Talk:Console commands

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Modify Leader Age[edit]

Is there any way to change a character's age via console, a la CK2? -- 17:06, 11 May 2016 (CEST)

Discover Pop Id[edit]

How do I find out what is the "Pop ID" of a specific population? Thanks. -- 22:41, 11 May 2016 (CEST)

I think that's what "debugtooltip" should be used for, like in CK2 for character IDs. However, despite being listed by "help," it returns as an unknown command. Has anyone found a solution for this? — Preceding unsigned comment added by Virkon (Talk) 01:49, 14 May 2016 (CEST)
You can extract the information from the save file. Search for the name of the planet you want to edit the pop. There is a list of all the pops on your planet, however it is simply sorted by id. Below that is a list of all tiles also showing the respective pop id. However I don't know the way they are sorted (probably left to right and up to down), but you should be able to guess from the resources and buildings on the specific tile. There you have your pop id. If you want you can modify the pop right in the save file, simply search for "[pop_id]={" and it should jump to the specific pop in your save file (section should start with the species_index value). — Preceding unsigned comment added by Thekerub (Talk) 15:56, 14 May 2016 (CEST)
Use the command info
Sorry if my formatting is wrong, but in response to finding out the Pop Id in game, you use the command info rather than debug like other P.I. games. Hope it helps :) Everythinggamingtutorialsandmore
Idk if you will see this or not? 08:35, 17 May 2016 (CEST)
What you need to do is use the command ' tweakergui debugtooltip ', check the box in the window that pops up and then go to your planet and hover over the pop. The ID will be displayed in the bottom of the tooltip. Zednosius (talk) 02:01, 18 May 2016 (CEST)

That 'tweakergui debugtooltip' works perfect, you can also use it to discover leader/ruler Id's etc. Now to figure out why only the trait that gets added to Admirals is trickster despite the whatever command you use.... — Preceding unsigned comment added by (Talk) 02:37, 20 May 2016‎ (CEST)

"planet_resource" and adding strategic resources[edit]

You can add strategic resources to selected worlds.

Example: <Select Planet> planet_resource sr_alien_pets 50
Will disperse 50 alien pets across the tiles on the selected planet.

Here are names of strategic resources:
All names are case-sensitive, i.e. "sr_alien_pets" NOT "SR_Alien_Pets"

Alien Pets = sr_alien_pets
Betharian Stone = sr_betharian
Dark Matter = sr_dark_matter
Engos Vapor = sr_engos
Garanthium Ore = sr_garanthium
Living Metal = sr_living_metal
Lythuric Gas = sr_lythuric
Neutronium Ore = sr_neutronium
Orillium Ore = sr_orillium
Pitharan Dust = sr_pitharan
Satramene Gas = sr_satramene
Teldar Crystals = sr_teldar
Zro = sr_zro

Terraforming SR names:
Terraforming Gases = sr_terraform_gases
Terraforming Liquids = sr_terraform_liquids

Unfortunately, these two do not seem to get added to selected worlds (even gaseous worlds) when adding them using "planet_resource" despite receiving the "Success!" message. Still working on figuring this part out.

However, you can give yourself terraforming SRs directly by selecting a planet and then using the "terraforming_resources" command and including an amount.
The amount is not exact - giving yourself 100 does not give you 100 of each. <Select Planet> "terraforming_resources 100" will give you about 13ish gases and about 20ish liquids.

Using these resource names with the "resource" command will result in a successful console message, but the resource does not seem to actually be granted. So giving yourself 50 Engos Vapor will say "[Your Empire Name] gets 50 Engos vapor", but you will still have the same amount you had before. Still working on figuring this part out. ---- StinVec ( 23:31, 11 May 2016 (CEST))

planet_resource functions and malfunctions[edit]

It seems planet_resource does not work for non-habitable worlds (e.g. Gas Giants, Barren, Frozen, Asteroid etc) before they are teraformed. If someone else can confirm this. Also, using it with "society_research" will apply a negative value sometimes. i.e. it will remove the amount you used in the command instead of adding it. Haven't been able to reproduce this with other non-strategic resources. Usually happens with amounts 1-2. Ornlu Wolfjarl (talk) 16:50, 16 May 2016 (CEST)

When a planet is uninhabited, planet_resource will simply set the number of resources to the value indicated, but when there are pops on it, it will instead be incremented by the stated value. Say you find an uncolonised world, using "planet_resource food 0" will remove all food from the planet, but once colonised, this command should do nothing. Also, I think planets have an "orbital" tile, which is unaffected by planet_resource, which is why you can't affect gas giants, barren worlds etc - you're just adding resources to the normal surface tiles. Other than using certain anomalies/events/save editing, I don't think there's a way to change orbital resources. — Preceding unsigned comment added by (talk) 19:11, 13 February 2017‎ (CET)
Okay, so the resource you can mine from a world with an orbital structure (mining\research station) is kept on a special hidden tile (the orbital tile) that is not affected by the planet_resource command. In order to add resources to a world that can be mined from orbit, you need to use the command: effect orbital_deposit_tile={add_deposit=deposit} with the planet you want to add the resources to selected. For the deposits you can add via this method, check out common/deposits/00_deposits.txt in your root Stellaris folder (browse local files from steam). Basic resources are d_energy_deposit, d_mineral_deposit and d_food_deposit, most follow the same pattern, so to add 1 minerals to a planet, select it and type effect orbital_deposit_tile={add_deposit=d_mineral_deposit} into the console. There are deposits in 00_deposits.txt that add more than 1 of certain resources, but you can just use the base command multiple times in a row to achieve the same end result. Strategic resources are also in 00_deposits.txt, along with some other event deposits. Neruz (talk) 30th October 2017.


I'm currently trying to change my species back to having the repugnant trait as my populace now see themselves as aliens in a xenophobic empire.

I used the proper commands and it shows up that it did add the trait, however I do not see the change anywhere.

Anybody else replicate this problem? — Preceding unsigned comment added by (Talk) 03:44, 13 May 2016 (CEST)

Same problem here. Trying to add conformists trait to a fallen empire species. Console claims to have added the trait, but it doesn't come up anywhere. I was thinking you need species id and trait but I have no idea how to find them. debugtooltip doesn't appear to work. — Preceding unsigned comment added by (talk) 02:32, 27 October 2016 (CEST)
Figured out the issue. It's the debug ID of a species, not the actual name. Go into the species list and hover over the species thumbnail to get their ID, then plug that in. (An example would be "add_trait_species 7 trait_adaptable") — Preceding unsigned comment added by (talk) 01:46, 12 January 2017 (CET)

Tossing in that you don't need to use "trait_adaptable" and should just type "add_trait_species 7 adaptable" in the current version.

Leader IDs[edit]

Playing around with leader IDs and add_trait_leader, it appears that they all have a preset numerical value. 0 is your own Ruler, and appears to be the default option if you add traits. It also seems like I can add traits to leaders who are not in play, so there may be a "master list" of leaders. I'm starting to compile a list to see if the IDs remain constant between playthroughs. — Preceding unsigned comment added by Fiordhraoi (Talk) 19:23, 13 May 2016 (CEST)

I figured out what the generic leader ID numbers are for a new game start, and I posted them on the actual Console Commands page. Also, I noted that they were tested on version 1.0.2 of the game, but they are still generated and work the same way on newly started games in version 1.0.3 -- enjoy! ~ feanor68

Short list of useful anomalies and how to use them.[edit]

For anyone looking to boost up some of their uninhabitable planets, here is a short list of console commands and what they grant. Note that forcing an anomaly on a world removes whatever resources were there before. Select the planet (with the mouse) and then open the console and type one of these commands in.

add_anomaly moon_gasgiant_category // 3 energy

add_anomaly BAR_COLONY_CAT // 6 physics, 3 engineering - use only on stars and gas giants, seems to trigger another event on planets

add_anomaly beacon_uninhabitable_category // 4 minerals

add_anomaly writing_uninhabitable_category // 3 society

— Preceding unsigned comment added by (talk) 05:14, 29 November 2016 (CET)

Raw list of anomalies for add_anomaly. May not be complete.[edit]

— Preceding unsigned comment added by Fiordhraoi (Talk) 20:38, 16 May 2016‎ (CEST)

How to Modify Presentient Species' Traits[edit]

Use this format: remove_trait_species [species ID from debugtooltip] trait_presentient_earthbound

Need to insert 'presentient' between 'trait' and the trait you want to remove.

I am not experienced w/wiki-editing and don't understand how to add this info to the species-trait list - can someone who does know how add this info? Thanks.

Flockingbird (talk)

edited for typo

Planet class preference trait IDs[edit]

The section listing all the trait IDs omits the different climate preference traits.

Does anybody know what the IDs for those are? I'm trying to fix two species which are the same, but have their traits in the wrong order.

--Muckknuckle (talk) 21:22, 28 January 2017 (CET)

Planet Class Trait ID
Desert trait_pc_desert_preference
Tropical trait_pc_tropical_preference
Arid trait_pc_arid_preference
Continental trait_pc_continental_preference
Ocean trait_pc_ocean_preference
Tundra trait_pc_tundra_preference
Artic trait_pc_artic_preference
Alpine trait_pc_alpine_preference
Savannah trait_pc_savannah_preference
Tomb World trait_pc_nuked_preference

Here -Denwell86

A list of anomalies and their effects[edit]

Most of these have only been tested once, effects may vary randomly, or by size, type, level of researched technology, but it should be a starting point for anyone wondering what they do or it may serve as a base for eventually adding a list of anomalies to the main article. As I wrote this it eventually followed the form anomaly code - Anomaly name(Level/difficulty)/Name of Popup window, results[/Name of popup window, results]. If the anomaly results in a research project, a note has been made. If the title of the project was the same or extremely similar to the event popup, the name appears only once.

Category Description
aerostat_gasgiant_category Aerostat Structures(1)/(Barren, Ocean, K-Star, Gas Giant)Aerostat Colonies, +3engineering/(Gas Giant, asteroid, AI, molten, coldbarren)Social Experiment, 60 society research.
asteroid_uninhabitable_category Asteroid in Orbit(1)/Towed asteroid - 3 engineering
AST_CLUSTER_CAT Mineral Cluster(2)/The Prince event chain - 1500 energy/(K-Star)Project:Crystal Codex,90 society, 100xp, Expertise: Statecraft.
AST_CRATER_CAT Dustbowl(1)/Fender Bender, Circuits in the Dust Modifier:+9 engineering/Alien Drag Racing, Skid Marks modifier:+6engineering.
AST_GEAR_CAT Astonishing Asteroids(3)/Mining Your Own Business, Drill Rampage 3/4 minerals OR Mining network building technology+50% progress.
AST_MINING_CAT Mind the Minerals(1)/On the Shoulders of Giants, Ex-Planet modifier (+5 minerals)
AST_SHRINE_1_CAT An Asteroid, Carved(2)/Familiar Shrine, Old Gods Event Chain
ATM_ANOMALY_CAT Atmospheric Anomaly(2)/Swirling Shadows, Shadow play modifier (+6 society)
BARR_BASE_CAT On the Barren Plains(3)/Limbo, In limbo project, 500 engineering research
object_uninhabitable_category Monoliths(3)/Eddic, Monolithic: Opt1: Gaine 168 Engineering research, Opt2: Make digital reproductions...Eddic, Monolithic part2: 6 pops gain Xenophile Ethic.
BAR_COLONY_CAT Looking Down(3)/(Uninhabitable)Unusual Tectonics modifier(+3engineering,+6physics)/(Inhabitable)Project:Alien Barracks, 150xp, Expertise: Military Theory
battle_uninhabitable_category Signs of Battle(2)/Project: Mount Graveyard Expedition,+3 engineering, 200xp.
beacon_uninhabitable_category Surface Beacon(1)/Ancient Survey Marker, +4minerals.
cargo_gasgiant_category Cargo Pod(1)/Abandoned Cargo Pod, 100 Energy
COLD_RESEARCH_CAT Cold Hard Potential(2)/Diamond in the Rough, +5physics, gain science leader with Spark of Genius trait & 200xp, OR Science vessel gains Promising Crew modifier (+20% Anomaly Research Speed)/Strength from Small Places, Energy(Enhanced Solar Power, EC+5%)ORMilitary(Shield technology +40% Progress?) country event/Teachings of Explorers, 150 energy, 150 minerals OR Project:Translating Explorer's Texts, Master's Teachings: Philosophical Mindset Empire Edict/Explosions in the Sky, Inspired Science Recruits modifier 10 years, survey speed+20%, Anomaly research speed+20%.
cybrex_asteroid_category appears not to exist
cybrex_gasgiant_category "
cybrex_habitable_category "
cybrex_uninhabitable_category "
debris_asteroid_category Covered in Debris(2)/Junkyard, +3 minerals.
debris_gasgiant_category Space Debris(1)/Debris Field, +3 minerals.
emissions_asteroid_category Energy emissions(1)/Exotic Radiation, 60 physics.
energy_uninhabitable_category Unusual Energy Readings(1)/Magnetic Reversal, 60 physics.
FRBR_GRIMACING_CAT Winking(3)/Grimacing, Modifier:+6 physics, -200 credits > Tactical Terraforming (success)> Project: Grimacing Planet, 120 physics, 120 engineering, Planet type changed to Arid.
FROZ_BASE_CAT Cold Wastes(1)/Salty, 10 years +5% Happiness.
FROZ_BOX_CAT Something Smells(1)/A Whiff of Something, Project:Olfactory Study,100xp 120society.
FROZ_ILLUMINATED_CAT Ice Lit(2)/Lightshow, gain Blue Laser technology otherwise 100xp.
GAS_CLOUDY_CAT Clouds Dance(1)/Deceptive Giant, 200xp, become Barren planet.
GAS_ZRO_ICE_CAT Ice Ice Giant(3)/Below Zro, Zro Ice modifier: +2 society, +5 physics OR +2society,+2physics,+1Zro.
GEN_LOST_CARGO_CAT Odd Readings(3)/Project:Adrift, Gain Science ship OR Empire modifier Enhanced Ship Speed (Evasion +15%, Sublight Speed +15%) OR 150 minerals.
GEN_OLD_WAR_CAT A Feel for Steel(1)/Teachings of Warriors, Project:Translating Warrior's Texts, Failure: 80influence, Success: Master's Teachings: Warring States Empire Edict OR energy 150, minerals 150. OR Leviathan Down, Expertise:Rocketry- Ship Graveyard +2/3 Minerals.
GEN_PLAYGROUND_CAT Playful Ruins(2)/Abandoned Amusement Park, society 90, engineering 120.
GEN_SURVEY_CAT On the Surface(1)/Old Explorer, Gain Survey data on distant system.
HAB_CORN_CAT Spotty Greenery(2)/Ancient Automata, Project:Reclaimed by Nature, 100xp, Expertise: Industry trait, tile improvement- Autonomous Fabricators: 12 minerals.
HAB_MAT_CAT A Glint of Metal(2)/Mineralistic, Raw Matierals modifier: 4 tiles gain +3 minerals.
hatch_asteroid_category Docking Hatch(2) Two possible Results 1º/Pirate Treasure, energy credits 192, 2º/Derelict Shipyard, +3 Engineering modifier on Asteroid.
HBL_MUSIC_1_CAT What Hums in the Night(3)/Toy Factory, adds tile improvement 3 society, 6 engineering.
impact_uninhabitable_category Massive Impact(1)/Warp Impact, 60 physics.
life_asteroid_category Life Signs(1)/Asteroid Fauna, +3 Society.
life_barren_category Life Signs(1)/Silicon Life Forms, +3 minerals.
life_frozen_category Life Signs(1)/Ocean Beneath the Ice, Subterranean Ocean(+3 Society), Project: Mount Deep Sea Expedition, 200xp, 90 society, +5engineering(Living Metal?) +3Society removed upon completion of special project.
life_gasgiant_category Life Signs(2)/Atmospheric Ecosystem, +3 society.
life_toxic_category Life Signs(1)/Ammonia Biosphere, +3 society.
MOLTEN_BASE_CAT Heated Rhythm(1)/Geothermal, 150 energy, +5 engineering.
moon_gasgiant_category adds precious moon modifier to gas giants, +3 energy.
mountain_uninhabitable_category Strange Mountain Formation(2)/Project: Investigate Gigantic Skeleton, 200xp, Organic Starship:+3society,+3engineering.
object_gasgiant_category Atmospheric Object(2)/Energy Signature, Physics 60.
object_uninhabitable_category Unidentified Object(3)/Project: Translate Alien Mural, 200xp,60engineering.
origin_asteroid_category Dimensional Disturbance(3)/Dimensional Pocket, 200xp, Dimensional Disturbance part2: Opt1 Gain a Science Ship, Opt2 Fight the Dimensional Science Ship /Failure: nothing.
origin_asteroid_category Unknown Origin(1)/Coprolite Asteroid, +3 society.
SEA_CAT Kaleidoscopic(1)/Misty Shores, 200xp
shipyard_uninhabitable_category Ancient Shipyard(2)/Project:Repair Automated Shipyard, 200xp, 3 R44 Raiders
ship_gasgiant_category Gas Giant Ship(3)/Project:Salvage Gas Giant Ship, 200xp, Derelict Cruiser.
signal_gasgiant_category Gas Giant Signal(3)/Project:Isolate Signal, Dathnak event chain.
signal_uninhabitable_category Weak Signal(1)/Ancient Life Pod, 150 society reseach
solar_uninhabitable_category Solar Sailer(1)/engineering 60
station_uninhabitable_category Space Station(1)/Wildcat Miners, create a mining station?
storms_gasgiant_category Atmospheric Storms(1)/Extreme Storms +3physics
SUN_TEAPOT_CAT Improbable Orbit(3)/The Probability conundrum - Project: Improbable ceramics, Extradimensional insights - 5 years, Research Speed +15%
terminal_gasgiant_category Terminal Orbit(3)/Project:Observe Moon Impact, 200xp,60physics
TOX_PLANET_CAT Toxicity/The Fumes Lie Thick
TOX_STRUCTURES_CAT Toxic Construction(4)/Grinding Lattice, (Meticulous)+9 society OR +6 minerals
TROP_PETS_CAT Tropical world - Scurrying (2)/Nimkip, Alien pets +2.
UHB_MOLTEN_CHART_CAT Melting/Unsolicited Mapping, full system survey.
UPLIFT_ARCTIC_CAT On Thick Ice(1)/A Species of Ice and Ice, generates pre-sentients
UPLIFT_GENERIC_CAT Kinship, of a Sort (1)/Generates Pre-sentients
WAT_PLANET_CAT Ocean world, Drops in the Ocean(2)/Echoes from the Deep, (Meticulous, Spark of Genius)Ancient one Modifier(+5society), OR Ancient one, Hostile Environment(Happiness -30%), Negative Media Coverage OR Hostile environment, Negative Media Coverage, Planet type becomes Toxic, +5 society OR Positive Media Coverage(Happiness +10% 1800days), Well Rested Scientists(+10% Society 1800days), Improved Working Environment Empire Edict. OR Negative Media Coverage, Pharmaceutical Innovation (+10% Happiness, +20% Society, 2700days), +3society.
writing_uninhabitable_category Surface writing (1)/Alien Writing, +3 society

Spawning in technology[edit]

Is there a console command or other method for adding something? For instance if you want matter disintegrators but don't want to mess with the unbidden? — Preceding unsigned comment added by (talk) 04:27, 8 May 2017‎ (CEST)

Terraforming any barren world[edit]

If the planet has a button "Terraform", it is possible while surveying to randomly generate an anomaly which can result in adding a "Terraforming candidate" modifier.
With the console command
add_anomaly terraforming_candidate_category
it is possible to add this anomaly to any barren planet which meets the above prerequisits - a Terraform button.
Important to note: only barren planets could be terraformed in such a manner, so while anomaly only adds a modifier, one should also change a planet type to be able to exploit this feature. Otherwise one could add a "terraforming candidate" to a gas giant with no effect whatsoever.
Therefore a combination of planet_class pc_barren and add_anomaly terraforming_candidate_category will enable terraforming. (Order of command input doesn't matter since modifier doesn't go anywhere with the change of planet class).

You can also do:

effect option={add_modifier={modifier="terraforming_candidate"}}

Or if you change your mind:

effect option={hidden_effect={remove_modifier="terraforming_candidate"}}

Additionally, the following command will reset the tile resources on the planet. This can allow planets terraformed by command or Worm to have their tiles filled.

effect reset_planet=yes

List of megastructure ids[edit]

dyson_sphere_5 (1-5)
spy_orb_5 (1-5)
strategic_coordination_center_1 (1-3) ruined, and restored


hi i want to start a second crisis what must i enter in the comand line? maybe an full example would be nice — Preceding unsigned comment added by (talk) 10:14, 29 November 2017‎ (CET)

>Try "Event Crisis.10" "Event Crisis.1000" and "Event Crisis.2000"

Invicible command not working?[edit]

So, I just played the game again. Now in update 1.9.1 the invicible command is not working. Is it removed or what? Tried to type invicible in console returns "unknown command". Why is this?


Worked fine for me as I just launched Stellaris and tried it. Perhaps it's not working because the command is invincible and not invicible, which you seemed to have deliberately - potentially unknowingly that it is wrong - spelled that way due to doing it twice in a row in your comment. WoefulMacabre (talk) 03:55, 14 February 2018 (CET)

Instant Build also removes ship and starbase upkeep?[edit]

I have noticed whenever i turn instant build on and off my economy would suddenly crash, or rise. I found out that there is zero ship or starbase upkeep when instant build is ON. Is this true for anyone else?

If so, it should be added in the description.

Definitely remove cost (Although it's still checked). Let's wait for upkeep confirmation --ViolentBeetle (talk) 07:31, 27 February 2018 (CET)

List of Minor Events?[edit]

Hello, I noticed that some of the events I added to the List of Major Events were removed recently, because they were not "major" enough. With that in mind, should we divide the events list into two sections?

One for major events [chains are long and complicated, and/or completion could have far-reaching/permanent empire-wide effects [examples: events like Adrift, Abandoned Sensor Array, Translating Explorer's Texts; reverse-engineered research like Artificial Dragon Scales; Crisis/War in Heaven; change in empire's ethics; change in species traits; etc.].

One for minor events [chains are short and simple, and/or effects are situational, specific, or temporary [i.e. leader is gained/lost, leader gains a new trait, planet/ship/fleet gains/loses a modifier, unique building is found/discovered/built on planet, etc.]?

Or, should we set up clearer guidelines about what events can or cannot be placed on the List of Major Events? — Preceding unsigned comment added by Xyndus (talk) 20:44, 5 March 2018‎ (CET)

Serviles Trait Key[edit]

in the list of species trait the trait_key for add/remove serviles trait is missing.

trait_syncretic_proles Sorry, I don't know how to fiddle with the wiki tables. Maybe some one else can add this. — Preceding unsigned comment added by (talk) 11:10, 8 March 2018‎ (CET)

Megastructure ruin id list[edit]

These can be used with create_megastructure [id].

Megastructure ID Alternative ID
Ring world ring_world_1
Ring world section ring_world_ruined ring_world_2
Sentry Array spy_orb_ruined
Science Nexus think_tank_ruined
Dyson Sphere dyson_sphere_ruined


On the megastructure commands, how do I get the megastructure to spawn on a planet in the system, not the central star? LogicMage (talk) 06:13, 30 September 2018 (CEST)

You're best asking for technical help on the forums. Not many people with in depth knowledge will check talk pages on the wikis. Dauth (talk) 10:25, 30 September 2018 (CEST)

Planet_Size command works differently than what is explained here.[edit]

When using the "Planet_Size" command, you:

1: Select the planet.
2: Open command menu.
3: Type "planet_size" leave a space, then type the number of districts that you want.

(looks like this: "planet_size 60")

There are no tiles, "25" is not the largest that you can go up to, and you do not need an "ID" for the planet. Also... the more districts that you add, the larger the planet grows, graphically speaking. I do not know if there is a "max" size, but I often use up to 60 (the planets look weirdly large at this point)-- 19:11, 22 December 2018 (CET)

Remove Megastructure[edit]

1: Select Megascructure
2: Enter command into console:

effect remove_megastructure = this

Remove Planet[edit]

1: Select Planet
2: Enter command into console:

effect remove_planet = this

Comments on recent edits[edit]

Please undo all of your recent changes. If you're going to make changes please do not take information away from the articles. This is a wiki. It's where players go to get information. Why would you take data that is accurate away from the articles? That makes absolutely no sense. Also, some of your changes don't even work or are inaccurate. Congrats on taking an already good, accurate wiki and ruining it. Please undo your errors and restore the data that you removed. — Preceding unsigned comment added by Zen1 (talk) 07:14, 6 January 2019‎ (CET)

Yes - seconded- Whoever this Kami-Sama person is needs to tone down the edits. Some of the formatting is a bit nicer. — Preceding unsigned comment added by Caesitas (talk) 08:21, 6 January 2019‎ (CET)

Well I often play Egalitarian in Stellaris, so if that's what the majority wants I'll revert them in a moment. I will however try to explain my reasoning before. First, the console commands page was getting very slow to load for people with slower internet, especially after someone added deposits info to the mix. To fix that I removed the effect descriptions from traits and deposits since people who want to add a specific one likely know what it does from the game or the wiki. The only thing I wholly removed were leader trait IDs because the console already shows you a list with all trait IDs if you don't write the trait, I mentioned it in the add_trait_leader command description. If you want I can bring them back. Also, please tell me what changes didn't work or were inaccurate. They worked for me and if I made a mistake I have to fix it. Kami-sama (talk) 11:54, 6 January 2019 (CET)
Moderator edit: I am looking into these edits. The content was removed as it was proving less useful to people with slower internet connections. I am investigating if it is better suited to another page. Remember to sign your edits with ~~~~. Furthermore all caps content has been deleted and people are reminded to be civil on the wikis as they are staffed by volunteers. Dauth (talk) 11:47, 6 January 2019 (CET)
Moderator edit: This is a reminder that duplication of data not via transclusion is to be avoided. It adds unnecessary overhead to wiki-updating efforts. You cannot have it both ways. Either the effects column to be removed from here or a trait id column to be added in the dedicated article. And again, a polite discussion will assure a solution faster. ~ SolSys (talk) 18:12, 6 January 2019 (CET)
Apologies if I came off as uncivil, it was not my intent. Perhaps the frustration of not having the information here I was seeking showed. I am also new to the etiquette of the wiki - I only logged in for the first time to make my comment and express frustration with the changes. I'm not sure how the website could be proving challenging to load even on a slow connection - most of the information was text with minimal graphics. Regardless, if tightening up some of the data is the intent, no worries - I do like some of the formatting changes being implemented on this page. For more constructive feedback: I do prefer to see the effects of the traits listed alongside, it can be helpful when making console command changes in the game. I do know what they do in general, but its helpful to see them side by side. I appreciate that you have brought back the leader trait ids - this is helpful... one of the main reasons I visit the page (especially to help recall the more obscure ones). I'm not sure which commands aren't working - nothing I've used from here has caused any issues. --Caesitas (talk) 21:51, 6 January 2019 (CET)
I'm having to use the page from weeks ago that restored 32kb of content that Kami deleted (which Dauth then re-deleted). Many events have been removed from the event list, about half of the ones I use honestly. This is not duplicated anywhere and the mind boggles how it could have been removed. I understand slow page loading but it's even slower if I have to dig through page history to find the deleted content. Plus the slowness of a search that does not reveal the information being sought is effectively infinite... I have to third the (always-deleted) complaints about this, this is vandalism of the page. Deleting the useful, topical, non-duplicated submissions of other volunteers is bad wiki ettiquette. 14:12, 9 January 2019 (CET)
I was the one who created the events section in the first place. I wrote it because the effects of some events cannot be reproduced with console commands. The reason I removed some of the events I wrote was because it is now possible to bring the same effects with console commands. I removed the Old Gods event because I added the console command that can change ethics. I removed events that add buildings because now they add unique planetary features instead, which can be added with the console. I removed events that add empire modifiers because they can now be added with the console. You are also no longer restricted to only event effects that way. Honestly I wanted to create a list with every event in the entire game but there are exactly 3384 events out there. Kami-sama (talk) 15:27, 9 January 2019 (CET)
I think you may misunderstand why people like the events list. It's not to illicit the effects themselves, its to experience the events. So just because there is a way to duplicate the end result doesn't mean the event should be removed from the list. --Caesitas (talk) 08:43, 10 January 2019 (CET)

The changes need to be reverted, or at least combine the changes with the old version. The removal of so much information is disgraceful. The mods/admins need to do something about it, as the page has been butchered for over a month. 08:22, 2 February 2019 (CET)

The change is backed by the moderation team (regarding traits). I'll repeat it again, though it was already mentioned earlier -- duplication of data not via transclusion is to be avoided. It adds unnecessary overhead to wiki-updating efforts. A suggested compromise would be adding the trait_ids in the dedicated articles instead. ~ SolSys (talk) 20:27, 9 February 2019 (CET)

Ship Classes[edit]

These are two ship classes (universal) as well that probably should be added since it may be useful in some circumstances:

Name Type
Constructor Construction Ship
Colonizer Colonising ship

— Preceding unsigned comment added by 2001:8000:1147:1c00:6860:86cd:4f8e:73b (talk) 13:31, 7 June 2019‎ (CEST)

Sadly because they're universal those ships are spawned without components so they cannot jump to other systems. The colony ship also cannot colonize planets because it does not have a species on-board. Kami-sama (talk) 11:23, 17 June 2019 (UTC)

The repaired Automated Dreadnought should be added to the list:

Name Type
Type 37 Dreadnought

AsianCatFarm 00:47, 08 February 2020 (UTC)

I didn't add it when I made the list because it doesn't spawn correctly. Trying to spawn it with the add_ship command spawns the ship as a box with turrets due to requiring a graphical culture unavailable to the player. Instead I wrote the ID of the event that spawns it in the events list, use that one to spawn the dreadnought correctly. Kami-sama (talk) 01:07, 8 February 2020 (UTC)

Fair enough, what about S875.1 Warform?:

Name Type
S875.1 Warform S875.1 Warform

AsianCatFarm 19:19, 08 February 2020 (UTC)

It's the same ship as Seeker. I used the latter in the table because it's from the vanilla game while S875.1 Warform is from Distant Stars. Kami-sama (talk) 11:40, 9 February 2020 (UTC)

Warning on add_pops[edit]

The wiki does not say this exists.

It does, in most recent build, however, hang the game just like "populate"does.

It was only a brain fart that led me to type that, but it IS curious.

Spawn Systems Command[edit]

use the following command while selecting your homeworld

effect solar_system = { spawn_system = { min_distance = 10 max_distance = 30 initializer = [name] hyperlane = yes } }

List of initializers, [name]:

  • sanctuary_system The Sanctuary
  • trappist_initializer Trappist System
  • ring_world_init_01 Ruined Ring World
  • vechtar_zavonia_system Vechtar Zavonia System
  • guardians_artist_init_01 Artists
  • guardians_curator_init_02 Curators (black hole)
  • guardians_trader_init_01 Traders
  • guardians_init_stellarites Stellarites
  • guardians_init_dragon Ether Drake
  • guardians_init_horror Dimensional Horror
  • guardians_init_dreadnought Automated Dreadnought
  • guardians_init_technosphere Gargantua Technosphere
  • guardians_init_fortress Enigmatic Fortress

Spawn Systems Events[edit]

Spawn Mardak Vol / Vechtar Zavonia / Paridayda

  • Select a ship: event anomaly.1000


  • Select a planet: effect create_archaeological_site = rubricator_digsite

General traits[edit]

I think leader_trait_defender was removed and leader_trait_restrained is missing. -- 09:14, 20 March 2020 (UTC)

New deposit IDs[edit]

ID for Massive crater is d_lithoid_crater (e.g.effect add_deposit = d_lithoid_crater) - AsianCatFarm 31 March 2020

Effect commands for removal/addition of Ethics[edit]

Hi everyone

Current as of 2.6.2

After some tweaking to a Reddit comment I found on Reddit, I played around a bit and have found how to use the Effect command in console to add or remove ethics as opposed to just shifting towards them.

effect country_remove_ethic = <ETHIC_ID> effect country_add_ethic = <ETHIC_ID>

Where <ETHIC_ID> can be

  • ethic_authoritarian
  • ethic_egalitarian
  • ethic_fanatic_authoritarian
  • ethic_fanatic_egalitarian
  • ethic_fanatic_materialist
  • ethic_fanatic_militarist
  • ethic_fanatic_pacifist
  • ethic_fanatic_spiritualist
  • ethic_fanatic_xenophile
  • ethic_fanatic_xenophobe
  • ethic_gestalt_consciousness
  • ethic_materialist
  • ethic_militarist
  • ethic_pacifist
  • ethic_spiritualist
  • ethic_xenophile
  • ethic_xenophobe

So to remove materialist from your empire, the command would be

effect_country_remove_ethic = ethic_materialist — Preceding unsigned comment added by (talk) 16:00, 1 April 2020‎ (CEST)

Added it, nice find Kami-sama (talk) 15:46, 1 April 2020 (UTC)

Scrolling in long lists[edit]

How do you scroll in long lists, lists with +X more — Preceding unsigned comment added by Fred101j (talk) 18:51, 1 April 2020‎ (CEST)

civics IDs[edit]

With the recent changes to the setup for this page, with moving the IDs to a seperate page, the IDs for civics were deleted. Please add them back in? — Preceding unsigned comment added by TenderRoast (talk) 21:07, 7 April 2020‎ (CEST

Leader Traits[edit]

Some genius deleted the Leader Traits from the IDs page when "updating" to 2.7. Also why are we putting the "Updated to X.Y" text on pages when they clearly haven't had all of the new content added yet? This has been a wiki-wide thing. -Johnny — Preceding unsigned comment added by 2600:6c58:5d00:704:2451:9c4d:bcef:b2e9 (talk) 10:34, 14 May 2020‎ (UTC)

Edit: It appears this was due to edits made by user Kami-Sama. Please ban this user from making edits. He is in the vast minority that wants to remove important information because of his bad internet connection. I say "vast minority" because he's literally the only one. He keeps screwing up the wiki with his edits, and it has gone on long enough. Please do something about this terrible editor. -Johnny — Preceding unsigned comment added by 2600:6c58:5d00:704:2451:9c4d:bcef:b2e9 (talk) 10:46, 14 May 2020‎ (UTC)

[Moderator edit] Please be respectful to other editors on the wiki. If an edit is not in agreement then open a polite discussion with the editor in question. As the edit has now been restored consider it closed. ~ SolSys (talk) 21:25, 14 May 2020 (UTC)