стелларис как создать мод
Создание и настройка мода в Stellaris
Кнопка «Редактор» (Mod tools)
Чтобы это сделать, запустите лончер игры, нажмите на закладку «Моды» (Mods), затем «Редактор» (Mod tools)
Кнопка «Создать мод» (Create Mod)
Нажмите на кнопку «Создать мод»
Экран создания мода
Введите название мода в поле «Доступные моды» (Available Mods)
В поле «Каталог» (Directory) укажите имя папки для Вашего мода (лучше, если это будет имя мода, только нужно заменить символ пробела подчёркиванием «_»)
Поле «Версия игры» (Supported version) не меняйте (оно просто показывает пользователям если мод устарел)
И, наконец, добавьте теги мода с помощью выпадающих меню.
Нажмите кнопку «Создать мод» (Create Mod):
Ваш новый мод в своей папке! Нажмите кнопку «Закрыть» (Close) в правом нижнем углу экрана и выходите из лончера Стеллариса.
Настройка файлов и папок.
Для того, чтобы начать, нужно создать определённые файлы и папки.
Папка «Common»
Это папка Stellaris/common, где хранятся все настройки Стеллариса. Здесь чаще всего можно найти примеры того, как сделать ту или иную вещь. Посмотреть, для чего какие папки нужны можно по ссылке http://www.stellariswiki.com/Modding#Game_structure
Папка Defines
Это папка Stellaris/common/defines, в которой находится удивительный файл 00_defines.lua
Папка Mod
Это папка Вашего мода. В ней будут должны находиться все необходимые для работы над модом файлы и папки. Для Вашего мода эта папка действует аналогично основной папке Стеллариса. Всё, что нужно – это поместить папки common and common/defines в папку мода
Добавление папок
Создание и настройка мода в Stellaris
Кнопка «Редактор» (Mod tools)
Чтобы это сделать, запустите лончер игры, нажмите на закладку «Моды» (Mods), затем «Редактор» (Mod tools)
Кнопка «Создать мод» (Create Mod)
Нажмите на кнопку «Создать мод»
Экран создания мода
Введите название мода в поле «Доступные моды» (Available Mods)
В поле «Каталог» (Directory) укажите имя папки для Вашего мода (лучше, если это будет имя мода, только нужно заменить символ пробела подчёркиванием «_»)
Поле «Версия игры» (Supported version) не меняйте (оно просто показывает пользователям если мод устарел)
И, наконец, добавьте теги мода с помощью выпадающих меню.
Нажмите кнопку «Создать мод» (Create Mod):
Ваш новый мод в своей папке! Нажмите кнопку «Закрыть» (Close) в правом нижнем углу экрана и выходите из лончера Стеллариса.
Настройка файлов и папок.
Для того, чтобы начать, нужно создать определённые файлы и папки.
Папка «Common»
Это папка Stellaris/common, где хранятся все настройки Стеллариса. Здесь чаще всего можно найти примеры того, как сделать ту или иную вещь. Посмотреть, для чего какие папки нужны можно по ссылке http://www.stellariswiki.com/Modding#Game_structure
Папка Defines
Это папка Stellaris/common/defines, в которой находится удивительный файл 00_defines.lua
Папка Mod
Это папка Вашего мода. В ней будут должны находиться все необходимые для работы над модом файлы и папки. Для Вашего мода эта папка действует аналогично основной папке Стеллариса. Всё, что нужно – это поместить папки common and common/defines в папку мода
Добавление папок
Стелларис как создать мод
Modding Stellaris is an easy and often a fun way to share your stories with your friends and the greater Stellaris community. Hello, my name is cbshing, creator of workshop mods such as Tomb World Start Systems and Cockroaches of Earth and an active modder since June 2017. For this lesson we will learn to share your Stellaris empires through creating and publishing a Stellaris mod. I look forward to seeing what stories you will share!
For this section we will step through on how to upload the mod you just created to the Steam Workshop.
Now add a description and upload images. If you used any dlc only content or mod content while making your mod, be sure to give those authors credit by adding Required Items or Required DLC.
Now that you have successfully uploaded a mod to the Steam Workshop, you are probably thinking «That was easy!». And you’d be correct in thinking so! The Paradox developers made modding Stellaris very easy, so don’t hesitate to share your stories with the world!
Thank you for reading this guide. I hope to bring to you a series of modding guides so that more mods can be introduced to the Steam Workshop and more people can have fun while playing Stellaris!
If you’re interested, you can find the mod created in this example at the following link on the Steam Workshop:
Cormathani Directorate
If you’ve shared an empire in the Steam Workshop using this guide, please leave a link in the comments below. I’d love to see your stories!
Windows | …\Documents\Paradox Interactive\Stellaris\mod |
Mac OS |
File and folder structure
Getting the structure set up correctly when creating a mod is essential for it to run properly.
This is the required structure inside the main mod folder:
The data structure is similar to the proprietary Valve Data Format. [1]
Example modname.mod file
Adding a thumbnail
The Steam Workshop allows for a preview thumbnail picture that’ll be displayed when searching for mods and as a preview picture if you haven’t uploaded any, otherwise it’ll be placed to the right of the preview pictures.
It’s recommended to make the thumbnail 512px × 512px at minimum, which is used by the workshop frontpage.
Additionally, the thumbnail file should be under 1 MB in size, otherwise, it will not be uploaded.
Both JPEG and PNG are supported, and after 2.4, the image file must be named thumbnail.png.
You can always update the thumbnail at any time by updating the mod (unless you are only a co-author).
Creating a mod
You can use the game launcher to set up a mod structure for you by following these simple steps according to your launcher of choice:
# | Launcher v1 ( =2.4.0) | |
---|---|---|
1 | Launch the game | |
2 | Navigate to the mods tab | |
3 | Click Mod Tools | |
4 | Click Create Mod | |
5 | Insert the relevant information and click Create Mod at the bottom | |
6 | Navigate to the mod folder and locate your mod folder | |
7 | Start modding! |
Uploading and updating a mod
Uploading and updating a mod follows the same procedure, depending on your launcher of choice:
# | Launcher v1 ( =2.4.0) | |
---|---|---|
1 | Launch the game | |
2 | Navigate to the mods tab | |
3 | Click Mod Tools | |
4 | Click Upload Mod | Click Upload a Mod |
5 | Select your mod from the list | |
6 | Click Fetch Info and wait for a response | Select mod site |
7 | Insert description * | |
8 | Click Upload | Click Upload Mod |
9 | The launcher will now upload your changes and inform you when it’s done or if an error occurred. | |
10 | Navigate to the mod service of choice and locate your mod; Steam Workshop, visit the Workshop page, and locate the «Files you’ve posted» button by hovering over «Your Files» on the right Paradox Mods, visit the Mods page, login, and click «My uploaded mods» in the dropdown menu that appears when hovering over your name |
Game data
Game structure
Below is a list of game files and folders, listed alongside the modding guide for each.
Stellaris/common/
Folder/File | Summary | Guides |
---|---|---|
agendas | Agendas are given to leader-candidates in Oligarchic government-forms | Agendas |
ai_budget | Determine how AI should handle resources. | AI |
ambient_objects | References used by code to spawn ambient objects | Models |
archaeological_site_types | Definitions for Archaeological Sites to be discovered and delved by Science Ships. | Ancestral Relics |
anomalies | Events that occur for research ships | Anomalies |
armies | Definitions for army types | Armies |
army_attachments (Deprecated) | ||
artifact_actions | Definitions for Artifact Actions. | Ancestral Relics |
ascension_perks | Definitions for Ascension Perks. | Traditions |
attitudes | Definitions containing the restrictions for each attitude used by the AI | AI |
bombardment_stances | Definitions of bombardment stances. | Bombardment Stances |
buildable_pops (Deprecated) | ||
buildings | Setup for buildings constructable on planets, and those given through events | Buildings |
button_effects | Definitions for button effects. | Graphics |
bypass | Definitions for bypasses (gateway, worm hole and l-gate) | Bypasses |
casus_belli | Definitions for casus belli. | Wars |
colony_automation | Definitions for colony autobuild types. | Colony Automations |
colony_automation_exceptions | Definitions for colony autobuild types. | Colony Automations |
colors | Color definitions used for the country color selection | Countries |
component_flags (Deprecated) | ||
component_sets | List of the sets of components used by ships | Ships |
component_slot_templates | Slot templates to be used with ship sections. | Ships |
component_tags | Used to group components together for common modifiers | Ships |
component_templates | Attribute setup for each weapon and the templates used for ships | Ships |
country_types | Rules for each country within the game. | Countries |
decisions | Definitions for planetary decisions. | Decisions |
defines | Basic game behaviors and settings | Defines |
deposit_categories | Deposit categories relevant to deposit generation. | Planet Generation |
deposits | Setup for the deposits of resources found on planets as well as blockers spawned on habitable planets. | Planet Generation |
diplo_phrases | Setup for the logic behind the diplomatic phrases used between countries. | AI |
diplomacy_economy | Economy units based on diplomacy. Diplomatic upkeeps like influence upkeep of Federations are defined here. | Diplomacy |
diplomatic_actions | Setup for the rules for diplomatic actions. | Diplomacy |
districts | Definitions for districts. | Buildings |
economic_categories | Definitions for economic categories. | Economy |
economic_plans | Definitions for AI economy plans. | AI |
edicts | Setup for the edicts used by countries. | Edicts |
ethics | Setup for ethics, controlling their modifiers and categories | Ethics |
event_chains | Setup for the event chains used in the events folder | Event chains |
fallen_empires | Sets up the countries and system initializer used for fallen empires | Systems |
federation_law_categories | Definitions for federation law categories. | Diplomacy |
federation_laws | Definitions for federation laws. | Diplomacy |
federation_perks | Definitions for federation perks. | Diplomacy |
federation_types | Definitions for federation types. | Diplomacy |
galactic_focuses | Definitions for galactic focuses relevant to the Galactic Community. | Diplomacy |
game_rules | Logic used for various game actions, i.e. can_enslave_pop. Logic here does not override hardcoded rules. | Gameplay |
global_ship_designs | Designs used by the ship designer for each species | Ships |
governments | Setup for the governments. | Governments |
graphical_culture | Controls the lighting used for ships, which differs between graphical cultures. | Species |
lawsuits | Unused. | |
leader_classes | Definitions for leader classes. | Leaders |
mandates | Controls the mandates used by factions | Mandates |
map_modes | Definitions for map modes to be used in the galaxy view. | Map Modes |
megastructures | Definitions for megastructures. | Megastructures |
name_lists | Sets up the names used for each species. | Empire |
notification_modifiers | A variation of static modifiers. They have no modifiers and can only be added to empires. | Static Modifiers |
observation_station_missions | Actions that can be done with observation stations depending on ethic choices. | Gameplay |
on_actions | Events and actions that happens when you move, or do anything. | Events |
opinion_modifiers | Opinion of Empires on other Empires depending on Political status and Ethics. | Opinion Modifiers |
personalities | Shows the personalities of Empires AI traits and of Fallen Empires and enables editing them. | AI |
planet_classes | The setup for all the planets and stars in the game. | Planets |
planet_modifiers | Spawn chances planet modifiers (f.e. lush, hazardous weather, etc.). | Planet Generation |
policies | AI Policy grabbing (What order they take policies in) | Policies |
pop_categories | Definitions for pop categories (social strata). | Pop Jobs |
pop_faction_types | Population faction types and personalities | Pop Factions |
pop_jobs | Definitions for pop jobs. | Pop Jobs |
precursor_civilizations | Precursor civilization weightings | Planets |
random_names | Lists of random names for Empires | Gameplay |
relics | Definitions for Relics. | Ancestral Relics |
resolution_categories | Definitions for resolution categories relevant to the Galactic Community. | Diplomacy |
resolutions | Definitions for resolutions relevant to the Galactic Community. | Diplomacy |
scripted_effects | Pre-defined blocks of Effects to be called elsewhere. | Dynamic |
scripted_loc | Pre-defined methods to provide text based on the scoped object’s attributes. | Dynamic |
scripted_triggers | Pre-defined blocks of Conditions to be called elsewhere. | Dynamic |
scripted_variables | Pre-defined «@» variables to be called from other game files. | Dynamic |
section_templates | Container of components that consist actual ships. | Ship |
sector_focuses | Types of sectors and how they act. | Colony Automations |
sector_types | Types of sectors and how they act. | Colony Automations |
ship_behaviours | Standard ship behaviours. | Ship |
ship_sizes | Sizes of the Ships. | Ship |
solar_system_initializers | Defines starting systems for players, AI, event systems, hostile systems, etc. | Systems |
spaceport_modules (Deprecated) | ||
special_projects | Special Projects | |
species_archetypes | Definitions for species archetypes to give some shared attributes to species classes. | Species |
species_classes | Definitions for species classes that are sets of species portraits. | Species |
species_names | Definitions for species random names. | Species |
species_rights | Definitions for species rights. | Species |
star_classes | Types of solar systems (NOT individual stars themselves!) | Systems |
starbase_buildings | Definitions for starbase buildings that each starbase can only have one of each of them. | Starbases |
starbase_levels | Definitions for starbase levels. | Starbases |
starbase_modules | Definitions for starbase modules. | Starbases |
starbase_types | Definitions for starbase types. To players, no effects, flavor only. To the AI, a starbase auto-build guide. | Starbases |
start_screen_messages | Messages that should be shown to the player at the start of the game. | Gameplay |
static_modifiers | Blocks of Modifiers to be added to objects. | Static Modifiers |
strategic_resources | Definitions for resources, not just strategic resources. | Economy |
subjects | Definitions for subject types. | Diplomacy |
system_types | Definitions for system types. No effects, flavor only. | Starbases |
technology | Definitions for technologies. | Technology |
terraform | Definitions for terraform methods. | Planets |
trade_conversions | Definitions for trade value conversions. | Economy |
tile_blockers (Deprecated) | ||
tradition_categories | Definitions for tradition groups. | Traditions |
traditions | Definitions for traditions. | Traditions |
traits | Definitions for species traits and leader traits. | Traits |
triggered_modifiers (Deprecated) | ||
war_demand_counters (Deprecated) | ||
war_demand_types (Deprecated) | ||
war_goals | Definitions for war goals. | Wars |
achievements.txt | Definitions for achievements. Modding this file doesn’t make sense, since achievements are disabled for any «common» changing/expanding mods anyway. | |
alerts.txt | Messages | |
message_types.txt | Messages |
Stellaris/events/
Folder/File | Summary | Guides |
---|---|---|
example_events.txt | Contains the event code for a set of events. | Events |
Stellaris/flags/
Folder/File | Summary | Guides |
---|---|---|
*.dds | A flag image file. | Flags |
colors.txt | Sets up the allowed colors for flags and the randomizable combos. | Flags |
Stellaris/fonts/
Stellaris/gfx/
Stellaris/interface/
Folder | Summary | Guides |
---|---|---|
*.gfx | Controls the assignment of image to interface variable. | Interfaces |
*.gui | Controls the visual logic of an interface. | Interfaces |
Stellaris/localisation/
File | Summary | Guides |
---|---|---|
*l_simp_chinese.yml | Contains Chinese localisation | Localisation |
*l_english.yml | Contains English localisation | Localisation |
*l_french.yml | Contains French localisation | Localisation |
*l_german.yml | Contains German localisation | Localisation |
*l_polish.yml | Contains Polish localisation | Localisation |
*l_russian.yml | Contains Russian localisation | Localisation |
*l_spanish.yml | Contains Spanish localisation | Localisation |
*l_braz_por.yml | Contains Brazilian/Portuguese localisation | Localisation |
Stellaris/map/
Folder/File | Summary | Guides |
---|---|---|
galaxy | Contains the galaxy options. You cannot add new ones currently. | Galaxy |
setup_scenarios | Controls the logic for different sizes of galaxies. | Galaxy |
Stellaris/music/
Folder/File | Summary | Guides |
---|---|---|
*.ogg | A music file. | Music |
songs.asset | Controls the assignment of music to a code name, and sets the volume of playback. | Music |
songs.txt | Music |
Stellaris/prescripted_countries/
Folder/File | Summary | Guides |
---|---|---|
*.txt | Contains a pre-scripted setup for a country. Listed on the side ingame. | Galaxies |
setup_scenarios | Controls the logic for different sizes of galaxies. | Galaxies |
Stellaris/sound/
Overwriting Specific Elements
Occasionally, it is possible to overwrite a specific game element without needing to replace the entire vanilla file. In some cases adding an element with a similar identifier (id or key) into another file will duplicate that element for the game. But in other cases, the version that comes first (First In, Only Served; FIOS)/last (Last In, Only Served; LIOS) will be used instead. [2] The order in which files are processed is based on ASCIIbetical order of the filenames. If the names are the same, they’ll be processed based on the displayed order in the launcher (or loading template). Before patch 2.5 the load order was the reverse-ASCIIbetical order of the mod display name, with vanilla always being first (if it’s at the top of the mod list, it’ll be loaded last). Note that if there are multiple mods with the same display name, only the one whose mod file comes first, will be used. For more see #Mod Load Order.
Note that this feature is not documented and thus might be subject to arbitrary changes between versions.