How to Make Stellaris Mods? (Explained)

Modding Stellaris is a simple and enjoyable method to communicate your experiences with friends as well as the wider Stellaris community. In this article, we’ll discuss how to share the Stellaris empires by making and distributing a Stellaris mod.  


  • You would be able to build a Stellaris empire and discuss it with others.

Also Read: How Many Science Ships Do You Need in Stellaris?


  • This tutorial implies you have no previous experience with Stellaris modification, however, it does require that you understand the following:
  • Have the ability to use a file-browsing program (e.g. Windows Explorer)
  • Have the ability to use a text editor.

We’re now getting down to business. First, we’ll make the mod, which includes the file system. However, we shouldn’t have to do anything on our own; instead, we can use the Stellaris craft’s modding tools.


To make a mod, you must be using Stellaris 1.8.3 and the Windows 10 operating system. The information presented here will be timeless and adaptable to other operating systems. Please let me know if this is not the case. I’ll do my better to stay as current as possible.

Start Stellaris

  • Select the right-hand tab “Mods” on the launchers.
  • In the top right corner, you should notice a button labeled “Mod tools.” Simply press the button.
  • Fill in a title for the mod, a subfolder name, and labels if desired in the accompanying mask.
  • The latest version of the game will already be in the “Supported version” section. The first patch was recently issued at the time of this writing, so it’s version 1.0.1.
  • Tap the “Create Mod” button once you’re happy with the basic initial options.

Also Read: Closing Borders in Stellaris – The Ultimate Guide

Make a Name List

To make things easier, we’ll start by making a fresh name list. This is one of the simplest tasks we have to do, and we can subsequently link it to our empire.

As previously said, the mod can construct practically any form of object in the game. Each game’s data is organized using a specific folder structure, so if we want to contribute anything to it, we must utilize the same file structure in the mod. The commons folder contains the important data (such as the name lists), thus this will be the first one we duplicate in our patch.


  • Make a new folder called “Common” in the “Ironborn” mod file.
  • Create a file called “name lists” under the common folder.
  • Change the file to “name list spaceVikings.txt” 

The names are just separated using spaces; if the name contains more than a single word, quote marks must be used.

“Sequential name” just means that its game will supply a numerical name when no title is provided or if you are running out of names. Your outposts could be named “First Frontier Outpost,” “Second Frontier Outpost,” “Third Frontier Outpost,” etc.

The “weight” number within the names list determines the frequency with which the names appear. The Stellaris Wiki also has a formula for doing so, but in practice, a list with such a larger “weight” is utilized more frequently.

Also Read: How to Create Sectors in Stellaris?

Choosing a Title for the List of Names

You can start a game (with the mod enabled in the launcher), build a new empire, and then use our updated name list right now! It’s worth a shot! Regrettably, it’s still known as “name list SpaceVikings.”

To fix this, we’ll need to add some text. There is a subdirectory called “localization” in the Stellaris installation directory on the same levels as “common,” and it contains a large number of.yml files.

We will need to get this folder in the mod folder too though if this is on the download page:

  • Add a “localization” file in our “Ironborn” mod folder (on the same top as “common” – not in prevalent).
  • Only English text will be provided, so copy the document “l english.yml” to the current “localization” directory.
  • Download the link and change it to “svi l english.yml.”


Your empires are now sprouting wherever you want them to! The problems were small in this case, but there are still a few items that are clear but easily ignored.

  • Assuring that flags are placed where they should be.
  • As far as I can tell, you’ll need the flags in 3 places to make it work: your customized empire code, the map scenarios code, and the initializer code.
  • Assuring that AI spawns as the custom empires rather than random empires.
  • The empires weren’t generating at times because the empire code needed to be adjusted to spawn enabled: always rather than merely spawn enabled: yes.
  • The system appears to be functioning well, but no empires have spawned.
  • It appears that setting the starting planet: true on the right planet makes the difference.
  • There could be easier or even more organized methods to accomplish most of this, but this method worked so well.


You can choose a new preconfigured empire with such a name list for just a new species, a start screen message, a description, and even a new parliament with unique monarch titles if you begin Stellaris today. We’re prepared to raid the galaxy, loot it, and plunder it!

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