User:Achaim/sandbox

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For instructions on how to make a mod, see modding

Work in progress

This guide is currently a work in progress (WIP). Many sections are incomplete, some writing is still not formatted properly, and some items still need to be implemented or moved around.

Introduction

Modding Stellaris is not trivial. Many mod users may access this guide with the assumption that modding Stellaris successfully means subscribing to several mods, launching the game, and assuming everything will work.

This is rarely the case.

Mods will conflict, and the larger and more complex the mod list is the more acute compatibility and conflict issues become.

Nevertheless, it is possible with some patience and guidance to enjoy a highly modded Stellaris game with minimal problems and performance issues. Furthermore this can be done via several routes. Overall, this guide is primarily for beginner and intermediate mod users. Since modding Stellaris can be frustrating and time consuming once the complexities become apparent; this guide has been made with the goal to make using mods in Stellaris more accessible and practical.

This guide has three primary aims:

  • How to mod Stellaris
    • An author generated curated mod pack (also known as a curated collection)
    • A user generated custom mod pack
  • Troubleshooting a problematic save or modded setup
  • Modded multiplayer (MP)
    • Sharing a modded setup
    • Advice on setting up a modded MP game

This guide highly and strongly recommends the Irony Mod Manager software (see Tools & utilities section). Without this software this guide will be partially useless. There is no need to install it at this point of the guide, however be prepared to install Irony when needed.

Resources

Tools & utilities

It is highly and strongly recommended to install and use Irony Mod Manager (IMM); this guide is centered around using IMM. The other tools are troubleshooting situational.

  • Irony Mod Manager by Mario.
    • The mod manager and editor for Stellaris. Allows easy management of mods, multiple mod profiles (useful for troubleshooting/updating), custom conflict patch generation, mod list exports, and more.
  • Notepad++ by Don Ho.
    • Some Stellaris files can only be read/viewed properly by Notepad++, Windows Notepad does not have the functionality.
  • PDX Unlimiter by crschnick.
    • A tool that makes managing and editing save game information easy and offers additional settings such as ironman converter and save scumming options. Particularly useful for troubleshooting game crashes and testing mod setups.
  • CWTools by tboby.
    • A Microsoft Visual Studio Code extension that has features such as immediate highlighting of paradox syntax errors, autocompletion of code and more. Requires MS Visual Studio. Useful for checking mods for errors, or own custom scripts or mods for errors.
    • A useful install guide can be found here Modding_tutorial#Setting_up_CWTools.
    • If the extension is not working properly, try to restart Visual Studio Code, followed by reloading the config rules with CTRL + SHIFT + P → cwtools: Reload config rules. Next, regenerate the vanilla cache file with CTRL + SHIFT + P → cwtools: Regenerate game vanilla cache file.
  • Stellaris Modpack Utility by F1r3Pr1nc3.
    • A useful collection of python scripts for mod troubleshooting. The most useful tool is a script that updates out of date code in mods to current Stellaris version code. There are many other useful scripts as well. Requires Python 3.6.
  • Modded Technology Tree Generator by ShadowTroll.
    • A tool that generates tech relations and tech trees from all installed mods, output is in .json and .txt files, both which can be read by notepad. Useful if playing with large mod sets or collections.
  • Stellaru by benreid24.
    • A data visualization tool for the game Stellaris. It runs alongside the game and provides real time snapshots and historical data from the game. The dashboards are viewable as a web page.
  • Assorted Additional Useful Tools
    • The link above contains links to additional tools sometimes useful for modding Stellaris.

Resetting Stellaris for modding

When modding Stellaris for the fist time, or when adding or removing mods, it is advised to prepare Stellaris for the modding install. It is recommended to start with a completely clean install of Stellaris by removing and renewing some or all game files and mod files.

The major reason to reset Stellaris for modding is because Steam can fail to properly install, update, or uninstall mods. This results in corrupted mod files and leftovers (ghosts) that can cause game instability. The below steps will help limit this issue.

The issue with corrupted mod files and leftovers can be compounded, and become especially problematic when Stellaris is majorly updated or many mods are subscribed to at once (e.g. when subscribing to a large collection).

There are two steps to resetting Stellaris properly; purging and foundation building. There are four purge levels, with each level of purge being more file manipulative/ a deeper cleanup or reset. See below for details on which level of purge to apply. The last step is foundation building; essentially making sure Stellaris and additional modding tools are properly installed and set up.

That being said; there are few points to keep in mind:

  • The contents of a code box, such as %USERPROFILE%\Documents\Paradox Interactive, can be copy and pasted into the Windows search bar, and then searched for, to instantly open the requested folder.
  • Do not ignore the step to restart the computer. Restarting a computer, for a variety of reasons, can resolve a surprising amount of issues.
  • Do not ignore the step to fully exit and then restart Steam. Similar to restarting a computer, this can resolve a surprising number of issues.
  • Do not ignore the step to check if antivirus and/or firewalls are blocking required software. Some security software (such as COMODO) will silently (depending on settings or policies) block software such as Irony Mod Manager from launching, or, successfully completing certain actions. If software fails to launch, or behaves strangely, check antivirus and/or firewall software.
  • Verifying the Stellaris files in Steam does not only verify Stellaris, but also any downloaded mod files. However, the mod file verification can happen AFTER Steam says it has successfully verified the Stellaris files. Make sure to check Steam downloads after Steam has said it has successfully verified the files. The Steam downloads page will shows the mod verification happening. The mod file verification needs to be completed before progressing to the next step.

1st step: purging

  • Minimal purge: least amount of file manipulation. Useful if a specific mod or two wont install/uninstall properly.
  • Light purge: second least amount of file manipulation. Useful for a few ghost & corrupted mod installs/uninstalls. Check the Troubleshooting - Specific section in this guide for an example of ghost mods reporting in an error log.
  • Standard purge: useful for persistent ghost and/or corrupted mod installs/uninstalls and is the minimum required when installing a large mod collection (nuclear is recommended). Sometimes works when minimal and light purges don't work.
  • Nuclear purge: will completely remove Stellaris and related modding files and programs such as the Paradox Launcher and Irony Mod Manager. The nuclear option. Highly recommended if starting Stellaris after a) major patch changes, b) installing large mod collections, or c) when experiencing persistent game issues or ghost/corrupted mod installs/uninstalls that previous purge attempts/levels does not resolve.

Minimal purge

  1. Unsubscribe from the problematic mod(s). Stellaris Workshop → Your files (under the avatar) → Subscribed items.
  2. Exit Steam (fully exit Steam, not just close the window).
  3. Start Steam.
  4. Launch the Paradox Launcher by starting Stellaris. If need be, update it (see Figure 1 below by the Nuclear purge section).
  5. Wait until the Launcher recognizes the unsubscribe. It usually takes 10-15 seconds; there is a graphical indicator over "All Installed Mods" while it's updating.
  6. Exit the Launcher and Steam (fully exit Steam, not just close the window).
  7. Start Steam.
  8. Resubscribe to the problematic mod(s). Wait until Steam finished downloading the mod(s).
  9. Verify integrity of Stellaris installation files. Steam Library → Right click on Stellaris → Properties → Local files → Verify.
  10. Check Steam downloads to make sure Steam has finishing verifying mod files.
  11. Launch the Paradox Launcher by starting Stellaris. Wait until the launcher recognizes the re-subscribed the mod(s). It usually takes 10-15 seconds; there is a graphical indicator over "All Installed Mods" while it's updating.

Light purge

  1. Unsubscribe from the problematic mod(s). Stellaris Workshop → Your files (under the avatar) → Subscribed items.
  2. Verify integrity of Stellaris installation and mod files. Steam Library → Right click on Stellaris → Properties → Local files → Verify.
  3. Check Steam downloads to make sure Steam has finishing verifying mod files.
  4. Launch the Paradox Launcher by starting Stellaris. If need be, update it (see Figure 1 below by the Nuclear purge section).
  5. Wait until the Launcher recognizes mod changes. It usually takes 10-15 seconds; there is a graphical indicator over "All Installed Mods" while it's updating.
  6. Close the Paradox Launcher.
  7. Clear the Paradox Launcher mod cache
    1. Go to %USERPROFILE%\Documents\Paradox Interactive folder and delete the following files:
      • dlc_load.json
      • game_data.json
      • mods_registry.json
      • launcher-v2.sqlite
      • in settings.txt everything inside last_mods={ }
  8. Launch the Paradox Launcher by starting Stellaris.
  9. Wait until the Launcher recognizes the changes. It usually takes 10-15 seconds; there is a graphical indicator over "All Installed Mods" while it's updating.
  10. Close the Paradox Launcher.
  11. Verify integrity of Stellaris installation files. Steam Library → Right click on Stellaris → Properties → Local files → Verify.
  12. Check Steam downloads to make sure Steam has finishing verifying mod files.

Standard purge

  1. Unsubscribe from some or all mods. Unsubscribing from many mods and then resubscribing to them can be tedious. There are two options:
    1. Favorite subscribed mods (star icon). After unsubscribing, go to favorites page. Stellaris Workshop → Favorites (under the avatar). Re-subscribed to the favored mods.
    2. It is possible to save subscribed mods as a collection, instructions on how to do so can found in this Reddit post.
  2. Exit Steam after mods have uninstalled (fully exit Steam, not just close the window).
  3. Start Steam.
  4. Go to SteamLibrary\steamapps\workshop\content and delete the 281990 folder.
  5. Clear the Paradox Launcher cache
    1. Go to the %USERPROFILE%\Documents\Paradox Interactive\Stellaris folder and delete everything but the save game folder.
      • Note: This will delete any saved custom empires. However you can still play as one in a save game, it just wont be possible to select a custom empire when starting a new game.
  6. Verify integrity of Stellaris installation files. Steam Library → Right click on Stellaris → Properties → Local files → Verify.
  7. Check Steam downloads to make sure Steam has finishing verifying mod files.
  8. Continue with following the instructions found in 2nd step: solid foundation.

Nuclear purge

Warning: this will wipe save files (probably not cloud saves though).

Save games can be backed up if needed (see step 10).

  1. Unsubscribe from all mods. Unsubscribing from many mods and then resubscribing to them can be tedious. There are two options:
    1. Favorite subscribed mods (star icon). After unsubscribing, go to favorites page. Stellaris Workshop → Favorites (under the avatar). Re-subscribed to the favored mods.
    2. It is possible to save subscribed mods as a collection, instructions on how to do so can found in this Reddit post.
  2. Unsubscribe from all mods. Stellaris Workshop → Your files (under the avatar) → Subscribed items → Unsubscribe from all.
  3. Uninstall Stellaris. Steam Library → Right click on Stellaris → Manage → Uninstall.
  4. Clear Steam's download cache. Right click on the Stellaris icon in in the notification area of the taskbar → Settings → Downloads → Clear download cache.
  5. Exit Steam.
  6. If Irony Mod Manager has previously been installed, uninstall it.
  7. Go to SteamLibrary\steamapps\workshop\content and delete the 281990 folder.
  8. Go to SteamLibrary\steamapps\common and check if the Stellaris folder still exists. If so, delete it.
  9. Go to Irony Mod Managers install location and check if the Irony folder still exists (typically found in %USERPROFILE%\AppData\Roaming\ProgramData\Mario. If so, delete it.
  10. Go to %USERPROFILE%\Documents\Paradox Interactive and delete the Stellaris folder. If using One Drive, you can find the Stellaris folder in %OneDriveConsumer%\Documents\Paradox Interactive
    • WARNING: This will wipe savegames. It is possible to make a backup of saves by copying a renaming the %USERPROFILE%\Documents\Paradox Interactive\Stellaris\save games folder.
  11. Delete the following folders, if they exist:
    1. Go to %USERPROFILE%\AppData\Roaming\ and delete the folding folders:
      • Paradox Launcher
      • paradox-launcher-v2
      • Mario
    2. %USERPROFILE%\AppData\Local\ and delete the folding folder:
      • Paradox Interactive
  12. Install Stellaris. Steam Library → Right click on Stellaris → Install.
  13. Verify the integrity of Stellaris installation files. Steam Library → Right click on Stellaris → Properties → Local files → Verify.
  14. Launch the Paradox Launcher by starting Stellaris. If need be, update the launcher (see Figure 1 below).
  15. Wait until the Launcher recognizes the changes. It usually takes 10-15 seconds; there is a graphical indicator over "All Installed Mods" while it's updating.
  16. Continue with the 2nd step: solid foundation section below.
Figure 1 - A update indicator will appear on the bottom left of the launcher (orange circle over the Launcher settings gear), or a gear update box will appear on the top right. After the update, always restart the Paradox Launcher to complete the update.

2nd step: solid foundation

  1. Make sure antivirus software is not blocking the paradox launcher, Steam or Stellaris. It might do so silently without a warning.
  2. Subscribe/Resubscribe to mods or collection on steam workshop.
  3. Wait until the Steam Workshop downloads are done. Warning: Do NOT start the Paradox Launcher until all downloads have finished.
  4. Exit Steam (fully exit Steam, not just close the window).
  5. Start Steam.
  6. Verify the integrity of Stellaris installation files. Steam Library → Right click on Stellaris → Properties → Local files → Verify.
  7. Launch the Paradox Launcher by starting Stellaris.
  8. Wait until the Launcher recognizes the downloaded mods. It usually takes 10-15 seconds; there is a graphical indicator over "All Installed Mods" while it's updating.
  9. Close Paradox launcher.
  10. Exit Steam (fully exit Steam, not just close the window).
  11. Restart the computer.
  12. Start Steam.
  13. Download and install the newest version of Irony Mod Manager (see Tools & utilities section).
  14. Make sure antivirus software is not blocking Irony Mod Manager. It might do so silently without a warning.
  15. Launch Irony Mod Manager.
  16. Set Irony Mod Manager to Stellaris (look for the Games drop down menu, found on the top middle area of the program window).
  17. Exit Irony Mod Manager.
  18. In the next section, decide whether to use a curated or mod pack, or design a custom mod pack.

Decision: curated or custom mod collection

Certain mods will make modding more complex, such as large overhaul mods (NSC2, ACOT), content and event mods (Expanded Events) and AI overhaul mods (Starnet AI). It is easy to accumulate 1000s of conflicts if building a decently sized mod list with some large mods.

Therefore, at this point, there are two routes to choose from. The table below demonstrates the advantages and disadvantages of each route.

Choice Advantages Disadvantages
Curated Mod Collection
  • Rapid install time.
  • Conflict resolution patching.
  • Optimized load order.
  • Fixed mod choices, at the discretion of the mod collection author.
  • Adding/removing mods is not typically supported by the mod collection author.
Custom Mod Collection
  • Flexibility; free choice of which mods to use.
  • Requires much more time, especially with a large collection.
  • May need custom conflict resolution patching.
  • May need manual load order optimizing.
  • May need coding/programming knowledge.

To explain in more detail, the first, and easiest route, is to install a curated mod collection (see table below for examples). There are several advantages to this. A major advantage is that the best mod collections are vetted, curated, have the right permissions, and are conflict resolved. Consequently these curated mod collection have a much better chance of being stable and working well. The mod collection author has manually ordered mods and patched/resolved conflicts that arise from using many mods together. The second major advantage is ease of install. Typically all that is required is to subscribe to all the mods in the collection, followed by using Irony to manage the modpack. Typically a mod load order text file will be included, which can be imported into irony to make sure the mods are ordered correctly. Further, a conflict resolution patch will also be included, and can be imported into IMM. There are disadvantages to using mod packs as well. The major disadvantage is that it is not your personal mod list and may lack certain mods you want. However, you can add your own mods on top of the mod pack. The downside to this is that it will require you to do your own conflict resolution in IMM to make sure the added mods work properly, as well as knowing where to place them in the mod load order. Adding additional mods is recommended for intermediate/advanced modders only.

The list below represent the current three major large curated mod lists. However, there are quite a few more. To see additional collections, visit the #curated-collections channel on the Stellaris Modding Den discord and then check the pins.

Mod Pack Author Stellaris Version Steam Workshop Github Discord
The Merger of Mods Dukko 3.3 Link Link Link
3.2.2 (Only) Collection

Revision 52 - Real Space System Scaling

LordOfLA 3.2.2 Link Link
Stellaris Ultimate Pack REMASTERED 3.3 Chastity the Celibate 3.3 Link

The 2nd choice is to make your own custom mod setup. If so, continue reading below.

Warning: mod versions

Make sure to not use outdated mods. If, for example, the user has the most current Stellaris version installed, only use mods updated/compatible for that version. It may be tempting to include an outdated mod, but do not attempt to do so unless you know what you are doing (you would need to check code differences between versions and understand what has been updated in depth, and then test; intermediate/advanced modders only). Irony Mod Manager indicates which version of Stellaris a mod belongs to. In the left hand panel, sort by Supported Version column.

Figure 2

Curate this list, and for every mod that does not match the installed Stellaris version, check the steam workshop page. See if the author has said it is compatible . In addition, some mod authors do not update the mod version, however the mod has been tested and found to work in the current Stellaris version. If the mod is out of date and the mod author/mod users have said nothing, or negative statements about version compatibility, remove that mod.

  • Many players will state that flag and portrait mods are safe across versions. However this can be false, especially since the Synthetic Dawn DLC was released. Depending on the way the mod is designed, portrait and flag mods can be incompatible with newer Stellaris versions due to changes to the UI.
  • Please see these list for mods updated for 3.X: see here (3.2 only) or here (3.1 only).

Warning: uninstalling mods mid game

Needing to remove mods from a save game is something that will likely happen, ideally for testing purposes. However, after removing a mod from an ongoing game, do not be tempted to continue apart from testing purposes. Removing a mod can easily break a game and corrupt a save. Should you need to, check each mod's steam workshop page; sometimes the mod author will indicate if the mod is safe to remove during a game. Otherwise be prepared to start a new game and test its stability without the problematic mod(s) before committing to a game.

Warning: making all mods work together seamlessly (the perfect conflict resolution)

Requires programming/coding skill and time. Do not attempt to fully conflict resolve a collection of mods unless you are familiar with PDX's Stellaris scripting language. Requires programming and modding software and tools.

Mod load order

Ordering mods incorrectly can lead to problems in game. Mods that edit the same game files will conflict. The following section will give tips on load order and a general load order guide including examples of mods and where to place them. Ordering mods correctly will reduce problems, but is not guaranteed to fix all problems. Make sure you are using Irony Mod Manager to order mods.

General tips & info

Mods at the top of the list are loaded first, mods lower down will overwrite mods that are above them. Try to build a mod list around one or two large mods. Large mod examples are Gigastructural Engineering, StarNet/StarTech, ACOT, ZOFE, NSC, ESC, etc. Trying to make a mod pack function with many large mods requires advanced modding abilities such as custom coding/scripting. Load order correctness/optimization will only go so far.

Mods can be ordered in two ways.

  1. Irony Mod Manager (IMM): In IMM mods can be ordered in the right hand Collection Mods panel. Mods can be moved by clicking and holding the left mouse button while dragging the mod up or down the list. A mod can also be moved by editing their order number, or moved to first/last position or moved up or down by one position using the arrow icons to the left and right of the mod number. Once ordering is done click apply.
  2. Paradox Launcher (not recommended): Similar to IMM you can drag a mod up or down, or renumber the mod to change its order.
  • Mods are first ordered by Z to A sorting. Using IMM, in the right hand panel, sort mods Z to A by using the Mod Name column (see Figure 3).
Figure 3
  • Mods beginning with ~ go at the very top of the list.
  • Mods beginning with ! go to the very bottom.
  • The more ! a mod has the further down it goes ( a !! mod will go below a ! mod).
  • Mods that resolve conflicts (patch mods) between 2 or more mods go anywhere below the mods they patch. A section after all your normal mods is probably better for organization and visualization.
  • Mods that are submods go below the main mod. For example, Planetary Diversity would be higher in the load order, and the sub mods (such as Planetary Diversity – Exotic Worlds) go below Planetary Diversity main mod.
  • These are rules of thumb. Always read the steam workshop page for specific information on load order location. In addition, sometimes critical thinking is required. For example, if patch mod starts with a ~ in the name, using z to a sorting will result in the patch mod being higher than the mods it's supposed to patch. You would need to manually move the patch mod below the mods it is patching.
  • LordOfLA's and Dukkos load orders #Decision: curated or custom mod collection can be can be used as templates.
  • Certain large mods are not compatible unless advanced modder. Some notable examples include ESC and ACOT

General order

The list is composed of mod type categories. A mod category higher in the list has lower priority and will be overwritten by conflicting mods lower in the list. The numbers in the list do not indicate priority. For example, the mod category Unofficial patches is position 1. AI mods are position 2. AI mods are lower in the list, and as such will overwrite Unofficial patches if there is a conflict. Examples of mods that belong to a category will be given in its own column. The order of the mods in the column field has nothing to do with load order, they are only examples of types of mods that belong to a mod category.

Order Mod Type Examples Notes
1 Unofficial patches
  • Ariphaos Unofficial Patch
  • Community Patch
Note that community flash patch reverts ariphaos fixes in a number of places.

If not patching with Irony Conflict solver, don't use community patch.

2 AI mods
  • Starnet/Startech
  • Better Ultimate Economic Plan
  • AI Game Performance Fixes
It is highly inadvisable to use more than one AI mod.

Only for advanced modders to attempt; requires custom conflict patching.

3 Prerequisite mods
  • Guillis Planetary Modifiers
  • Amazing Space Battles
  • SLEX
4 Music mods
  • Space Ambient Music
5 Namelist mods
  • Just Star Names
  • Lithoid Namelist
6 Species mods
  • Trace's Better Necroids
  • Plant's Species Expansion
New species, and edits to existing species.
7 Trait and leader mods
  • Trait Diversity
  • Merged Leader Levels
8 Content addition mods
  • Precursor Story Pack
  • Origins Extended
  • More Events Mod
Mods that add extra content to the game such as origins, events, archeology, and stories.
9 Flag & emblem mods
  • Just More Flags
  • StarClan Emblems
10 Room & background mods
  • Diverse Rooms
  • Backgrounds Collection
11 Cityscape mods
  • Collection of Cities
  • Interesting Cities
12 Federation & vassal mods
  • Exalted Domination
  • Federation Expanded
13 General gameplay mods
  • Jump Gates
  • L-Cluster Access
  • Invasion! SA
  • Automatic Pop Migration
  • Dynamic Mod Menu
  • Dynamic Difficulty
General gameplay mods that don't fit anywhere else, including menu mods.
14 Shipset mods
  • Dark Necroid Ships
  • NSC and NSC submods
Place NSC below all other shipset mods.

Place NSC submods below NSC mod.

15 Technology mods
  • Gigastructural Engineering
  • ACOT
  • ZOFE
  • Upper Limits
  • Technology Ascendant
  • Extra Ship Components (ESC)
If using ACOT and ZOFE together, make sure to place the mod Acquisition of Technology (ACT) below them.

Place ESC below ACOT, ZOFE and ACT.

16 Space affecting mods
  • Real Space
  • Immersive Galaxy
  • Ships in Scaling
17 UI overhaul mods
  • UI Overhaul Dynamic (UIOD)
  • Tiny Ship Components
18 Planetary Diversity (PD) and its submods
  • Planetary Diversity
  • PD submods: Planetary Diversity - Exotic Worlds
Place PD submods below PD mod.
19 Tradition & ascension perk mods
  • Plentiful traditions
  • Expanded Stellaris Ascension Perks
These should go below UIOD but above their UIOD patches.
20 Ethics & Civics mods
  • Ethics and Civics Redux
  • Civics Expanded
  • Ethics & Civics: Bug Branch
These should go below UIOD but above their UIOD patches.
21 UIOD Overrides
  • Dark Blue UI Overhaul
  • Immersive Beautiful Universe
22 Fix, tweak, & performance mods
  • Aggressive Crisis Engine
  • Necroids Bug Fix
  • Reduce Aura Graphics
  • Diplomacy Adjustments
  • StellarStellaris
23 Patch mods
  • UIOD patches
  • !Patch ESC Combined Ships in Scaling Lite
  • !Patch – Cubemap Fix
Patch mods resolve conflicts between several mods (typically 2 - 5 mods).

An example is the Real Space (1) System Scale (2) patch, which resolves conflicts between 2 mods.

24 Omnibus mods
  • !Core Framework
  • !!Universal Modifiers Patch
  • !The Merger of Rules
  • !!!Universal Resource Patch
These mods change game behavior to allow for many mods to work together.

Irony Mod Manager Tutorial - Practice Core Mod List

This core mod list is comprised of patches, fixes, and performance mods. This core mod list will be used as a tutorial for becoming familiar with Irony Mod Manager. Begin by reading through the Irony Mod Manager wiki.

It is also recommended to watch OldENT’s short tutorial video (~8 min) on youtube, and LordOfLA's short tutorial video (~10 min) on vimeo that go through basics of IMM use with Stellaris. They are slightly dated but still relevant.

Make sure Irony Mod Manager has been installed and updated to the latest version (see Tools & Utilities section).

Practice Mod List

If not already subscribed to the mods below, do so now. To open the mod directly in Steam Workshop, copy the link URL and paste it in the browser address bar. Add steam://openurl/ to the beginning of the link URL to force the browser to open the link in Steam.

Mod Type
!!Ariphaos Unofficial Patch Unofficial patch
Stellaris List EXtender (SLEX) Prerequisite
AI Game Performance Optimization Fix AI
Yet Another Galaxy Enhancement Mod Map generation
!!!Universal Resource Patch Omnibus patch
UI Overhaul Dynamic UI Overhaul Dynamic
!Yet Another Districts Patch for Vanilla AI Fix patch
!!Universal Modifiers Patch Omnibus patch
!Patch - Cubemap Fix Fix patch
Dynamic Mod Menu General gameplay
Aggressive Crisis Engine Fix patch
!!Universal Modifiers Patch Omnibus patch
Dynamic Difficulty General gameplay
Habitat AI colonization fix Fix patch
!The Merger of Rules Omnibus patch
Automatic Pop Migration General gameplay

Creating the mod list in Irony Mod Manager

Note: The following images may be out of date, some mods have been discontinued since the screenshots were taken. The out of date images have no bearing on the outcome of this section, just ignore the deprecated mods in the images (for example: Merge AI Species)

.

Figure 4
  1. At a minimum make sure to be subscribed to the mods in the Practice Mod List found above. However for the cleanest and least likely approach to result in issues, follow the Nuclear Purge steps found at the beginning of the guide and then subscribe to the mods in the practice list. Lastly, follow the solid foundation steps found after Nuclear Purge.
  2. Wait until the Steam Workshop downloads are done. Warning: Do NOT start the Paradox Launcher until all downloads have finished.
  3. Exit Steam (fully exit Steam, not just close the window).
  4. Start Steam.
  5. Verify the integrity of Stellaris installation files. Steam Library → Right click on Stellaris → Properties → Local files → Verify.
  6. Launch the Paradox Launcher by starting Stellaris.
  7. Wait until the Launcher recognizes the downloaded mods. It usually takes 10-15 seconds; there is a graphical indicator over "All Installed Mods" while it's updating.
  8. Close Paradox launcher.
  9. Exit Steam (fully exit Steam, not just close the window).
  10. Restart the computer.
  11. Start Steam.
  12. Download and install the newest version of Irony Mod Manager (see Tools & utilities section).
  13. Make sure antivirus software is not blocking Irony Mod Manager. It might do so silently without a warning.
  14. Launch Irony Mod Manager.
  15. Follow steps 1 to 7 on this IMM wiki page. In step 5, name the new collection as wished. In step 6, enable the mods from the Practice Mod List.
  16. In the right hand panel of IMM, a mod load order may look like something in Figure 4. This is a unoptimized load order and requires ordering.

Ordering Mods in Irony Mod Manager

  1. Read through the section above named Ordering Mods Correctly. Using the information from that section, compare the Practice Mod list order to the optimized load order from the Ordering Mods Correctly section. The outcome of the comparison should be that the practice mod list is not optimally ordered. Follow the steps below to correctly order the mods.
  2. Sort the mods using Z to A sorting (see Figure 3). CONTINUE FROM THIS POINT
  3. Start manually moving mods around, according to the General Mod Order section.
    1. !!Ariphaos Unofficial Patch is currently at position 14. However, according to this guide, it should be at the very top of the list. Move it to position one.
    2. AI Game Performance Optimization Fix makes changes to AI. Therefore it needs to be high up on the list after unofficial patches. Again, critical thinking is required. It is a fix/patch mod, so intuitively it would go in the fix/patch section (low down in the list). However, since it is changing the AI, it should go high in the list.
    3. Map generation mods should be higher than prerequisite mods. Thus More Natural Looking Galaxies should be higher than SLEX.
    4. Points a, b, and c are examples of why manual sorting is required. Using the guide, keep manually sorting the mods until you get to an order as shown below.
Figure 5

Now you might notice that ! The Merger of Rules is below mods that have more !!!s at the start of their name. This guide mentioned mods with more !!!s go below mods with less !!!s. So why is the Merger of Rules lower than the Universal Modifier Patch? The Merger of Rules is required to be at the end of mod order, according to its steam workshop page. Thus it needs to be manually moved to the very bottom. The same situation is true for the Ariphaos Unofficial Patch; it has a very specific load order position according to the author. With Z to A sorting Ariphaos Unofficial Patch would be placed low in the list, but the info in its steam workshop page mandates it goes at the very top. This highlights the importance of reading each mod's info in the steam workshop! If you do not read, you will likely break your game!

  1. Next generate the conflict resolution patch mod. IMM includes a differential code viewer and editor that allows for resolving conflicts. A use case example would be if a mod low in the list (mod A) is overwriting a part of a mod higher in the list (mod B). It is possible that you want some of the code from mod B to overwrite mod A. Using the conflict resolver, you can copy and edit the code you want from mod B to Irony’s conflict resolution patch mod. IMM’s patch mod will always be loaded last, ensuring its overwrites are in the game. For the purpose of this guide you will run the conflict resolver to generate the patch, but without actually changing anything in the patch. This is because the IMM conflict resolution tool automatically generates some fixes to get some mods to work better together.
    • Quote from Mario author of IMM
      • Mario (Irony) — 11/06/2022link

Auto resolution (auto fixing) uses game rules to cleanup some game issues. Like deduplicate some items, merge some items into the same file. Without it you get certain issues like buildings disappearing (on some mod configurations) and stuff like that.

  1. Click on the conflict solver on the bottom right of IMM. Select default mode.
  2. Wait for it to load (this can take some time depending on computer power and number of mods).
  3. Copy the list of ignore rules from this link (credit goes to LordofLA https://github.com/bcssov/IronyModManager/discussions/156). Click on the ignore rules button bottom center of the conflict solver and paste the list. Click the save button in the bottom left of the window.
  4. Click the back button in the bottom right of the conflict resolver window.
  5. Check that the patch mod is enabled. See if there is a green outlined box, containing the words “Patch Mod: Enabled”, above the Mod Name column. It should look like the image in Figure 6:
Figure 6
  1. Next select the Merge button in the top right corner. Choose compressed and wait for IMM to finish the compressed merge (this can take some time depending on computer power and/or the size of the mod list).

This action will convert/compress each mod into a zip file, and will make a new Irony Mod Manager mod list (the original list is still saved). There are several advantages to this. First, compressed mods load much faster, and with a large mod list, this can cut down loading times from 20 - 30 minutes, to just a few minutes. Second, the zipped mods cannot be updated by steam. This means a mod updating will not break your game mid play.

Close IMM and launch stellaris to launch the PDX launcher. Wait for PDX launcher to recognize the merged mods. Once done close the PDX launcher. Open IMM again.

  1. Click the apply button.
  2. Click the launch game button.

Now that you have created a custom practice mod list (setup), the next step is to test modded stability. Since a Stellaris game can easily last dozens of hours, it is worth testing the stability and performance of the modded setup before committing to a actual game.

Stability Testing

Once the load order and the IMM patch has been generated, it is time to test the stability of the modded setup. There are three general stages to stability testing.

Initially the testing starts with "quick & dirty" stability testing. This quickly checks if the game is generally stable, and can rapidly identify initial issues such as the game failing to launch, galaxy generation failing, major UI problems, and general performance or speed problems.

The second stage tests stability and performance in more detail. This stage is intended to stress the modded setup by triggering major events and forcing medium and advanced galaxy generation (resource intensive operations).

The final step is to run and play a default empire and galaxy game as a player for several years or decades.

The stability testing is AI only. It does not generally test player empire action impacts. The game is run in observer mode. Observer mode will force the player to only observer all empires in the galaxy. Therefore the player empire become an AI empire as well. This is done to avoid stagnation of the player empire when running the game for several hours without player input. AI only observer testing will demonstrate game stability to a good level, but cannot test player impactful operations that are player ID dependent (such as certain events and economic or military behaviors). Consequently, it is always recommended to play a quick and normal galaxy setup as a player after both stability testing steps have been successfully done. This third test should be undertaken with the understanding that if the game is stable and has good performance after several years/decades, it will be discarded for a full proper play through.

Quick & dirty stability testing

  1. Launch Stellaris via Irony Mod Manager.
  2. Start a new game.
  3. Select any of the pre-made empires.
  4. Select medium galaxy size. Turn xeno-compatibility off and leave all other options on default.
  5. Start the game to test galaxy generation.
  6. If the galaxy fails to generate, attempt galaxy generation another one or two times. Depending on mod selection and/or the Stellaris version, galaxy generation may fail a few times before it generates successfully.
  7. When the game starts successfully, it is possible that several mod UI panels will appear. Select the default options or start buttons if these appear.
  8. Let the game run for about one week under normal speed. Some mod UI panel pop-ups can take several days to appear.
  9. Pause the game.

    WARNING: Pausing the game before executing console commands is highly recommended. Some console commands can fail to execute properly if the game is running.

  10. Open the console with the ` key.
  11. Type observe in the console and press the Enter key to execute the command. This will switch the player to observer mode. This mode will allow viewing of the entire galaxy without fog of war. It will also switch the player generated empire to an AI empire.
  12. Next, in the console, type 3dstats in the console. Execute this command. This will open a small UI panel that outputs general game performance statistics such as FPS, tick rate, etc.
  13. Set the game speed to maximum and let the game run for a minimum of a few hours without any player input. To test this consitently, one cn use the <code>thirty_year</code> command which will output performance statitics after thirty years have passed in game. Shorter test can be achieved with the one_year code.
  14. Check in on the game every once in a while to see if the game has crashed.
    • If the game has crashed, check the Performance Issues section for troubleshooting tips.
  15. If the game has run for a minimum of several hours without crashing, continue to the Advanced Stability Testing section.

Advanced stability testing

  1. Follow steps 1 to 13 in the Quick & dirty stability testing section.
  2. Make sure the game is still paused.
  3. Briefly unpause and then repause the game.
  4. If the console window has been closed, open the console with the ` key.
  5. Type mature_galaxy in the console and press the Enter key to execute the command.
    • Simulates a game in year 2300 (100 years post game start: every default empire gains colonies, technologies and fleets).
  6. Wait for the galaxy to generate which may take some time.
  7. Observe if game crashes during medium galaxy simulation.
    • If it crashes, attempt another one or two times. If it still crashes, begin reading through the Troubleshooting & Performance section.
  8. Once the advanced galaxy generates, briefly unpause and then repause the game.
  9. Open the console with the ` key.
  10. Type debug_event in the console and execute the command.
    • This command records which events are fired, and how often. If performance issues are noticed during testing, a second command debug_dumpevents can be executed to list events that have been fired.
  11. Let the game run for about one week under normal speed.
  12. Try to enter a system from the galaxy map view. if it crashes it might indicate a unstable mod setup or the mod setup is too ambitious for the computer performance capabilities.
  13. If entering a system works fine, run the game on max speed for several hours/overnight
    1. To test stability even further it is possible to force mid game crises; the Fallen_empire#War_in_Heaven (requires Leviathan DLC) & Marauders#The_Horde (requires Apocalypse DLC).
    2. Note: The game will need to run up to an additional 4 years after executing the commands below before the crisis becomes apparent.
    3. Console commands required to start the War in Heaven (open the console with the ` key).
      1. Debugtooltip You'll need this to check the ID of the empires you want to start the war with. Hover over an empire in the galactic map to see its ID.
      2. Play [empire ID]
      3. Event Used to trigger the event
      4. Setflag Used to set flags
        1. Step 0: Pause the game: Not necessary, but could cause a lot of issues if you don't do it.
        2. Step 1: Make sure one fallen empire has already awakened, if there is no awakened empire, you can force one to awaken by using the (play XX) command and then using the command (event event fallen_empires_awakening.1) when you are controlling the fallen empire.
        3. Step 2: Use (setflag country sleepers_awake_ancient_rival XX) on both of the fallen empires you want to awaken. I.e if my two fallen empires are ID 31 and 33, then I would use (setflag country sleepers_awake_ancient_rival 31) and (setflag country sleepers_awake_ancient_rival 33).
        4. Step 3: Use (play XX) to select the second (non awakened) empire and use the console command (event war_in_heaven.1). At this point the console should give a bunch of green checkmarks on the conditions that pop up. Unpause the game and after a few seconds the war in heaven event box will pop up giving you the option of choosing sides.
    4. Console commands required to start the Great Khan (open the console with the ` key).
      1. Debugtooltip You'll need this to check the ID of the raider empire that has been selected to convert to the Great Khan. Hover over the raider empire in the galactic map to see its ID.
      2. Event Used to trigger the event
        1. Step 0: Pause the game: Not necessary, but could cause a lot of issues if you don't do it.
        2. Step 1: Use the command event marauder.500 [raider empire ID] to start the Great Khan event.
  14. use console command after step 6 above, type advanced_galaxy in the console (will simulate year 400).
  15. wait for advanced galaxy to generate (this can take some time). Note: the advanced galaxy generation is very artificial and is best used to test all AI game-play (with observe console command). Many events and calculations depend on a player managing a user empire. Thus the advanced galaxy command cannot test user empire parameters. It is highly recommended to test a quick play through under normal game-play after all the previous testing steps are complete.
  16. see if game crashes. if it crashes it might indicate a unstable mod setup or the mod setup is too ambitious for the computer performance capabilities.
  17. if the advanced galaxy generates, let it run for a week at normal speed.
  18. Try to enter a system from the galaxy map view. if it crashes it might indicate a unstable mod setup or the mod setup is too ambitious for the computer performance capabilities.
    1. To test stability even further it is possible to force late game crises;; the Crisis#Prethoryn_Scourge the Crisis#Extradimensional_Invaders, and the Crisis#The_Contingency.
    2. Note: The game will need to run up to an additional 4 years after executing the commands below before the crisis becomes apparent.
    3. Console commands required to start the Prethoryn Scourge crisis (open the console with the ` key). Execute each command in the order shown below.
      1. event crisis.10
      2. event crisis.12
      3. event crisis.14
      4. event crisis.17
    4. Console commands required to start the Extradimensional Invaders crisis (open the console with the ` key). The Abberant or Vehement code should only be executed after executing the first code.
      1. event crisis.1000
      2. event crisis.1100 can be executed to spawn the Abberant.
      3. event crisis.1200 can be executed to spawn the Vehement.
    5. Console commands required to start The Contingency crisis (open the console with the ` key).
      1. event crisis.2005

check_save debug_stats deposits dump_ai_build_plan effect remove_megastructure error eventscopes eventstats memtest one_year planets production reload_graphical_map reloadfx resources thirty_years

Performance testing

See Performance section. If quick and dirty, and/or advanced stability testing are stable but suffer from performance issues (lag and/or stutter), check the Performance section and implement some/all of the recommendations. Then test the game using quick and dirty and/or advanced stability testing.

Tip: Using IMM conflict resolver to check mod load order

Placeholder

Creating a custom conflict resolution patch with Irony Mod Manager

One of IMM's strengths is the ability to manually check and correct mod list conflicts using the conflict solver. This is for intermediate and advanced mod users only. Requires knowledge or the patience to learn Paradox Stellaris code and familiarity with coding tools. Creating a custom conflict resolution patch is outside the scope of this guide. However, the following links below are useful if a mod user wishes to try custom conflict resolution.

  • Before assuming that custom conflict resolution is simple, it is highly recommended to watch LordOfLA's vimeo on using IMM's conflict solver. It demonstrates that the correct use of the Conflict Resolve in IMM can easily require understanding how MS VSC operates, how to differential compare files in VSC, and how to custom edit the conflict resolution patch taking into the account the results in VSC. This also requires understanding of how Stellaris code operates. For advanced modders only.
  • Warning: There is no auto resolve all conflicts approach, this is impossible to do. Repeatably clicking the resolve button will not work and will probably create a patch that breaks Stellaris.
  • Please read the IMM github wiki, particularly the section on the Conflict Solver.
  • Please read Steallris wiki entries on Paradox modding to get a better understanding of Paradox script language. Of particular interest are:
  • OldENT's github repository for up to date triggers, modifiers and effects
  • CWTools and Stellaris Modding Utilites can be used to check for error in the conflict resolution patch.
  • Both Dukko's and LordOfLA's collections have custom conflict resolution patches than can be examined for conflict resolution approaches.

Tip: multiple mod profiles

Using IMM it is possible to quickly set up multiple mod profiles. If the steps above were followed, there should be 2 profiles: a practice list and a practice list (merged). New profiles can be added by pressing the plus button. This is useful for building a stable mod list. For example, once a stable list of mods have been selected, it is possible to duplicate the profile. From then on additional mods can be added to the new duplicated profile for further testing, while retaining the stable profile. This also allows different mod packs to be tested easily.

Performance

Stellaris can be a very resource intensive game. So much so, that with a large and complex enough mod list, the best current consumer level hardware will not add performance benefits.

Galaxy Setup

  1. Decent galaxy setup for modded setups can found on Dukkos discord. Paste image here, remember to ask for permission.
  2. There are several galaxy setup parameters that will affect game performance.
    1. https://stellaris.paradoxwikis.com/Game_settings
    2. These include
      1. Galaxy size - The larger the galaxy the more habitable worlds. The more habitable worlds, the higher chance of settling and generating pops. The more pops the more lag. Select according to the power of your computer
      2. Habitable worlds - The more habitable worlds, the higher chance of settling and generating pops. More pops, more lag.
      3. Number of primitive species - more species, more pops, more lag
      4. Logistic growth ceiling
      5. Growth required scaling
      6. Xeno-Compatibility - Many species can contribute to lag. This setting limits many species.
      7. AI Empires - The more empires the more calculations. Select according to the power of your computer

Performance mods

List and link common performance mods

  • AI merge species
  • Ai gam perforamnce fix
  • ! core framework
  • Ai automatic pop migration
  • stellarstellaris

Performance tips

Troubleshooting

The section below contains various fixes for troubleshooting modded Stellaris issues, such as game crashes, missing icons and lag. If these fixes do not resolve the issue, it is advised to visit the Stellaris Modding Den discord and ask for help in the mod-user-help channel. Please read the Troubleshooting - Reporting a Problem section of the guide before asking for help. It will likely result in a more rapid and improved troubleshoot response. https://github.com/MattMills/stellarstellaris/blob/master/CRASH-HELP.md

Troubleshooting - General

  • Restart the computer.
  • Make sure Windows, drivers (especially graphics), and Steam are updated. If updated, restart the computer.
  • Make sure IMM is updated.
  • Make sure the Paradox Launcher has been launched at least once after subscribing to new mods. If the launcher requires updating, update it See Section.
  • Clear the Paradox Launcher cache see section.
  • Make sure you are not using any outdated mods [see section].
  • Manage sub mods
    • A sub mod is a mod that adds to a core mod. Classic sub mods would be the many mods that expand Planetary Diversity.
    • Make sure sub mods are below the core mod.
  • Manage Patch mods
    • With extensive mod lists, you will often need patches. There are many patches available to make 2 or more mods work together.
    • Starting with the 1st mod in IMM, right click and select Visit Steam Page
    • Scan the steam workshop page for patch mod links, information on compatibility, and information on mod dependencies (some mods require others to work).
    • Search for the mod in the steam workshop. Scan the search results for recently published patches. Typically they are on the 1st or 2nd page when sorting by recent. Make sure that the patch is up to date for the mod and game version.
    • Always look at the date of the last mod update. Generally you want to see an update date on or after the date of the last stellaris update.
    • If you find 2 similar versions of the same mod (sometimes a mod will be updated by someone else and published under a slightly different name), download the most recently updated version.
    • Repeat for each mod in the list. Always make sure to read the entire steam workshop page for specific mod use information (such as specific load order instructions or mod dependencies).
  • Manage Omnibus mods.
    • Similar to patch mods, with an extensive mod list, omnibus mods are highly recommended.
    • Omnibus mods typically allow many mods to work together, rather than just 2 or 3.
    • Examples include !The Merger of Mods, !!Universal Modifier Patch, and !!!Universal Resources Patch.
  • Verify integrity of Stellaris installation files (in Steam Library right click on Stellaris → Properties → Local files → Verify).
  • Make sure antivirus software is not blocking the Paradox launcher, Steam, Stellaris, or Irony Mod Manager. It might do so silently without any warning.
  • If using One Drive, check if One Drive ran out of space or is disconnected (often computer users may not know they are using One Drive).
  • If a mod has both a local copy and a workshop subscription, the game will refuse to load the mod. Remove or move either the local mod, including the root Stellaris/mod/.mod file or unsubscribe from the mod on Steam workshop.

Troubleshooting - Specific

Irony Mod Manager is missing mods

Placeholder Get screenshot of this issue

Game crashes on launch from Steam/Paradox Launcher

Typically this is due to missing, corrupted, or ghost mods. Steam will occasionally screw up amod uninstalls or installs. Often the error.log file (found in %USERNAME%Documents/Paradox Interactive/Stellaris/Logs) will indicate if mods are problematic. You can open it using any text editor. You want to look for errors at the top of the log file that start with [dlc.cpp: some number]. An example is shown below.

Figure 3

If you see these types of errors, it indicates that your mod install is corrupted. The only option is to purge Stellaris. Follow the “1st Step: Purge and Solid Foundation - Light Purge” section of the guide. If this does not fix the issue then follow the “Medium Purge”, and if the problem still persists, follow the “Nuclear Purge” section of the guide followed by the “Solid Foundation” section.

Game crashes when starting a new game

A crash when starting a new game (post galaxy creation screen) is typically indicative of out of date mods, mod incompatibilities, corrupted/ghost mods, or a corrupted Stellaris install.

  • Check if any mods are out of date (see Warning: Mod Versions section).
  • Check that
  • Crash when starting new game; mod load order conflict or outdated mods or mod conflict not load order dependant
  • Check if all mods are up to date for you game version
  • Check to make sure a patch mod isnt missing
  • Check mod load order follows above guidelines
  • If still crashing remove 50% of mods (not exactly 50%, use some logi, eg. if PD addon mods cross the 50% line but PD core mod is below the 50% line remove mods after all the PD addon mods
  • Run conflict solver
  • Test if game works
  • Once game runs, add 25% of remove mods, see if it runs again
  • Make sure to re-enable patch mods if needed (they typically are at end of load order).
    • E.g. if PD and MEM have a patch mod, its probably at end of load order. If PD is in the 1st 50% of mods that worked, and MEM is in the next 25% of disabled mods that are enabled, make sure to enable the patch mod, even if its at end of load order

Game crashes when loading a save

  • Stellris generates crash log on crash
  • Can find in documents
  • Error log is generally useless
  • Only exception is when exception file has same crash time as last error log entry
  • If this is the case, figure out what mod -> look at error log last entry
  • Search for the file or code line in stellaris workshop steam folder
  • Make sure to search within files is turned on
  • Remove mod from IMM, rerun conflict, try new game again
  • Note: ask what sort of errors can be safely ignored in error log, and which ones indicate real trouble

Game crashes during gameplay

Almost always event related

  • PDX Unlimiter
    • Savegame manager and editor for PDX games, including Stellaris. Useful for troubleshooting crashes.
    • Instructions for installation and use can be found in the hyperlink
    • Credit goes to (move dto troubleshoot)
  1. Open most recent savefile, extract gamesave
  2. Open with notepad
  3. Search for crash date
  4. Launch game and most recent save
  5. Debugtootip
  6. Pause game
  7. Look at gamestate date, look for ids, most important is empire ID (country) and origin ID and object name
  8. Combine country and origin ID if possible
    1. Eg of country ID is 11, type play 11, look for the object (e.g. settler) by looking for the named ship
  9. When ship is located, check system ID if corresponds
  10. Delete item, either disband, or type damage 10000000
  11. Run game 1 day, save
  12. Restart with save just generated, see if it progresses past the crash date
  13. Eliminate objects happening around the crash date
  14. Also search for timers in gamestate
  15. See if there is a timer close to crash date and end it
  16. If this doesn't work/exist
  17. Halt everything )builds, ship travel, settling, megaprojects, research, archeology, anomalies, etc)
  18. Run 1 day save
  19. See if crash is bypassed
  20. If yes reload save and start shutting down sectors
    1. Eg research 1st, test if crash, if not, reload save, end invasions, etc

Game is laggy/stutters

Can see lag by very slow day progression on fastest speed and low fps. Stutter can be verified by using console with 3dstats command. Include screenshot of red line normal v stutter.

Several reasons for this An event(s) is firing too often. Use the console command debug_events and then run the game for a while (1-2 years). Use the console command debug_dumpevents to dump the events and times the events have triggered. Look for events that have triggered many times. Remove this mod and reinstall the mod setup as described in the guide. Test performance by loading a recent save. Be aware, removing mods, while recommended for troubleshooting will likely result in a corrupted save. Be ready to restart a new game once the performance issue seems reduced/resolved.

Figure 3

TrailedMachines — Yesterday at 11:22 AM in on_actions [11:22 AM] 21 is a debug event, no real load [11:25 AM] 22 is trivial, debug event moreso, only fires on colonization [11:26 AM] 20 is debug and yearly [11:26 AM] 1 is only on game start [11:27 AM] which leaves 25, which fires monthly, and checks yearly if not at way, twice yearly if at war [11:27 AM] via timed flags [11:28 AM] so it shouldn't give any sort of load except on a yearly pulse basis [11:28 AM] and if you're worried about the call to a trigger

  • Some mods add buildings that greatly increase the number of soldier jobs. Too many defence armies (on top of assault armies) can result in overflow and lag. An easy fix is to reduce the number of soldier jobs by disabling/reducing the soldier job in the planetary job viewer.
  • Long audio tracks can cause stutter and lag. Either remove music mods that contain long tracks, or use the music player to disable (remove the checkmark), songs that are 10 minutes or greater.
  • Too many populations. This is probably the number 1 reason for lag. Pops and the calculations run on their jobs happen often and are resource intensive. To reduce this issue there are several approaches
  • Play on a smaller galaxy with less AI civs
  • Make sure there are not too many excess job slots. Limit building ahead and build only when needed.
  • Make sure all pops are employed. Unemployed pops are more resource intensive. Either build new buildings for additional jobs or immigrate them to planets that have empty jobs.
  • Purge pops often (only works for some trait/civic setups)
  • GUI Leak - see reddit thread

Empty event boxes

See Empty Event Box Bug

Figure 3

Missing or corrupted icons, flags, portraits & textures

Localization errors

TrailedMachines — Yesterday at 10:58 PM oh good [10:59 PM] Ctrl Shift F in Notepad++ [10:59 PM] set the find to the string you wanna search [10:59 PM] set filter to *.yml [11:00 PM] set the directory to your workshop content folder [11:00 PM] it'll be like program files/steam/steamapps/workshop/content/281990 or something [11:00 PM] that'll search all the lang files of all the mods you got installed for the description [11:01 PM] it'll give some long number for the folder, thats the same as whats in a steam workshop URL [11:02 PM] be like 281990/number/localisation

Entities Have 1 Power or Disappear - Overflow Error

Overflow is a term used when a entities number (fleet or army power, for example) exceeds what the game can calculate. At this point the number will either revert to 1 and/or the affected entity will disappear. This often happens when mods are used that allow the creation of very powerful entities/groups of entities. Examples include The Zenith of Fallen Empires (ZOFE) and Ancient Cache of Technologies (ACOT). On top of causing entities to disappear, having groups of entities that result in overflow can also be indicative of a performance issue. If you have so many ships in your fleet that the game overflows, it's likely that just the number of ships are slowing down the game.

Least invasive

Use the ship designer to create less powerful ships. For example, replace any hull components that are multipliers, such as +X% shield strength. If the number of entities is an issue, rather than the power of an individual entity, reduce fleet numbers by replacing smaller more numerous ships with larger more powerful ships. For example, reduce the number of corvettes in a fleet and replace them with battleships.

Minimally invasive

fleet overflow only Useful if using The Zenith of Fallen Empires mod, but is also specifically designed to not require ZOFE. Useful if using mods that generate very powerful ships/fleets. https://steamcommunity.com/sharedfiles/filedetails/?id=2499100617&searchtext=defines

Somewhat invasive

overflow fixes for more than fleets, but also touches other aspects such as crisis and events Useful only if using Ancient Cache of Technologies. https://steamcommunity.com/sharedfiles/filedetails/?id=1504307690&searchtext=Ancient+Cache+of+Technologies Useful only if using ESC link to ESC overwrite

Most invasive

overflow fixes for ships, but requires a mod dependency that touches upon more game aspects Useful only if using ! Core Framework & Modmenu (the dependency). https://steamcommunity.com/sharedfiles/filedetails/?id=2577213832&searchtext=overflow Dependency: https://steamcommunity.com/workshop/filedetails/?id=2466607238

Fallen empires do not spawn

Fallen empires are spawned last. If too many AI are generated in the galaxy, Fallen Empires will not spawn. If using a galaxy generator mod, open the mod in irony mod manager (right click, open mod folder/file). Find the map folder, then galaxy folder, then the base.txt file. Open the base.txt file and underneath fallen_empires, change the code to this: min_sq_dist_between = 2500. If this issue occurs in vanilla stellaris, follow the instructions found here.

Strange mod behavior

Placeholder

Incorrect UI size

Sometimes with custom resolutions or multiple monitors the game window can be cut off. See picture with cut off v no cut off. Typical solution is to adjust scaling in the graphics options according to the below chart.

Figure 2

Reporting a Problem

Where to ask for help (helpfulness tiered) if the above tips dont work.

  • Stellris wiki
    • Add most relevant pages
  • Modded stellris discord, mod-help channel
  • Paradox stellris forum
  • Stellaris and modded stellaris subreddits (some knowledgeable beings use these subreddits)
  • Steam Discussion
  • Google
  • Give game version, and mod order list (include IMM export mod list + ``` formatting on discord

Debug commands, scripts & logging

  • Debug_events
  • Debug_dumpevents
  • Observe
  • Damage
  • advanced _galaxy
  • Borders
  • Debugtooltips
  • 3dstats
  • Debug_stats
  • Console commands to increase debug log verbosity
  • mature_galaxy - mid game
  • fast_forward [days] where days is the number of days to fast forward (1 day is 10 ticks - verify), ticks are MTTH
  • debug_ai

Effect scripts

use console with the below effect scripts. can be useful for troubleshooting problematic mods, performance, and responding to specific troubleshooting requests.

Effect scripts can be a powerful tool to troubleshoot or bypass modded stellaris issues. For example, Sometimes it is not worth removing a entire mod from a game See Warning: removing a mod mid game. Since not everything can be extensively tested before committing to a modded game, it is possible to run into a mod not function perfectly. A use case would be if a mod's event fails to fire properly. If this event would normally result in a special tech needed to progress further in the mod, the mod user is effectively blocked. A effect script can be used to give the technology and bypass the blocked issue. Warning: These effect scripts can be abused to cheat.

To execute a effect script in general, the following can be done.

  1. Open the console in-game using the ` key.
  2. Type effect in the console, followed by the effect script (see below for examples).
    1. It is also possible to copy the script below and use the key combo Cntrl+V while in the console to paste the script.
  3. Press the Enter key to execute the effect script.

For example, executing effect xxxx in the console will run a script to do X. Note: depending on the effect script, its possible the player needs to be playing as an empire. Some effect scripts will not work in observer mode.

  • colonize every colonizable planet in the galaxy (OldENT Discord). Useful for stability and stress testing

effect every_galaxy_planet = { is colonizable = yes } create_colony = { owner = root species =root } }

  • count all armies in the galaxy (mattmills)

effect root = { every_owned_army = { prev = { change_variable = { which = count_armies value = 1 }}}

  • uncolonizes a planet (corsairmarks discord). Useful for troubleshooting. Make sure to select the planet to uncolonize before executing the script.

effect destroy_colony = { yes }

  • kill all pops on a planet (JamesFire discord). Useful for troubleshooting. Make sure to select the planet to depopulate before executing the script.

effect every_owned_pop = { kill_pop = yes }

  • colonize a planet (corsairmarks discord). Useful for troubleshooting. Make sure to select the planet to colonize before executing the script.

effect create_colony = { yes }

  • create a pop on a planet (corsairmarks discord). Useful for troubleshooting. Make sure to select the planet to populate before executing the script.

effect create_pop = { yes }

  • learn a specific technology (OldeENT discord). Useful for troubleshooting/bypassing game issues.

effect give_technology = { tech = techID message = yes } Note: techID is a placeholder variable. Please search the tech wiki for the specific ID of the tech needed. If the tech is from a modded game, you need to search the mod's files for the tech ID. For example effect give_technology = { tech = tech_mine_dark_matter message = yes } would give the player the tech needed to mine dark matter.

  • gives X amount of a resource (OldENT discord). Useful for bypassing game issues.

effect add_resource = { resourceID = X } Note: resourceID is a placeholder variable. Please search the tech wiki for the specific ID of the resource needed. If the resource is from a modded game, you need to search the mod's files for the resource ID. The X variable can be any number. For example effect add_resource = { sr_dark_matter = 100 } would add 100 dark matter resource.

  • changes flag to another flag (corsairmarks discord). Useful for bypassing current flag is wrong or missing issue.

effect change_country_flag countryflagID. Note: countryflagID is a placeholder variable. Please search the wiki for the specific ID of the flag needed. If the flag is from a modded game, you need to search the mod's files for the flag ID.

  • changes species portrait to a differnt portrait (corsairmarks discord).

effect owner_species = { change_species_portrait = portraitID }. Note: countryflagID is a placeholder variable. Please search the wiki for the specific ID of the flag needed. If the flag is from a modded game, you need to search the mod's files for the flag ID.

  • colonizes a planet (OldENT)

effect start_colony = { owner = solar_system.owner species = solar_system.owner ethos = solar_system.owner }

  • change ethics (corsairmarks)

effect country_add_ethic = <ethic> effect country_remove_ethic = <ethic> effect shift_ethic = <ethic>

  • counts all pops in a galaxy (JamesFire)

effect set_variable = { which = pop_count value = 0 } every_galaxy_pop = { PREV = { change_variable = { which = pop_count value = 1 }

    • Followed by print_flags 0
  • take ownership of a system if bugged (OldENT) NEEDS discord verification check!
    • Select fleet of the country you want to be the new owner of and execute this commandd

effect owner = { save_global_event_target_as = newcomer }

    • Click on the planet and execute this command

effect conquer = event_target:newowner set_controller = event_target:newowner

    • If you want to transfer ownership execute the following command

effect set_controller = event_target:newowner

  • finishes a bugged/stuck archeology even. Make sure to click on the planet with the problematic archeo event before exectuing the command

effect archeological_site = { finish_site = yes }

  • Reset/rerolls planetary depsoits and features (corsairmarks)

effect reroll_deposits = yes or effect rest_planet = yes

effect every_country = { every_galaxy_planet = { set_surveyed = { surveyed = yes surveyor = prev } } }

instant_build

tweakergui instant_colony

https://discord.com/channels/378985949373399040/588726237149528067/990037283946258542

stuck empire fix every_owned_planet = { calculate_modifier = yes }

Logging

Power shell for real time log output, useful for seeing when script errors fire during real-time game-play. It is possible to do this in game in the console as well see debug commands section. However the advantage of power shell is the window size (console output is quite small), and the ability to move power shell to another monitor.

  1. Launch power shell (do not launch as admin)
  2. Get-Content $env:USERPROFILE\documents\Paradox` Interactive\Stellaris\logs\error.log -Wait
  • Aggressive Crisis Engine offers a good selection of debug/logging tools.

Sharing mod lists SP or MP

As the mod list creator

  1. Make sure you have modded clean reinstall (see start of guide)
  2. Make collection on steam if not already done in 1st step (see 1st step house cleaning on how to save many mods into a collection relatively easily.
  3. Make sure you are fully subscribed to your collection
  4. Make sure everyone has the same steam version. Everyone should check for steam updates and update if needed.
  5. Start IMM
  6. Follow this video (https://www.youtube.com/watch?v=BkC_UwQ2hoc). Credits to suite24h for creating it and Cranky-sama for posting it on discord.
  7. The host should be the one with the best internet and the most DLCs
  8. Mods that add custom UIs will cause dysnc, such as gigastructures, infinite, ehof, etc. Edited UI will not cause dysnc, an example would be UIOD
  9. Ideally make sure everyone has good internet and a good computer. If one person has a weak computer, such as a low end laptop, the game can only run at the speed of the low end system. At worst, the weak computer player can fall several days behind. To reduce this issue, never set the game speed to fastest
  10. Special thanks for Wymorlon and DreamC on discord for suggesting and clarifying tips for a better MP experience

Related Resources

  • mattmills github on performance reverse engineering (linux only).
  • stellaris dev diary
  • stellaris modding den shared resource channel
  • https://www.asciitable.com/
  • LordOfLA's ruby script for patching mods to work with ships in scaling light, but can be used for any scaling mod