recursal/Fanatic-Fandom huggingface dataset:
Building Tutorials

*Minecraft* is not just about mining and crafting. With the constant dangers of being mauled by Zombies and blown up by Creepers, any player has to consider making a shelter, whether for storing valuable items or for increasing one's chances of survival. This article will give some important tips on building stuff in *Minecraft*, and will (hopefully) cover everything from building a starter shack (that's not inspired by Direwolf20) to expanding your base into a thriving community.

## Things to consider

Upon building a house, there are a few factors that can be considered before planning a new build project.

* **Theme** - For some players who want to focus on aesthetics while playing a game of Survival, the theme of the build can be something to consider. The theme usually begins with the player itself or, in Multiplayer, is determined by the theme of the server (if there is one).
* **Location** - Determining one's location brings forth the question of which resources are available nearby. In Survival, it is necessary to start your base with resources that are readily available from your surroundings; it quickens the time needed to build a house, and alleviates the risk of having to stay without a shelter.
* **Function** - A room dedicated to brewing will definitely look different from a storage room. For this reason, planning a building often involves deciding what the building is made for. Depending on the its function, a building can have some things that aren't necessary in other buildings.

## The Starter Shack

While you collect resources to be able to survive and be able to build a base, prepare yourself a small with little to no decoration which will be temporal so dont try to make it look to nice.

## Expanding to Mid-Game

When you have gathered enough materials to build a base, try setting a theme and choose an appropiate block pallete according the theme you chose; If its future or a tech base try using factory blocks and laboratory blocks from Chisel. Then make a shape of a base adjusting the terrain into the shape, it is reccomended that you use wool or a similar cheap block to mark the shape before actually placing the real materials so that way you dont have to rebuild if you are unsure about how the shape looks.

## Resource Links

* **Google Images** - Your trusty source in looking for just about anything can also bring up pictures of building inspiration for your builds. Real-life buildings and existing builds in *Minecraft* can be searched here. Alternatively, use any search engine of your choice.
* **Paint**, **GIMP** or any image editing program with pixel painting support - This is often used to map out the size of buildings, as well as planning the design.
* **/r/feedthebeast** - Considering that reddit has a bigger userbase and that posts get archived you can easily search for desings of buildings and for inspiration as well. The same applies to /r/minecraft.
Symcalc

### Features

Adds a way to determine the numerical value of Instability for Thaumcraft infusion recipes

## Version Availability

1.6.4 • 1.7.2 • 1.7.10

**Symcalc** is a Thaumcraft addon mod for versions 1.6.4, 1.7.2 and 1.7.10. The mod was developed by meew0.

## Overview

The mod adds an item called the Stability Calculator, which can be used to properly determine the stability value of a Runic Matrix by right-clicking on the Runic Matrix while holding the item. The Stability Calculator will show details on the numerical value of the Runic Matrix's stability, as well as the type of recipe instability it can withstand.

Research on the Stability Calculator can be unlocked by scanning a Runic Matrix, and Stability Calculator itself is crafted through infusion.
Bamboo

## Version Availability

1.2.5 • 1.3.2 • 1.4.7 • 1.5.2 • 1.6.4 • 1.7.10 • 1.8.9 • 1.10.2

**Bamboo** (Japanese: 竹) is a mod for Minecraft versions 1.2.5 and above. The mod focuses on the usage of bamboo as a building block for Japanese-themed buildings, but also has several miscellaneous features, including the crafting of rice bowl meals and flavored ice.

The mod is created by ruby, and is hosted on the Minecraft Unofficial Japan Users Forum (mod thread link).

## Overview

As what its name suggests, the Bamboo mod revolves on using the bamboo plant in several ways. Thus, it is required that players must look for some **Bamboo plants** generated in the world upon playing for the first time. (Alternatively, for players who have installed the mod in an older world, a config that allows the crafting of Bamboo can be tweaked.)

Bamboo plants can be found abundantly in Hills and Forest biomes, creating massive and sometimes invasive towers of green. Bamboo plants can be harvested easily using any tool. However, bamboo plants can only grow from **Bamboo Shoots**, small brown protrusions that grow beside mature bamboo plants and serve as bamboo "saplings". Bamboo Shoots can only be harvested using a hoe (only Vanilla hoes work), and can only grow if the *block light* (i.e., light given off by torches and glowstone, *not* sunlight) is high enough. Bamboo trees can grow up to ten blocks high, and will only produce Bamboo Shoots upon reaching this height; for this reason, it is best to reserve a tree for producing shoots and making a farm for the actual bamboo trees.

Upon gathering enough Bamboo, the mod's aesthetic blocks and other items can be crafted. Most blocks in the mod require an item called the **Tudura**, which is made by crafting four Bamboo in a diamond pattern.

### Campfire (*Inori*) recipes

These recipes are used alongside the Campfire block, which allows multiple food items to be prepared into one dish. All recipes are unshaped.

* Rice - Uncooked Rice
* Beef with Rice - Uncooked Rice + Beef
* Pork with Rice - Uncooked Rice + Porkchop
* Mushroom Rice - Uncooked Rice + Red Mushroom
* Pork Skewer - Bamboo + Pork
* Beef Skewer - Bamboo + Beef
* Bamboo Shoot Rice - Uncooked Rice + Bamboo Shoot
* Rice with Egg - Uncooked Rice + Egg
* Chicken and Egg on Rice - Uncooked Rice + Egg + Chicken
* Fresh Fish Rice - Uncooked Rice + Fish
* Yakitori - Bamboo + Chicken
General FAQ

## Links

Official stuff:

* Minecraft Website
* Minecraft Forums
* Mojang
* Minecraft Wiki

/mcg/ stuff:

* Server List
* Thread Archive

Mod stuff:

* Mod List
* Another Mod List
* MultiMC Launcher
* Feed the Beast  (wiki )
* Technic Pack (wiki )
* ATLauncher (wiki )

## Frequently Asked Questions

*>I stopped playing a while ago. What's new in Minecraft?*See here for vanilla changes, and the Modding FAQ#Oldfriend News for changes in the modding scene.

*>Thread is in autosage and nobody made a new one! What to do?*Copy and paste the OP from http://etherpad.mozilla.org/BGnnIxXTJd and add "/mcg/ Minecraft General" as subject. Pick a random Minecraft-related image and post it.

*>Does /vg/, /mcg/ or /v/ have any official servers?*No. See server list for 4chan-oriented servers. Also, nobody cares about server drama - if server is down, admins are jerks or you don't like a mod in any of those servers, don't bug the thread.

*>Are there content creators in /mcg/?*Yes. Most left /mcg/ because some people are jerks in the thread, but here they are:

* asie - maintainer and backporter of many mods, including Buildcraft.
* Agadar - creator of BetterVanilla
* AUTOMATIC\_MAIDEN - creator of IDfix, Chisel, Statues, Safe, Waypoints.
* Beeto - creator of Greater Ocelot Devices.
* Circé - creator of HalfCraft, an 8x 3D resource pack.
* cosmicblock - creator of Subterranean Crops.
* Emasher - creator of Engineer's Toolbox, Gascraft and Defense.
* PotionGuy - creator of Liquid Potions.
* TTFTCUTS - creator of Alternate Terrain Generation.

*>Where can I find resource packs?*
Here.

*>What's /mcg/'s opinion on [insert RP/mod/LPer/gamemode/whatever] here? Does /mcg/ like or dislike it/them?*
Different people have different tastes.

*>What's Broville?*A project from oldshoes on /v/, to build a massive continent filled with cities, megabuilds, Easter eggs and more. Download it here.

*>What's FLOAT?* *Lurk more.*
AromaBackup

## Version Availability

1.6.4 • 1.7.2 • 1.7.10 • 1.8.9 • 1.9.4 • 1.10.2 • 1.11(Beta)

**AromaBackup** is a utility mod that adds a way to create backups of singleplayer worlds. It is developed by Aroma1997 and is available from versions 1.6.4 to 1.10.2, with a beta release for version 1.11.

## Overview

Due to the fickle nature of creating modpacks, there are some cases where interaction between two mods can cause errors that can cause entities to crash the game upon loading or can affect entire chunks or the whole world in particular. Alternatively, a need to generate a fallback in case a saved world becomes corrupted is necessary. AromaBackup allows the player to configure time intervals during which backups of a desired world can be created and later loaded.

By default, the mod creates a backup every 30 minutes and saves the latest 10 backups. Time interval, the amount of backups generated, and the file directory for backups made can be edited through its config file.
Botania

## Version Availability

1.6.4 (Beta) • 1.7.10 • 1.10.2

**Botania** is a magic-themed mod that allows players to generate a resource called Mana from special flowers to perform several tasks, from resource processing and utility to large-scale mob management and terraforming. Began as a barebones flower-themed mod on version 1.6.4, the mod entered official release on version 1.7.10 and is available for up to version 1.10.1. The mod is developed by Vazkii.

## Overview

The objective of Botania is to help players generate resources, both natural and mob-based, by processing a form of energy called mana. Mana is generated through special flowers which take mana from certain items and are stored for further use. This stored mana can then be used to power special tools or other flowers that create a certain effect in exchange for consuming mana.

Early game for Botania begins by plucking Mystical Flowers which generate in most biomes, crafting them into Mystical Petals and using them to create the mod's version of the multipurpose wrench, the Wand of the Forest, and a Petal Apothecary, where both mana-generating and mana-consuming flowers are crafted.

One of the first flowers made by a player is the Pure Daisy, which transforms nearby Stone blocks into Livingrock and any Wood Log into Livingwood. Both Livingrock and Livingwood are necessary to craft Mana Spreaders and Mana Pools, which introduce the basic blocks in storing and transmitting mana.

## Inter-Mod Compatibility

* Botania's trinkets can be equipped in the Bauble slot introduced by the Baubles mod.
دنجل والأصدقاء

**دنجل والأصدقاء** (بالإنجلزية: *Pete Fleet*) هو مسلسل من إنتاج والت ديزني تيليفشن أنيمايشن

## الدبلجة المصرية

### تمثيل:

* محمد وليد - بندق
* أحمد محمد أحمد - عدس
* زايد فؤاد - دنجل
* عزة كمال - برغل
* مصطفى أحمد - بؤجه
* تغريد العصفوري - نبلة

### النسخة العربية:

**ستوديو تسجيل**: إكو ساوند

**إخراج**: حنان السعدني

**إخراج الغناء**: جيهان الناصر

**صياغة الحوار**: ماجد عفيفي, أمين حداد, بهاء جاهين

**أشعار**: بهاء جاهين

**مهندس تسجيل**: شريف عبد العزيز

**مهندس مكساج**: محمد وليد

**إنتاج**: ديزني كاركتر فويسس انترناشونال انك
Continental World

Redirect to:

* Celestial body#Continental
*“Rocky world with a nitrogen-oxygen atmosphere. Active and stable hydrosphere. Great landmasses are separated by oceans, with large climate variations depending on latitude and precipitation.”*

These worlds are one of the main planet types that can be found in the Galaxy. They are of the Wet climate class.

In-game, there are two worlds that almost always spawn due to various factions spawning:

* Earth (Sol System)
* Unity (Deneb System)
Comet Sighted

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.8.

This article is for the PC version of Stellaris only.

Event chains

Events

Empire event chains

Habitable Worlds Survey

**Comet Sighted**

Fleet Maneuvers

Horizon Signal

Mass Extinction Through the Ages

Radical Cult

Sublight Exploration Probes

Wanderlust: Rogue Scientist

The Hunt for the Hyacinth

 Fountain of Youth

 Genetic Crossroads

 On the Shoulders of Giants

 Homesick

 The Cost of Freedom

 The Fear of the Dark

 The Guest

Anomaly event chains

Drifting Battlefield

Gas Giant Signal

Impossible Organism

Limbo

Orbital Speed Demon

Shrines to the Old Gods

The Ransomeers

 42 Years and 3 Days

 Lost Amoeba

Colony event chains

A New Species

Abandoned Terraforming Equipment

Ancient Drones

Dancing Plague

Feral Overload

Hidden Vault

Impossible Corrie

Metallic Puddles

Mharin Kharin

Migrating Forests

Mushroom Picking

Myrmeku Activity

Nemma World

Rise of the Manifesti

Subterranean Civilization

The Doorway

Underground Vault

Unexpected Mineral Seams

Primitive civilization event chains

Anti-Alien Task Force

Missing Scientist

Rogue Agent

Shuttle Crash

 Propulsion Proponent Proclamation

Comet Sighted is an inevitable minor event that will trigger once enough time has passed and appears in all Paradox Interactive games. There are 10 variations of the event depending on the empire ethics.
Astral threads

Version

This article has been verified for the current PC version (3.10) of the game.

Resources

Common resources

 Minor artifacts

 **Astral threads**

 Astral Threads are filaments of condensed space-time and the result of dimensional planes colliding with one another. They can only be found on Astral Scar celestial bodies or by completing astral rifts.

Empires can initially store up to 500 Astral Threads. Every completed astral rift increases the storage capacity by 250 and every Astral Siphon building increases it by 100.

## Astral actions

Astral Threads are mainly used for astral actions, which give the empire an instant benefit. Most astral actions requires the completion of a number of astral rifts before they are unlocked.
Bypass modding

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.0.

This article is for the PC version of Stellaris only.

This page is about modding Bypasses, namely Wormholes and Gateways only as traveling methods.

Before reading, you must understand that:

* **Bypasses** are traveling methods, not **Natural Wormholes** or **Gateways**.
* **Natural Wormholes** and **Gateways** are containers of **bypasses**, not bypasses themselves.
* In this article, words that refer to **bypasses** are marked **blue** and words that refer to **bypass-containers** are marked **yellow**.

They are defined at "common/bypass/xxx.txt".

## How to install a bypass in the galaxy

### Natural Wormholes

Use the Effect `spawn_natural_wormhole` to spawn a **natural wormhole**.

```
spawn_natural_wormhole = {
	bypass_type = <bypass type key, e.g. wormhole / gateway>
	orbit_distance = <int>
	orbit_angle = <int, 0-360>
	random_pos = <yes/no>
}

```

Use the Effect `link_wormholes` under the solar system scope to link it to another. The effect takes another solar system scope as a parameter.

* The **bypass type** can be one-to-all. In this case, this wormhole doesn't need to be linked, but the **bypass type** must have `remember_instances = no`, or each instance must be explored and only explored instances can be used to travel between each other.
* The **bypass type** must have `always_active = yes`, or this **natural wormhole** can't be used by any mean, because there are no Effects to activate a **natural wormhole**.

### Megastructures

Megastructures have a property called `bypass_type` to specify a **bypass type**. See Megastructure modding for details.

Use the effect `activate_gateway = yes` under Megastructure scope to activate it.

* The **bypass type** must NOT be paired, because there are no Effects to link a **megastructure** to another.
* The **bypass type** must have `remember_instances = no`, or each instance must be explored and only explored instances can be used to travel between each other, including those you built. By the way, there are no Effects to mark an instance of a **bypass type** as explored by a country.
* The **bypass type** should have `always_active = no`.
	+ If it had `always_active = yes`, **Dormant Gateways** will become usable before it to be reactivated. **Gateway Construction Sites** still can't be used, because it doesn't have any associated **bypass type**. This is also why don't Gateway Construction Sites trigger the red galaxy view icon.

**Modding**
Custom empire designs editing

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.0.

This article is for the PC version of Stellaris only.

This article details editing custom empire designs to include elements not allowed at empire creation while at the same time not modding the game files.

## Notable attributes

**authority** determines the empire's authority. It is notable because picking an authority unavailable for the empire's ethics does not invalidate it.

**city\_graphical\_culture** determines the empire's city appearance. It can be changed to the following normally unavailable styles:

* city\_graphical\_culture="preindustrial\_01" - Primitive Pre-FTL
* city\_graphical\_culture="industrial\_01" - Industrial Pre-FTL
* city\_graphical\_culture="fallen\_empire\_01" - Spiritualist Fallen Empire
* city\_graphical\_culture="fallen\_empire\_02" - Materialist Fallen Empire
* city\_graphical\_culture="fallen\_empire\_03" - Xenophile Fallen Empire
* city\_graphical\_culture="fallen\_empire\_04" - Xenophobe Fallen Empire
* city\_graphical\_culture="fallen\_machine\_empire\_01" - Machine Intelligence Fallen Empire (requires Synthetic Dawn)

**room** determines the ruler's room. It can be changed to the following normally unavailable styles:

**empire\_flag** determine's the empire's flag. **category** determines the flag category. Below **category** is **file** which determines the flag icon used. They can be changed to the following normally unavailable categories and files to browse additional flags in the empire editor:

* category="special" - file="abandoned.dds" / file="ai\_01.dds" / file="ai\_02.dds" / file="caravaneer\_00.dds" / file="caravaneer\_01.dds" / file="caravaneer\_02.dds" / file="caravaneer\_03.dds" / file="extradimensional\_01.dds" / file="extradimensional\_02.dds" / file="extradimensional\_03.dds" / file="gdf.dds" / file="gray\_goo.dds" / file="mercenaries.dds" / file="primitive.dds" / file="salvagers.dds" / file="shroudwalkers.dds" / file="the\_empire.dds" / file="the\_shroud.dds" / file="the\_swarm.dds" / file="unknown.dds"
* category="enclaves" - file="enclaves\_flag\_artist.dds" / file="enclaves\_flag\_curator.dds" / file="enclaves\_flag\_trader.dds"

**ethic** determines the empire's ethics. It is notable because it allows conflicting ethics to be picked. Regular ethics should not be added to Gestalt Consciousness empires as it makes them use regular strata instead.

**spawn\_as\_fallen=no** setting it to *yes* allows the empire to spawn as a Fallen Empire

Additional traits, ethics and civics should not be added as the game will not allow empires exceeding their default pick numbers to be spawned or selected for play.

**Modding**
Agenda modding

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.0.

This article is for the PC version of Stellaris only.

This page is about modding Agendas.

They are defined at "common/agendas/xxx.txt".

## Data Structure

* **weight\_modifier** - Modifies how likely should a leader have this Agenda.
* **modifier** - A block of Modifiers to be applied to the Empire for as long as this leader remain on the ruler's seat.

Whenever a leader becomes the ruler or a candidate of an Empire with an Authority that has `has_agenda = yes`, if the leader doesn't have an Agenda, a random Agenda is chosen for the leader and they will preserve the Agenda for their lifetime and will never change to another.

Unlike Mandates, the Agendas don't have some sort of `on_term_started`. All an Agenda can be relevant to the game is its Modifiers.

**There are neither Conditions to check the Agenda nor Effects to change the Agenda.**

(However, it is still possible for modders to nearly ensure that a desired custom agenda is selected, as shown in the second example below.)

## Example of Default Agenda

### Science Leap

```
agenda_science = {
	weight_modifier = {
		weight = 100
		modifier = {
			factor = 1.5
				from = {
					has_ethic = ethic_materialist
				}
			}
		modifier = {
			factor = 2
				from = {
					has_ethic = ethic_fanatic_materialist
				}
			}
		modifier = {
			factor = 1.5
			leader_class = scientist
		}
	}

	modifier = {
		all_technology_research_speed = 0.10
	}
}

```

## Example of Modded, Near-Guaranteed Agenda

### Modded Agenda

```
agenda_modded_agenda = {
	weight_modifier = {
		weight = 100000000      #Such a high weight means this agenda will almost certainly be selected, unless ruled out by the modifier below.
		modifier = {
			factor = 0.0        #This modifier section will reduce the chance of getting this agenda to zero.
			from = {
				NOT = {
    					has_civic = civic_custom_civic     #Thus, any empire that does not have this civic has zero chance of getting this agenda, while any empire with this civic probably will.
				}
			}
		}
	}

	modifier = {
		all_technology_research_speed = 0.05
		pop_happiness = 0.05
		species_leader_exp_gain = 0.10
	}
}

```

In this latter example, each new leader (including the leader at game start) is very likely to be assigned this agenda, for as long as the empire retains the key custom civic.

**Modding**
Astral Planes

Version

This article is timeless and should be accurate for any version of the game.

 Astral Planes

**Type** Narrative expansion

**Release date / Patch**2023-11-16 / 3.10

**Store: Narrative expansion** Paradox / Steam

**Astral Planes** is the 1st narrative expansion for Stellaris. It was announced on 2023-10-19 and was released on 2023-11-16 alongside patch 3.10.

## DLC features

Astral Planes offers you the chance to chart your own path, navigating an array of wonders and dangers alike. Travel through Rifts in space and time for a glimpse of strange, new realities. What will you discover, in a universe beyond limits?

* **New Core Systems and Technologies**
	+ Unlock new Technologies, Actions, and Relics to manipulate space and interact with the galaxy in unexpected ways. Explore new realms filled with mysteries and opportunities.

* **New Planes To Explore**
	+ Traverse the Astral Planes to discover a wide variety of unique sites, each with properties and phenomena beyond the mundane. Come face to face with fascinating and terrifying creatures, uncover long buried secrets, or choose to explore the true nature of your past with the Riftworld Origin.

* **New Branching Narratives**
	+ Encounter story events with more branching narratives than ever before! The Astral Planes are full of surprises, and hard choices will be necessary to reach your desired outcome. Make the right decision for your empire and chart a course that fits your play style.

## Videos

### Cinematic trailers

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### Video diaries

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## Dev diaries

*Main article: Developer diaries*

All developer diaries about the ***Astral Planes*** narrative expansion and patch 3.10 (aka Pyxis).

Patch 3.10 (Pyxis)

## References

1. ↑ Forum: Stellaris Dev Diary #318 - Announcing Astral Planes, 2023-10-19.
2. ↑ Forum: Astral Planes will release on November 16th!, 2023-11-08.
Core components

Version

This article has been verified for the current PC version (3.10) of the game.

Ships

Ship

Ship designer

**Core components**

Weapon components

Utility components

On the right side of the designer, one can select options for different subsystems of the ship. Most of them are required and it is not possible to design a ship without some version of them, but few of them are optional, having the option to install no subsystem in its slot.

## Reactor

A ship's reactor generates power for its other systems, and a new ship design cannot be created if it has negative power. Excess power slightly increases a ship's evasion, movement speed, and damage.

## FTL drive

This subsystem is optional, although without an FTL drive the ship is incapable of moving between systems.

Jump drives allow the ship to make a direct jump within a limited range, indicated by a yellow dotted circle. Initiate a jump by selecting the fleet, clicking the "Initiate Jump" button and left-clicking the target. After jumping the fleet spends 200 days recharging, during which time it suffers **−50%** sublight speed and weapons damage.

## Computer system

This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type.

When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. The engagement range is determined by the ship's designated role and the effective range of the ship's weapons. Weapon range modifiers will also increase this range. Ships that have similar roles will typically cluster together, stay in formation with each other and attack in groups.

* **Swarm:** The ship will charge straight at enemies and try to deal as much damage as possible from the range of their shortest range weapon.
* **Torpedo:** The ship will charge straight at enemies in strafing runs.
* **Picket:** The ship will advance to medium range and attempt to intercept incoming enemies.
* **Line:** The ship will hold advance to medium range and hold formation.
* **Artillery:** The ship will stay at long range, firing its longest range weapons on the target.
* **Carrier:** The ship will stay at the maximum engagement range of its hangars.
* **Platform:** The defensive platform will remain stationary and fire at any enemies in range.
* **Colossus:** The ship will ignore any attackers and carry on with its current task.

## Sublight thrusters

The sublight thrusters determine how fast the ship maneuvers within a star system and increase its  Evasion.

## Sensors

Sensors determine the ship's detection range on the galaxy map. They also increase tracking of all weapon systems, which is related to accuracy.

## Aura

All offensive auras apply a debuff to all enemy ships that are in the system. A titan's defensive aura gives a buff to allied ships in the same fleet while a starbase, juggernaut, offspring ship's defensive aura gives a buff to all allied ships in the system. Multiple instances of same aura do not stack.
Caravan events

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.9.

This article is for the PC version of Stellaris only.

Random events

Events

Colony events

Diplomatic events

Envoy events

Pre-sapients coexistence events

Terraforming events

Tomb world events

 Marauder neighbor events

 **Caravan events**

 Caravaneer neighbor events

 Primitive commerce events

Caravan events can take place while a caravan is present within an empire's borders. Once a caravan event takes place the same empire will not receive another caravan event for 2 years and will not receive the same event for 10 years.

### **Caravaneers**: Old with Defects

 *Our starbase in the [system name] system reports that the [caravan name] fleet has evacuated and abandoned a decrepit ship, now in unstable orbit around the system's central star.*

**One man's trash...*** Issue Special Project: Search Abandoned Caravaneer Ship

* Consumer Goods Gained:  150-1000

### **Caravaneers**: Thieves!

*File:Evt synth sabotage.png
After a recent visit of the [caravan name] to [colony name] it has been noticed that a number of resources are missing from the central reserve. It is suspected that the [caravan name] somehow made off with them.*

**My precious!*** Energy Credits:  **−200**

### **Caravaneers**: Local Franchise

*File:Evt caravaneers.png
An urgent missive from [colony name] explains that a number of now-former members of the [caravan name] seek political asylum on the planet. The local administration has seen fit to pass the decision of what to do with them up the chain of command.*

* System has a colony with at least 2 Pops

**All may contribute to the [empire name].*** The colony gains 5 free Pops

**Turn them away.*** Influence:  **+30** if  Xenophobe or  Fanatic Xenophobe

### **Caravaneers**: Greener Grass

*File:Evt caravaneers.png
Reports from [colony name] inform us that a number of inhabitants have left the colony to join the [caravan name] fleet passing through our territory, ostensibly drawn by dreams of adventure or the heady aroma of raw mercantilism.*

* System has a colony with at least 6 free Pops

**Unfortunate.*** The colony loses 3 free Pops

 **This is an outrage!*** The colony loses 3 free Pops
* Influence:  **−10**

### **Caravaneers**: A warm welcome!

*File:Evt caravaneers.png
As the [caravan name] entered the orbit of [colony name] for what should have been a brief courtesy visit today, a spontaneous outbreak of goodwill turned into a combination of open-air market and party. Many bonds between [main species plural] and [caravan species plural] were forged, and much trading took place.*

* System has a colony

**Come back soon!*** Energy Credits Gained:  150-1000
* 10% chance of creating a hybrid species between a species on the planet and the caravan species a year later

### **Caravaneers**: Begone!

 *Mass protests erupted on [colony name] today, due to outrage over the [caravan name] in the system. Their grubby presence offends all right-thinking [main species plural].*

* System has a colony

**Order them to avoid [colony name]*** Influence Gained:  80-175
Silverrain

**Silverrain** is a light gray she-cat with darker flecks, marbled tabby points and blue eyes. She is a former deputy of RockClan, currently a warrior of RockClan, born to Rosewhisker and Flamepelt. Her siblings are Rainpaw and Molewhisker.

## Lineage

**Father**

Flamepelt: Deceased; StarClan Resident
**Mother**

Rosewhisker: Deceased; StarClan Resident
Hotkeys

Version

This article is timeless and should be accurate for any version of the game.

User interface

Game setup

Main interface

Planet interface

Unit interface

Empire interface

Diplomacy interface

**Controls**

## Camera

 RMB + drag | Rotate camera (system/galaxy)
 `^Ctrl` + `F9` | Hide user interface

## Take screenshot

 `F12` | Steam overlay screenshot | JPG (lossy)To access files: go to Steam Library, right-click Stellaris, select "View screeenshots"
Edicts modding

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 2.7.

This article is for the PC version of Stellaris only.

This page is about how to modify existing and how to create new Edicts.

Edicts are defined at "common/edicts/xxx.txt".

## Data Structure

* **length = <int>** - Days of the edict duration. If 0, this Edict immediately ends. If -1, this Edict lasts until manually toggled off.
* **resources** - An Economy Unit that determines the cost of this edict. Only the "cost" field is wanted. If length is -1, the cost is paid again when deactivating.
* **prerequisites = { tech\_xxx }** - A list of Technology keys that determines the technology prerequisites of this edict.
* **show\_tech\_unlock\_if** - A block of Conditions. If evaluated false, this edict will not be shown in the technology tooltip of that technology.
* **modifier** - A block of Modifiers to be applied to the empire for as long as this edict remain active.
* **potential** - A block of Conditions that determines is this edict listed for this empire. (Country scope)
* **allow** - A block of Conditions that determines can this edict be activated by this empire. (Country scope)
* **effect** - A block of Effects to be executed when this edict become active. (Country scope)
	+ There is **NO** effect block that can be executed when this edict is manually toggled off.
* **ai\_weight** - The higher it is, the more likely the AI will try to activate this edict.
* **edict\_cap\_usage** - The number of Edict Capacities this Edict will use.

## Vanilla Example

This is the education campaign.

```
education_campaign = {
	length = @campaignDuration
	resources = {
		category = campaigns
		cost = {
			energy = @campaignCost
		}
	}

	modifier = {
		species_leader_exp_gain = 0.25
	}

	potential = {
		NOT = { has_ethic = ethic_gestalt_consciousness }
		has_technology = tech_planetary_unification
	}

	ai_weight = {
		weight = 0
		modifier = {
			weight = 1
			has_edict = healthcare_campaign
		}
	}
}

```

## Instant Effect Edicts

An edict with `length = 0` and an `effect` work like an empire wide Decision. The `modifier` doesn't apply in this case.

```
# this instant effect edict costs 100 influence and provides 1000 unity.
one_time_effect_edict_example = {
	length = 0
	resources = {
		category = edicts
		cost = {
			influence = 100
		}
	}
	effect = {
		add_resource = {
			unity = 1000
		}
	}
}

```

The demerit is, it will instantly generate an "Edict Expired" notification.

## Relevant Dynamic Modding Statements

Conditions:

* `has_edict = <edict key>` - Checks if the empire has this edict active.

**Modding**
Galactic Paragons

Version

This article is timeless and should be accurate for any version of the game.

 Galactic Paragons

**Type** Expansion

**Release date / Patch**2023-05-09 / 3.8

**Store: Expansion** Paradox / Steam

**Galactic Paragons** is the 7th expansion for Stellaris. It was announced on 2023-04-25 and was released on 2023-05-09 alongside patch 3.8.

## DLC features

The galactic council is vast and full of personality! Add Galactic Paragons to your empires and experience a new level of character and story as great leaders rise to positions of power and follow your lead to the stars. With exclusive additions to the all-new Council mechanic, leaders who you can shape to amplify the vision for your empire, new civics, and much more, Galactic Paragons will shape the future in ways the galaxy has never seen before.

 New Council Mechanics
* Assign leaders to vital positions and set agendas to steer your empire as you see fit. In Galactic Paragons, find dozens of unique council roles based on your civics and government types, and unlock additional positions as your empire evolves!

 New Dynamic Leaders
* Recruit, improve, and follow the leaders of your empire through the ages! You may shape them by picking their traits, selecting their veteran class, and guide them towards their destiny, up until they retire - or perish!

 Meet Galactic Heroes
* Attract paragons of renown to your council: unique leaders with their own art, events, and stories may join your empire and bring their own benefits to your government. Or, discover four Legendary Paragons with intricate event chains and unique mechanics!

 New Traditions, Civics, and More
* A new “Under One Rule” Origin that tells the tale of the leader who founded your empire
* Eight new Civics focused on leadership, from immortalizing the personalities of leaders past in digital archives to heavily optimized council selection via corporate charter
* 12 new Veteran Classes
* Hundreds of new Leader Traits
* Two new Tradition Trees, giving players new edicts and improved leaders
* New ships, art, and story content

## Videos

### Cinematic trailers

EmbedVideo received the bad id "id= NrWoHmBntTw" for the service "youtube".

### Video diaries

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## Dev diaries

*Main article: Developer diaries*

All developer diaries about the ***Galactic Paragons*** expansion, patch 3.8 (aka Gemini), and patch 3.9 (aka Caelum).

Patch 3.9 (Caelum)

Patch 3.8 (Gemini)

## References

1. ↑ Forum: Stellaris Dev Diary #296 - Announcing Galactic Paragons, 2023-04-25.
Civics

Version

This article has been verified for the current PC version (3.10) of the game.

Civics represent the principles of life within an empire and are primarily limited by the authority and ethics an empire possesses. Each empire starts with up to two civics, and this limit is increased to three civics by researching the  Galactic Administration technology or its equivalent. Civics can be changed every 20 years by reforming the government spending  **10** unity per empire size. If at any point a civic's requirements are no longer met due to a change in empire ethics or authority, it becomes "dormant" and provide no bonus until it's replaced or its requirements are met again.

## Standard civics

Standard civics represent the principles that guide day-to-day life within an empire. They can be picked by any empire that is neither a  Gestalt Consciousness or  Corporate empire, and are heavily influenced by the empire ethics and authority type. If the  Galactic Paragons DLC is installed each civic will unlock a council position.

## Corporate civics

Corporate civics represent the business principles of the leading megacorp. They can only be picked by an empire with  Corporate authority or the  Corporate Sovereign civic. If the  Galactic Paragons DLC is installed each civic will unlock a council position.

## Hive Mind civics

Hive Mind civics represent various characteristics of the collective consciousness of an empire. They can only be picked by an empire with  Hive Mind authority. Each civic increases the experience gained by a specific Council Node by **+25%**.

## Machine Intelligence civics

Machine Intelligence civics represent various directives and construction purposes of the central artificial intelligence. They can only be picked by an empire with  Machine Intelligence authority. Each civic increases the experience gained by a specific Council Node by **+25%**.

## Sovereign civics

Sovereign civics can only be obtained as a result of special circumstances. Each one grants an additional civic slot, meaning that they don't replace any other civic. Sovereign civics are not inherited by sectors released as vassals. If the  Galactic Paragons DLC is installed each civic will unlock a council position.

* **+25%** Governing ethics attraction
* Leader with a Chosen trait
* Imperial authority
* Corporate authority
* **+1** Available envoys
* **+40%** Diplomatic weight
* Can propose the Imperial Charter and Revoke Charter resolutions
* Corporate authority
* **+1** Available envoys
* **+40%** Diplomatic weight
* Can build Imperial Concession Port holdings
* Can open branch offices on the worlds of members of the Galactic Imperium
* Can reform government with both standard and corporate civics
* Corporate authority

## Unplayable civics

The following civics are not available to player empires.

**Game concepts**
Distant Stars

Version

This article is timeless and should be accurate for any version of the game.

 Distant Stars

**Type** Story Pack

**Release date / Patch**2018-05-22 / 2.1

**Store: Story Pack** Paradox / Steam

EmbedVideo received the bad id "id= \_jcrKkNJ5do" for the service "youtube".
****Distant Stars**** is the third story pack for Stellaris. It was announced on 2018-04-23 and was released on 2018-05-22. The expansion is accompanied by the free 2.1 patch (aka *Niven*).

## Expansion features

* Behind Closed Doors: Discover hidden traces of an ancient gateway network unlocking a sealed path to a constellation outside our own galaxy. But is this door holding something out, or keeping something in?
* Sensors are Picking up... That Can't be Right: Encounter dozens of new anomalies and events for your intrepid scientists to observe and analyze, and a galaxy of wonders for them to discover.
* Brave New Worlds: Plot unexplored unique solar systems, each with their own story to tell. Gain technology, resources, and valuable worlds to colonize.
* There's Always a Bigger Fish: Come face to face with a number of unique gargantuan creatures that exist and thrive in the vacuum of space. But approach with caution, because whether gentle giants or something more sinister, these legendary behemoths have existed long before you and will do what it takes to survive long after.

## Free features

* New types of stars.
* Reworked anomaly system.

## Dev diaries

*Main article: Developer diaries*

All developer diaries about the ***Distant Stars*** story pack and patch 2.1 (aka Niven).

Patch 2.1 (Niven)

## References

1. ↑ Forum, Stellaris: Distant Stars Reveal Trailer, 2018-04-23
Megastructure modding

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 2.6.

This article is for the PC version of Stellaris only.

Megastructures are massive space objects to be built by Constructor ships.

They are defined at "common/megastructures/xxx.txt".

## Planetized Megastructures

Some Megastructures, namely Habitats and Ringworlds, will be transformed into Planets once built. They spawn planets based on their own positions and then remove themselves by `remove_megastructure = FROMFROM`.

Additionally, there is an Effect executed on the Ringworld habitable segment: `trigger_megastructure_icon = yes`. This effect makes it so that having this planet in solar system triggers the Megastructure galaxy view icon, regardless of there being any megastructures-by-technical or not.

**Modding**
Johan Andersson

**Johan Andersson** is a Swedish video game designer and studio manager for Paradox Development Studio.

## Career

Before working for Paradox Interactive, he was an employee of Funcom where he worked as a programmer for Sega Genesis games, such as *Nightmare Circus* and *NBA Hangtime*. He began working at what would later become Paradox Interactive in 1998, joining the original team that had been developing *Europa Universalis*. Although he began his career as a programmer, Andersson later became a designer and producer at Paradox Development Studio, working on grand strategy games such as *Hearts of Iron III*, *Crusader Kings II*, *Victoria II*, *Europa Universalis IV*, *Stellaris*, and *Imperator: Rome*. His design philosophy is "to create believable worlds."

## External Link

* Johan Andersson at IMDB
* Johan Andersson at RAWG
* Johan Andersson at Mobygames
* Johan Andersson at Wikipedia
Patch 1.9.X

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 3.4 • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 2.5 • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 1.9 • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 1.9.X** are all patches beginning with 1.9.

## 1.9

*Main article: Patch 1.9*

Patch 1.9.1 was released on 2017-12-14 with the checksum *83d2*.

* fixed issue where the humanoid frontier outpost model was incorrectly swapped with the mammalian one
* reverted a previous GUI fix that caused anomaly windows to display blank or cut off
* fixed issue with human preset and custom empires not spawning at all, as well as the Space Platypus, because that's a travesty
* fixed off-center turret positions on military stations
* fixed the Technocrat VO name not displaying properly in the voice selection screen in Spanish and Russian
* fixed some low-repro possible crashes
* fixed the Plantoids Species Pack being rendered with remarkable brevity in the launcher as simply "Plantoid"
* fixed a crash that happened when you shift-select a fleet and a spaceport, then try to click on the spaceport in the list of selected items

## References

1. ↑ Forum, [Dev Team] 1.9.1 patch released (checksum 83d2) , 2017-12-14
Metallic Puddles

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.8.

This article is for the PC version of Stellaris only.

Event chains

Events

Empire event chains

Habitable Worlds Survey

Comet Sighted

Fleet Maneuvers

Horizon Signal

Mass Extinction Through the Ages

Radical Cult

Sublight Exploration Probes

Wanderlust: Rogue Scientist

The Hunt for the Hyacinth

 Fountain of Youth

 Genetic Crossroads

 On the Shoulders of Giants

 Homesick

 The Cost of Freedom

 The Fear of the Dark

 The Guest

Anomaly event chains

Drifting Battlefield

Gas Giant Signal

Impossible Organism

Limbo

Orbital Speed Demon

Shrines to the Old Gods

The Ransomeers

 42 Years and 3 Days

 Lost Amoeba

Colony event chains

A New Species

Abandoned Terraforming Equipment

Ancient Drones

Dancing Plague

Feral Overload

Hidden Vault

Impossible Corrie

**Metallic Puddles**

Mharin Kharin

Migrating Forests

Mushroom Picking

Myrmeku Activity

Nemma World

Rise of the Manifesti

Subterranean Civilization

The Doorway

Underground Vault

Unexpected Mineral Seams

Primitive civilization event chains

Anti-Alien Task Force

Missing Scientist

Rogue Agent

Shuttle Crash

 Propulsion Proponent Proclamation

Metallic Puddles is a brief colony event chain that has a very small chance to trigger 2 years after any colony has been founded. It can only happen once per game.

### Metallic Puddles

*After a recent rainfall, colonists have noticed metallic puddles appearing on the surface of [colony name]. These puddles have a viscous consistency, like liquid metal.*

* Not  Machine Intelligence
* Planet is  Arid,  Continental,  Savannah or  Tropical

**Leave them alone. They may be toxic!*** Unity Gained:  150-100000

**Investigate further!*** Society Research Gained:  350-100000
Patch 2.5.X

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 3.4 • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 2.5 • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 1.9 • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 2.5.X** are all patches beginning with 2.5.

## 2.5.1

Patch 2.5.1 was released on 2019-11-04 with the checksum *1fd6*.

### UI

* The tooltip for Livestock now mentions that Lithoid Livestock produce Minerals instead of Food
* Chat muting commands now work consistently between in-game and lobby chat

### Bugfixes

* Lithoid Empires with the Terravore civic should no longer occasionally end up blocked from social research
* Fixed so that players get the correct visual representation of chosen parts for the lithoid ships
* Fixed Lithoids wrongly getting unhappiness and growth penalties from negative food, this comes from negative minerals for them now
* Graphics options chosen in game launcher should actually apply in game now
* Launcher should correctly handle mods and game options on the Paradoxplaza version of the game
* Fixed a crash when network is disconnected

## References

1. ↑ Forum, [Dev Team] 2.5.1 Patch Released [checksum 1fd6], 2019-11-04