Stellaris

Stellaris

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NSC3
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File Size
Posted
Updated
85.701 MB
12 May, 2016 @ 7:05pm
6 Oct @ 6:43am
385 Change Notes ( view )

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NSC3

In 1 collection by CaptainX3
NSC Highly Recommended Companion Mods
6 items
Description



Having trouble with NSC? Click here for troubleshooting steps.




October 6, 2026 - Season 1 - Update 28 (Mod Version 1.0.28)
New Save Game is Not Required

New & Updated Features
  • Mod updated for Stellaris 4.5 (No significant coding changes required for this update)

Bug Fixes
  • Fixed a bug where the Matter-Energy Manipulation ascension perk would never appear as an option, which prevented building the Strategic Resource Factory.

  • Fixed a bug where Bio Explorers did not have the same build limit as regular Explorers.

  • Fixed a bug where Bio Explorer build costs required alloys instead of food.

  • Fixed a coding bug with the Bio Offspring Mauler.

  • Fixed a bug where the System Agriculture Terminal couldn't be build due to not recognizing a colonized planet in the system.

  • Fixed a bug where the Thermophile Strike Cruiser had its ship sections in the wrong positions, making it look like the middle section was missing.

  • Other miscellaneous minor code bug fixes.


Mod Backend/Coding Changes
  • None.




If you don't wish to use the Steam workshop for NSC3, you can download it directly from the NSC3 Github here: https://github.com/CaptainX3/NSC3-Mod/releases
Manual installation instructions are on the download page. You can also find all previous releases of the mod there (Starting from the first release of NSC2 Season 8).



We have uploaded the previous version of NSC to the workshop for those who wish to continue their save games before upgrading to this new version. Please note that this is only updated when a major update is released for NSC (that requires a new save game). To subscribe to the Previous Version, click here: https://steamcommunity.com/sharedfiles/filedetails/?id=2386308448



You can join our server and chat directly with the NSC devs and many other players and modders, or post ideas and suggestions for us! Over 90% of the new content added to the mod comes directly from our Discord users! Simply head to the link below to join.

Join the Official NSC Discord: https://discord.gg/8yTv5MR9H3


Mod File Use Permission
The NSC team automatically grants permission for use of any of NSC's files in the creation of patches, addons, or alternative features, as long as the original mod on this page is required to use your mod.


Copyright 2026 - This item is not authorized for posting on Steam except under the Steam account named CaptainX3. It is also not authorized to be posted on any other website EXCEPT the official NSC3 Github page. Copies of this mod found other than on this exact page or on the NSC3 Github page are stolen and unauthorized. All Rights Reserved.
Popular Discussions View All (2)
0
12 Feb @ 10:27am
PINNED: How to Troubleshoot NSC
CaptainX3
0
12 Feb @ 10:06am
PINNED: How to Reset NSC (or any other mod)
CaptainX3
19,357 Comments
12 hours ago 
Some issues found running NSC3 on 4.5.2 (from the files + error.log):
1. interface/solar_system.gfx (full copy) drops vanilla GFX_ship_counter_16/64/128 -> "warped_consciousness ... unknown sprite ship_counter_128", the psionic ship has no map icon.
2. ship_sizes/20_nemesis.txt: crisis_corvette/destroyer/cruiser lack vanilla's possible_country (Nomad operational reserves) and the doctrine/crisis ai_ship_data (still fraction = 33). battleship + Overlord offspring hulls also lack doctrine_composition_weight.
3. nsc_starbase_modules.txt: count_starbase_modules type = solar_panel, the 4.5 key is solar_panel_network. nsc_starbase_buildings.txt:132/135: module 'hatchery' doesn't exist.
4. !nsc_scripted_variables.txt:106-107: @titan_reactor_power_6 defined twice, 8000 is ignored.
5. nsc_ship_sizes.txt:633: explorationship default_behavior = Line (capital L, undefined).
6. nsc_on_actions.txt calls nsc_events_mothball.4/.7/.9, which don't exist.
Thanks for the mod!
10 Oct @ 1:58pm 
am i the only person for who the construction ship doesn't spawn at the start of the game? (hell i can't even build 1 i have 2 more mods active those being: Amazing space Battles, fleet formation mod v2)
9 Oct @ 2:57pm 
Like it's probably a problem caused by any of my other activated mods, but does anyone else have problems with filling out entertainer jobs? They seem to fill out fine when their is no starbase module that makes those jobs, but if their is one none of my pops want to become entertainers.
8 Oct @ 2:29pm 
Hey Guys,

I have made a bug fix mod myself. If you want to you could copy it over into your mod and apply the fixes there if you like: https://steamcommunity.com/sharedfiles/filedetails/?id=3800833296
3 Oct @ 12:48pm 
Hey NSC team! Any chance on moving the explorer ship tech 2 so you get it sooner?
2 Oct @ 1:08pm 
awesome. Thanks guys x
CaptainX3  [author]
1 Oct @ 6:21pm 
Hey everyone, the reason that NSC has not updated yet is because it works fine, 4.5 did not change anything that affects NSC. We're working on some known bugs, and it's going a bit slowly due to life and work schedules. We will release an update sometime soon, but the mod is safe to use right now, and the update will most likely not require a new save game.
1 Oct @ 12:57pm 
let's hold hands and pray..
29 Sep @ 12:17pm 
@Andariel Halo
Must be a different mod. My corvettes can be equipped with and use flak cannons just fine.
28 Sep @ 5:40am 
i wold love if the advanced ship behaviour modules could be implemented into this mod as well . i love when my ships do flanking