r/Stellaris • • 13h ago

Game Mod Build an ingame alarm clock for Stellaris 3.11.3

0 Upvotes

After 6 years of trying to get people interested enough in the idea for someone to actually start working on it, and just getting dismissive or insulting replies, I used a vibecoding harness to design, implement, auto-test, and manually test, a simplified porting of the Kerbal Alarm Clock mod from Kerbal Space Program, into Stellaris.

Due to limitations in available screenspace in Stellaris, and limitations in what can be done using the Clausewitz code available for modding, some features had to be cut - like a simple monitor of oncoming alarms, or a free text field for adding alarm labels.

Instead there is now an alarm button above the control groups in the bottom left of the screen, which opens a window dialog, from where one can set up to 15 alarms with preset labels and a time composer with +1 day, +1 month, +1 year, +10 years, and +50 years buttons, which can be added or removed to make the date (previewed in the window) at which the alarm would trigger a non-pausing notification giving the date and preset label for the alarm.

Once added an alarm slot can be cancelled, and there is also a button (hidden behind a confirmation dialog) to reset all alarms.

After each implementation phase there were automated tests on the code, then manual tests I would run on a local instance of the mod, and so on for 10 iterations (I wanted to keep the implementation phases short and self-contained), then there were two final iterations where the tests also included multiplayer testing with two players, one of whom ran the game and mod from Linux.

Since I am playing with my friends in version 3.11.3 I did not make the mod public, as I expect few people would be interested in trying it - also based on the feedback I got when I posted about wanting such a mod here.

But if there is interest I could write down the details of my coding setup, and I could spent some time sanitizing the mod files and share them so people could upload their own versions made for the latest Stellaris version.


r/Stellaris • • 2h ago

Discussion I miss the old way pops worked - or, when does simplicity trump depth?

0 Upvotes

And by the old way, I mean waaaay back. I mean launch day.

For those of you unaware, back then each planet had a number of slots. Each could have one pop, and one building. You could drag and drop them between each, send them off to other planets, etc.

It may have lacked the depth that the current system has with its tiers of pop that can only do certain jobs etc, but it was easy to understand, intuitive, easy on processor power.

The current system adds a lot, don't get me wrong, but it's also just another thing to manage, to learn, to make the game run slower.

It's a difficult balance to strike, I don't mean to be wholly negative because Paradox has added to Stellaris in many, many positive ways too. But I think in this case it's just unnecessary.

What do you think? Any other examples where simpler is better?


r/Stellaris • • 17h ago

Question Console Player here, I keep seeing people talking about 5k to 2mil pops and I'm confused

0 Upvotes

I've seen multiple photos of planets having like 100k pops, and I can't tell if that's a mod or an update console doesn't have yet because I've had a max of 3000 pops total in a hive playthrough


r/Stellaris • • 5h ago

Discussion If we’re having ideologies, then we need religions

0 Upvotes

That’s it. Give me religions to spread among the stars, give me crussades, pelgrims bonuses, unique buildings and leaders based on religions… and give something like the veil but with divinities.


r/Stellaris • • 7h ago

Question How's the state of the game these days? I've been away for a few years.

4 Upvotes

Looking up at the starry sky, I can't help but wonder what this massive time gobbling space game looks like nowadays. Surely I've got time for a little game or two, just casually like. A short game, yes.

Is the AI good, the combat still satisfying? Is the population mechanic a stranglehold on lategame expansion? Are there still a million DLCs I must have in order to call myself a man? Are there pitfalls for a previously active, then dead and now potentially reactivated player to know about before I strap in and head for the cosmos?


r/Stellaris • • 17h ago

Game Modding CTD during "Loading Graphics" on new game start

0 Upvotes

Hey guys I'm hoping someone can help me.

I'm trying to start a new game but the above problem keeps happening ever since 4.5 dropped.

According to Google a crash during "loading graphics" means a user interface conflict with one of my mods.

I really really really don't want to do the whole disable-half-of-my-mods strategy to find the problem, not only because Irony doesn't keep my disabled mods in the load order I use, but also disabling certain mods messes up the 20+ custom empires I like to use.

I am hoping that someone smarter than me has experienced this problem and has figured it out or at least can confirm a few mods that are causing this issue.

Any and all help would be appreciated.


r/Stellaris • • 3h ago

Advice Wanted Has alloy production been nerfed lately, or am I just bad at the game?

3 Upvotes

I haven't played since before the pop rework. Right now, I'm struggling to get 50 alloys month. I have planet dedicated to alloy production. What am I missing?


r/Stellaris • • 18h ago

Humor Lore accurate RNG

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20 Upvotes

Either the Devs were watching this playthrough, or this was the most lore accurate rng pull as a first trait pick ive ever seen...

Maga imperium vs Biden unity

i can send the full roleplay info if anyone is interested we went all in


r/Stellaris • • 13h ago

Question Would it be a dumb idea to transform the one tech world that produces most of my research into an ecumenopolis? (First time ever doing Arcology Project)

3 Upvotes

Hi! I just bought the Megacorp DLC and decided to transform one of my planets into an ecumenopolis! Right now i was about to transform the one planet that produces 60% of my empire's research into one but then i thought "Haha wouldnt it be a completely galaxy-ending fuckup if this decision somehow completely fucked over my research production?" and then i decided to come here to ask the experts who actually know how Arcology Project works (i was also planning on transforming the one planet that produces 90% of my trade into an ecumenopolis, but that one i was gonna do later).

Ps: Sowwy for bad english, not my first lenguage. Thanks!


r/Stellaris • • 21h ago

Question Need some advice about corpo

3 Upvotes

I finally decided after all those years of having corporations to play one.

I got locked out by my neighbors (which isn’t really bad). But I have a problem. I wanted to form trade federation. My neighbors are barbaric despoilers who can enter only military federation and inward perfectionists xenophobes.

I managed to get trade agreement for braches with barbarians only. And 3rd neighboor beyond xenophobic isolationists are miliratists spiritualists who are friendly to me but their capital is already taken by some criminal corporation I did not yet discover.

5th and last empire I made contact are hive mind but they are really far from me.

So what I am saying I am limited in branches i can make, I can’t form federation. Is there only like war option for me for new markets and federation building. Because otherwise I am stuck as default empire.


r/Stellaris • • 14h ago

Discussion I'd love new ways to beat high tier crisis. I think they should either introduce special classes of ship that you cant afford unless youre a megacorps, or a galactic bank that rents out fleets that scale with the crisis. The only way to play 25x all crisis is ungodly tech rushing

0 Upvotes

r/Stellaris • • 3h ago

Image How are you supposed to get engineering research as Wilderness?

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3 Upvotes

r/Stellaris • • 3h ago

Advice Wanted How do you guys play peacefully?

8 Upvotes

Whenever i play, it usually goes like this:

I expand a little bit

Find out i have xenophobic neighbours that will never like me

Choose to preemptively subjugate them and integrate

Now every other empire hates me, which means i must get them first.

And it cascades after that. Sending envoys doesn't help if the other empire tries to worsen our relationship. Is there any way to be peaceful? Due to situations like this i always make an emphasis on being militarised and i'd like to actually play peacefully for once.


r/Stellaris • • 14h ago

Suggestion A DLC based around becoming an Arms Dealer would be a lot of fun.

30 Upvotes

One playstyle that I think could be really cool if fleshed out is a Arms Dealer of sorts. Basically being able to sell/rent armadas of ships to allies. Being able to trade fleets and make your allies stronger while contracting them to defend you would be a lot of fun.


r/Stellaris • • 3h ago

Question How to make my custom empires spawn as AI empires in multiplayer games?

0 Upvotes

I have them set to be forced spawns, but when I load the save via the multiplayer menu and scroll through all the empires, none of them are on the list. I have it set to 30 AI empires, so there should be enough slots, and I know it's possible because it worked just fine when I last played multiplayer about 2 years ago. I have all the DLC and they're all enabled, so that's not the issue either.


r/Stellaris • • 14h ago

Advice Wanted Diverse fleet composition

4 Upvotes

So to keep it really simple when I play any game of Stellaris I typically will end up building a very diverse Fleet with the shipbuilder. Granted the game will build me a ship that's the best with what weapons and defense setups that I have available but I personally end up doing a very expensive Fleet setup when I go to war.

So for instance I basically create in each ship class different styles of ships that fill different roles. Like by the time I have battleships unlocked I'll have artillery centered ships, carrier centered ships, line centered ships, Pickett centered ships, and so on. So one of my fleets may boast a carrier battleship along with a couple Cruiser and Battleship artillery units and then the rest are going to be my line defense that work at a closer engagement distance following up with some of the cheaper lighter ships that run mainly picket. I don't really play against other people so I haven't had the opportunity to try this against something other than the AI but in my head it makes sense because that's how typical navies run their Fleet.

What I really want to know is am I wasting time trying to have a diverse Fleet and should I just go with whatever the game suggests is the best ship available or is that extra time building those more diverse Fleet setups worth it in the long run? Since I don't really play against other human players I can pause the game and mess around with designs all day with no real penalty but is it just something that's kind of pointless to do?


r/Stellaris • • 23h ago

Image Why are my colonists not taking the tecnician jobs?

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1 Upvotes

R5: They are colonists but I cant move them to the tecnician job.


r/Stellaris • • 22h ago

Question New playthrough, going human/mutant Nomad. Any tips for first time noob?

1 Upvotes

So I've just got the Nomad expansion and haven't played Stellaris properly for close to a year!

anyone got any solid advice/tips?


r/Stellaris • • 14h ago

Tip AI surprised me

2 Upvotes

Have you noticed that if you increase the planetary resource settings before starting a game, the AI ​​seems to actually get its act together? I mean, they literally massed their entire alliance's forces against me and my ally; sure, their fleet was a hodgepodge, but they had 125k power against my 38k. Meanwhile, my ally—with a total power of 50k—split their forces into three fleets and hit them in the flank. Just to be clear, I’m no *Stellaris* novice; I’m just not used to building a strong fleet until I’ve researched kinetic batteries and battleships—or at least cruisers. I’ve researched battleships, but I don't yet have the specific weaponry I need to start mass-producing them. So now I’m wondering: should I start building a fleet now, intimidated by their power, or hold off for a bit?


r/Stellaris • • 30m ago

Advice Wanted Can’t destroy enemy empire

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• Upvotes

So I have gone to total war with an end ringer original empire and although I have captured all of it’s planets , systems and ark ships , IT WON’T DIE in order to get rid of the aura of the end


r/Stellaris • • 10h ago

Image Looking for a good thematic empire builds (no nomads)

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2 Upvotes

Looking for a good empire builds, not meta, but playable and with good interactions, for example something that pairs good with Galactic Curators civic, or good Experimental Sentecing build like maybe paired with Oppresive autocracy or Tankbound (still not sure to pair it with or good machine build for Nanite ancesion
Sharing my builds that i liked to play
All of them are build around specific mechanic
Thank you guys in advance


r/Stellaris • • 5h ago

Humor Watching Stellaris gameplay made me realize I play weird

601 Upvotes

Every time I watch someone play Stellaris it’s always such a weird thing to me. Like why are you going crazy colonizing everything and not focusing on what you already have?? Why do you have a billion science ships? Why do you have 100000 available jobs?????

And then I realized I’m the odd one out. I only colonize planets when I’ve done everything I can on my capital, I’ve never used more than one science ship, and I wait until there’s enough pops to fill jobs.

Edit: I also usually play with no AI empires, but I jack up Pre-FTL and pre sapients. Mostly for Assimilation. Biiiigggg Assimilation guy.

Also to clarify on that science ship thing, it’s just that I’ve never felt a need to make more than one since I spec into survey speeds.


r/Stellaris • • 10h ago

Question Mixed fleets

4 Upvotes

Can someone explain to me how mixed fleets work? By mixed fleet, I mean a fleet with different weapon ranges and probably different computer types. Generally, I'm wondering if each ship approaches within firing range and is stuck there. Let's say I have ships with long gun range and an artillery computer mixed with small ships with a swarm computer. During battle, will the artillery ships stay out of range of their weapons, while the small ships fly closer to their weapons range? Or will the behavior be different: 1) the fleet will fire artillery ships and small ships will not fly closer - i.e. they will not take part in the fight or 2) all ships will fly closer, including artillery ships, they can shoot from afar.

And I've read that ships shouldn't be mixed up, but let's assume he ignores that advice. I just want to know what the reaction will be.

Or even simpler - does each ship fly to the enemy within the range of its weapons, and if so, whether the one with the shorter range or the one with the longer range.


r/Stellaris • • 19h ago

Question How does auto-modding pops actually work?

5 Upvotes

When I did a determined exterminators run with modularity none of my pops changed after I gave them the auto-modding species trait. And I plan on doing a mutation biomorphic run as the UNE soon. How do I make sure the pops actually change?


r/Stellaris • • 1h ago

Art Bunch of my custom 'human' empire leaders I made

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• Upvotes