { every_planet_within_border = { limit = { is_colony = no } every_owned_species = { limit = { is_archetype = PRESAPIENT } custom_tooltip = &#34;in system [Prev.System.GetName]
&#34; } } }
</code></pre>



<h2 id="choose-l-cluster-outcome">Choose L-Cluster outcome</h2>

<p>Do this any time before actually opening the cluster.</p>

<p>First, check which it is (source: <a href="https://stellaris.paradoxwikis.com/L-Cluster#Outcome_.28spoiler.29_technically">Stellaris Wiki</a>):</p>

<pre><code class="language-sh">effect switch = { trigger = has_global_flag
  gray_goo_crisis_set   = { custom_tooltip = &#34;Gray Tempest&#34;}
  dragon_season     = { custom_tooltip = &#34;L-Drake&#34; }
  gray_goo_empire_set   = { custom_tooltip = &#34;Dessanu Consonance&#34; }
  default               = { custom_tooltip = &#34;Gray&#34; }
}
</code></pre>

<p>Next, choose a different one:</p>

<p>Gray Tempest:</p>

<pre><code class="language-sh">effect remove_global_flag = dragon_season remove_global_flag = gray_goo_empire_set set_global_flag = gray_goo_crisis_set
</code></pre>

<p>L-Drake:</p>

<pre><code class="language-sh">effect set_global_flag = dragon_season remove_global_flag = gray_goo_empire_set remove_global_flag = gray_goo_crisis_set
</code></pre>

<p>Dessanu:</p>

<pre><code class="language-sh">effect remove_global_flag = dragon_season set_global_flag = gray_goo_empire_set remove_global_flag = gray_goo_crisis_set
</code></pre>

<p>Gray chance:</p>

<pre><code class="language-sh">effect remove_global_flag = dragon_season remove_global_flag = gray_goo_empire_set remove_global_flag = gray_goo_crisis_set
</code></pre>

<h2 id="spawn-g-type-star-if-the-system-is-missing-a-star">Spawn G-type star if the system is missing a star</h2>

<p><strong>Click something in the system first</strong>. If the system is completely empty, then fly a ship there first and click it.</p>

<pre><code class="language-sh">effect solar_system =  { spawn_planet = { class = &#34;star&#34;  size = { min = 25 max = 30 }  orbit_distance = 0   orbit_angle = 1 init_effect = { change_pc = pc_g_star set_name = &#34;Perfectly Normal Star&#34; }  }  }
</code></pre>

<h2 id="set-dominant-species-to-your-most-populous-sentient-species">Set dominant species to your most populous sentient species</h2>

<p><a href="https://forum.paradoxplaza.com/forum/threads/stellaris-dominant-species-check-broken-orion3-6-1-a6c5-root-owner-bug-that-breaks-hydrocentric-synth-assimilation-and-more.1562649/">Bug report here</a>.</p>

<pre><code class="language-sh">effect owner = { ordered_owned_species = { limit = { is_same_species = root.owner_main_species can_think = yes is_sapient = yes } order_by = trigger:count_species_pop position = 0 save_global_event_target_as = species_to_change } }  owner = { change_dominant_species = { species = event_target:species_to_change change_all = yes } }
</code></pre>

<h2 id="allow-construction-of-fallen-empire-sky-dome-building">Allow construction of fallen empire Sky Dome building</h2>

<pre><code class="language-sh">effect owner = { change_variable = { which = skydome_build_count value = 1 } }
</code></pre>

<h2 id="spawn-random-new-system-in-the-rimward-direction">Spawn random new system in the rimward direction</h2>

<p>Target something in the system you want it to be near first.</p>

<pre><code class="language-sh">effect solar_system = { spawn_system = { min_distance = 1 max_distance = 10 max_jumps = 0 initializer = random direction = rimwards } }
</code></pre>

<h2 id="add-regular-terraforming-candidate-modifier-to-targeted-planet">Add regular terraforming candidate modifier to targeted planet</h2>

<pre><code class="language-sh">effect add_modifier = { modifier = &#34;terraforming_candidate&#34; days = -1 }
</code></pre>

<h2 id="un-stick-stuck-archaeology-dig-site">Un-stick stuck archaeology dig site</h2>

<p>Symptom: Scientist assigned, but it&#39;s stuck at 90 days. Open the site and:</p>

<pre><code class="language-sh">effect archaeological_site = { set_site_progress_locked = no }
</code></pre>

<hr>

<p>Filed in: <a href="https://blog.kiserai.net/tag:stellaris" class="hashtag"><span>#</span><span class="p-category">stellaris</span></a></p>
]]></content:encoded>
      <guid>https://blog.kiserai.net/stellaris-console-snippets</guid>
      <pubDate>Wed, 28 Jun 2023 00:53:10 +0000</pubDate>
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