The New Ship Classes & More FAQ
This is a list of generally asked questions about NSC that should help with general unknowns and minor issues. There are two “sections;” the “general” FAQ, listing questions frequently asked about NSC’s general operations, and the “bug” FAQ, normal issues subscribers of NSC run into that we have answered many times.
NOTICE: If anyone can think of any other questions/answers that should be listed on this page or in the NSC Features Menu, please contact the NSC Development Team either on the Steam Workshop on one of the NSC mod pages (Main or Streamlined) or on the NSC Discord server (link provided towards the top of the NSC Main description).
New Ship Classes & More General FAQ
This is a list of generally asked questions about NSC that should help with general unknowns and minor issues.
Do you guys beta test your releases?
Yes, every release is extensively tested by over 150,000 beta testers. We’re very thorough.
Is NSC Ironman compatible? Is NSC achievement compatible?
The question of if “NSC is Ironman compatible” is a false/trick question. All mods are Ironman compatible. Iroman mode simply means that the console is disabled and thus achievements can be earned. So the real question everyone wants to know: “is NSC achievement compatible.” The short answer: No.
This is because the game will only allow achievements is the game’s “checksum” remains unchanged. If you don’t know what a checksum is, that’s okay, just understand that any mod that does alterations to gameplay mechanics for Stellaris will change the checksum, making achievements impossible. NSC changes a LOT of core gameplay features, and thus is not achievement compatible. Mods that change “visual” things (like UI mods) are achievement compatible because they only affect ONE player, not the entire game.
Does the AI utilize the new ship classes?
Yes, the AI will use all the new ship classes introduced by New Ship Classes & More.
Are the new ship classes only for Mammalians? Do all cultures get the new ship classes?
All cultures will utilize the new ship/station classes added by NSC: all 6 vanilla shipsets, the Plantoid DLC shipset, the Humanoid DLC shipset, and all 18 “Extra Playable Races.”
How do I acquire a non-Steam version of the mod?
You don’t: There is no official or supported version of New Ship Classes & More outside of the mods on the Steam Workshop hosted by either CaptainX3 or Crusader Vanguard. The NSC development team doesn’t have the time to maintain more than one given copy of NSC Main, NSC Streamlined, or Playable Guardians Standalone. ANY non-Steam version of ANY NSC mod is non-official and is not authorized by the original mod authors. These 3rd party versions are often out of date, unreliable in content (often corrupted), are not supported by the original mod authors (no help for fixing something wrong in these versions), and most importantly can come with any number of viruses that can harm your PC. Please purchase Stellaris through Steam (or if there is another proper retailer, they will sell you a Steam key) and use the official supported NSC version on the Steam Workshop.
Why are there all these empty portrait tabs in the empire design menu?
When you create a new “culture,” the game automatically adds three things: a shipset, a city-set, and a portrait tab. NSC will always support the first two, but not always the last, as NSC is not a portrait mod. Unfortunately, you have to have all three parts; we have no means to hide the portrait tabs without removing the shipsets & city-sets with them. If this ever changes, we will remove the empty sets. Also, if anyone has any portraits they believe would fit into any of these “empty” spaces, we will consider them so that they can be part of NSC, with appropriate credit going to the original author of the portraits. Those are our two options for “solving” this “issue.”
The best we can do for now is move all the “blank” portrait tabs to the bottom so you don’t have to search through them. We hope it’s now setup where the blanks are always on the bottom no matter what, so when you see the first blank (unless another mod adds one), that should be your queue to stop looking.
Where is the Supercarrier? I cannot find it.
The Supercarrier is not a new ship class. It is an “upgrade” to the NSC Carrier class, giving the player new mid-sections giving 8 hangars each but lacking any other weaponry (aside from 4 Smalls or 4 PD to fill in the weaponry slots). This upgrade becomes available after you research the NSC Dreadnought ship class.
Why can’t I find any other Ship Classes? Why is the “X Ship Class” my highest level ship?
For the 6 spaceport levels, you will get one ship class per level in this order:
- Level 1 Spaceport: Corvette
- Level 2 Spaceport: Destroyer
- Level 3 Spaceport: Cruiser
- Level 4 Spaceport: NSC Light Carrier
- Level 5 Spaceport: NSC Battlecruiser
- Level 6 Spaceport: NSC Strike Cruiser
After this, you will find the remaining 5 ship classes (the “Capital Ship” classes) as individual techs in the Engineering branch. You must research each ship class individually in this exact order:
- NSC Carrier
- NSC Dreadnought
- NSC Superdreadnought
- NSC Flagship
I cannot find the Science/Construction Cruiser. Where are they?
The NSC Science/Construction Cruisers, before Patch 1.8 and NSC V7, were separate ship classes that people had a hard time locating because they didn’t have an automatic design in the Ship Designer immediately upon being researched and the New Design listing had them as a “second” copy of the Science/Construction Ship.
With the release of NSC V7, these “cruiser” variants are now “upgrades” to the vanilla Science/Construction ships, including a new layout (with more utility), many buffs to all civilian ship classes (via a new component slot on top of the right side stack), and the defensive aura (for the Science/Construction ships only) that previously protected the separate class cruiser variants. Therefore, in order to get the “cruiser” versions in NSC V7, you need to locate the “Enhanced Civilian Designs” technology, located in the physics branch.
NOTE: The Science ship has a specific upgrade for its science survey and anomaly roles, which comes in the form of a new “science lab” that will not be available to the other civilian ship classes, thus it is very easy to miss. Please look for this new component along with the new component slot at the top for enhanced statistics.
What happened to the Mining/Power Stations that were a part of NSC?
Paradox removed our best means of applying bonuses to the stations in the Adams update (Patch 1.6), and after Čapek (Patch 1.8) we had further issues maintaining the stations, so we decided to scrap the entire idea, given that they were being used as a primary source of a player’s empire’s economy, which was never the intention. They were to be used as an emergency boost in times of crisis. Therefore, we implemented a simpler method to do a similar function.
We created Resource Edicts, one for minerals, energy, and food, to act as an emergency boost to planetary economies in times of crises. These edicts are limited to 10, which a sever penalty for using more, and come at high Influence costs, both from the Influence pool and your monthly Influence gain.
Why do only the vanilla ship designs and not NSC ship designs have names? They are blank.
This is the result of your chosen namelist not supporting NSC ship classes. Vanilla namelists include individual ship class namelists, but don’t support NSC Ship Classes. When the namelist cannot find a given ship class, it goes to the “generic” name pool, however, vanilla namelists now basically either have a “blank” generic name pool or a very small one for most of them, especially the popular namelists, resulting in NSC ship class designs either having constantly repeating names or no names at all.
To fix this issue, you can either (1) find a modded namelist that supports NSC, (2) edit the namelist yourself to support NSC, or (3) download the template namelist provided by NSC in one of the discussion threads on the NSC workshop page and edit it further from there.
Is there any way to remove the “clutter” designs from the ship designer? It gets hard to keep track of things with this many ship classes.
NSC’s 11 ship classes (including the 4 vanilla ones) plus all the new stations and designable stations (in the Designable Stations Addon, linked in the addon section on the left side of this page) do put a lot of designs into the ship designer that can be hard to keep track of. This only gets worse if you use other Ship Classes mods as well. To help with this, the NSC Development Team found a “work-around” to trick the game into deleting the “last design” of any given class, which still works the last time we checked.
To explain, let’s use the example of you wanting to remove the last Corvette design you have (for this example, let’s say the design is named “Lightning”), but the game won’t let you since it’s the last design. First, make a new design for a ship class you intend to keep, for this example, Destroyer. All you need to do is make sure you can save the design, as you will be removing it later. Once you can, name the ship design “Lightning”. This is the key: the name of your new design here must match exactly to the ship design you wish to delete. Save the new “Lightning” Destroyer design. The game is “tricked” into deleting the last Corvette design and you now have a 2nd (or more) Destroyer design that is named Lightning. Since you can delete your new “Lightning” Destroyer since it’s not your last design, and you should have no more Corvette designs in your ship designer. This should work across ANY ship/station class.
If you have a last design without a name, you simply need to give it a name, any name, and then save that design. It should produce a new design (or overwrite the only one), and then you can manually delete the “no name” design, and use the above method to remove the “now named” last design you wish to remove.
New Ship Classes & More Bug FAQ
This is a list of generally asked questions about NSC bugs that are normally encountered.
I have this weird glitch no one else seems to have. I cannot play multiplayer with my friends because it says our NSC versions are different.
This has become a common issue with Steam and is the most common “bug” the NSC development team is asked to address. Problem is 98% of the time, these issues are not caused by NSC. They are caused by faulty Steam downloads of the NSC zip file. Therefore, we ask before you submit any error reports for NSC that you follow these instructions below (also found in the NSC mod description under “Other Info”) to “reset” your local NSC copy to hopefully refresh any corrupt download from Steam. If you still have the error after this, then report the bug to us. Thank you. The “how to reset NSC instructions” can be found here.
Why is NSC out-of-date in the mod launcher? Are you going to update it?
There are only 3 reasons NSC should be out-to-date on your PC.
- You have a VERY old version that hasn’t been properly updated by Steam in a long time (perhaps because you haven’t played the game in a while), therefore you need to use the “reset NSC” method described on this page.
- You have subscribed to an available beta via Steam. NSC only supports the latest public version of Stellaris, therefore, any betas would say “out-of-date” because NSC is supporting the public version one number behind. Some betas are compatible with NSC, others are not. If you have a beta that doesn’t work with NSC, please wait until it is released publicly.
- A new patch was just released publicly and the NSC development team is working to update NSC to function within the new patch. Please be patient as we determine what exactly has been changed in the patch, as we get no more of a head start than any of you.
Why do the armor values on the NSC Components go down as you go higher? Tier 6 is better than tier 10? Is this a bug?
No. This is intentional and is not a glitch. The NSC Armors gain HP as you go up the tiers, which is much more valuable than pure armor damage reduction, and the armor values go down at the same percentage as the HP goes up as counterbalance. Since HP cannot be bypassed, it’s much more valuable than shields or armor. Therefore, having both gaining HP and armor values would make the armors very overpowered. Since the HP additions were made to make the armors more useful, unfortunately it means the armor values must come down. Trust me, this trade is very much worth your investment.
An additional note: the HP percent gained is actually increasing each tier despite what the game itself might tell you. Stellaris’ in-game statistical displays do not show floats, therefore, they don’t show anything “after the dot,” and do not round when doing so. Therefore, if a percentage is actually 2.9% you will just see 2% in-game, despite the fact it should “round” up to 3%. So when you look at the HP percentages gained, remember this. For the optimized Dragon armor for example, the game shows 3%, but the “real” value (actually given in-game) is 3.6%, which if you give a ship 10 of these, is 36% HP gain from your initial total. Apply 36% HP increase to a Superdreadnought’s initial 10,000 HP, you get 13,600 HP, which is a very large difference.
I researched X ship class but there is no design in the ship designer.
Every now and again Stellaris will not produce an automatic design in the ship designer for an NSC ship class. The NSC Dreadnought seems to be its favorite to skip. To check to see if you did get the ship class after researching it’s technology, look through the New Design listing in the ship designer. If it’s there, you just happen to have no auto-designed preset, but if the ship class isn’t there, something is wrong, and you need to try the “reset NSC” instructions found on this page.
Why does the ship designer say “shipdesigner_savefail_wrong_required_components?” What does this mean?
This happens when the auto-designer gives a ship class design either a component it shouldn’t have access to yet or incorrectly sets a component that requires a mod that isn’t active. We cannot fix this on our end as the auto-designer is part of the hard coding, however, we can tell you how to fix this error yourself.
First thing is to look at the component section (the right side of the ship designer with the FTL, engines, sensors, etc). At the bottom is a component slot for Folk’s Power Stations mod and it may not have been properly set with the needed “empty slot,” whether or not you have Folk’s Power Stations mod. There are also NSC Special Slot components that can be placed in auto-design that are still locked behind techs, thus they are invalid at the moment. Please check each of the component slots (again, right side of the designer, starting at the bottom) and make sure the option currently selected is available from all your options. If it isn’t, replace it. Test again to see if you can save your design.
If you still cannot save your design, check the A-slots in the utility section (the bottom of the ship designer). Some NSC components go there that are locked behind techs you might not have yet, therefore, clear out your A-slots and refill them yourself then check to see if you can save.
If all else fails: create a new design for the ship class you are having so much trouble with from scratch from the new design menu, doing everything yourself manually. This should always work and you can then delete the troublesome design.
All my NSC Ship Classes don’t have FTL Drives, Thrusters, or any Auxiliary options. Why have these disappeared?
This “bug” (99% of the time) is the the result of a conflict between NSC and Domwarrior’s “Combat Balancing” mod, which can be found here. The “Combat Balancing” mod changes the FTL Drives, Thrusters, and Auxiliary components to be per ship class in order to balance out the numbers. This means, the mod has a “set” for Corvettes, Destroyers, Cruises, & Battleships, which is perfect for vanilla, but because all these components are now ship class locked, none of the NSC ship classes are supported. Because of this, Doomwarrior produced a “compatibility” version of his mod which will work with NSC, and this version is the one you need to subscribe to and use, which can be found here.
Why does my error.log have all these weird errors in it? Do you guys ever check the error log? Will you clean it out?
The “error.log” is not as cut and dry as we would like. We do constantly check for errors that are “real” errors that need to be addressed. However, many of the errors in the log are either not “real” errors, errors we cannot control, or errors that are ultimately meaningless. To give some examples, there are errors from the vanilla game that have nothing to do with NSC (the “.mod files” not being in “utf8-bom encoding” for example), others sometimes appear in vanilla files NSC doesn’t touch for some weird reason (if we cannot find it we cannot fix it, and that suggests it is not NSC), then there are errors that while are “technically” true errors, they actually don’t do any harm to the actual game (an example would be “missing locator” errors on this/that ship/station, where all this means is it cannot find the locator in question and it just moves that weapon or whatever to the center of the model, “defaulting”), and finally, the reason for this post, there are errors that are there intentionally.
Now, before you exclaim “what, why?,” understand that not all errors in the error.log actually “cause” real game errors. What this means is the error.log always tries to connect all links in all files, and if a link is not found, the game throws an error, even if that link “not being present” cannot hurt the game in any way. Example: the error.log might tell you that the component slot required for Folk’s Power Stations mod is “missing”, however, even if it’s missing, it doesn’t cause any real harm to the game. Same goes with Issen’s “Advanced Ship Behaviors Mod.” The error.log throws an error because the source coding is “not there”, but no real “error” is ever caused.
With this in mind, below is a listing of different “errors” that you might see in the error log that revolve around NSC but either are there intentionally (because they do no “real” harm and shouldn’t be reported as “real” errors) or they are “harmless” in any real sense to how you play the game, although they could be “fixed and removed” in a later update.
Common Harmless/Pointless Errors found in NSC:
- “.mod file should be in utf8-bom encoding” – A Paradox error. Nothing we can do about it.
- “Duplicate of this/that/the-other” – This one will appear many times, but as far as we can tell, this doesn’t create any “real” errors in the game, so it should be harmless.
- “Failed to create material with shader Skinned” – This error (which appears twice) is caused by one of the ship models for the Creatures of the Void shipset not having a proper shader to fix an overlap glitch. While technically an error, it doesn’t do any actual harm in-game and what “causes” this error fixes a major visual bug.
- “Failed to find texture ‘eventship_04_diffuse.dds'” – This is another paradox error because there is no such diffuse in the current Stellaris game.
- “Component template key used multiple times: GUARDIAN_WARP” – Here intentionally by changes made to NSC. This path was easier, and it’s one error line only.
- “Missing modifier icon” – Paradox error.
- “ship section entity “npf_01_dirty_npc_warship_01_hull_entity” is missing required locator “large_gun_05_R”” & “Section template “automated_dreadnought_dirty_key” with entity “npf_01_dirty_npc_warship_01_hull_entity” is missing locator “large_gun_05_R”.” – Remember that missing locator errors are actually harmless, it just moves a weapon to the center of the model, however this is a Paradox error in the vanilla Automated Dreadnought asset entry. This asset entry has been copied and changed by NSC (for the Playable Guardians feature) and has been fixed in that version of the asset entry. Thus, this error is ultimately pointless as the “entity” in question isn’t used with NSC active.
- “A ship design named “Pirate Galleon” already exists! file: common/global_ship_designs/pirate_ship_designs.txt line: 673″ – This is like the duplicate one mentioned previously. This really doesn’t matter as only one (the NSC “improved” design) is used, thus no actual errors occur.
- “invalid component set “ai_behaviour”” & “invalid component set “powerstation_components”” – These are errors that are not “actual” errors. The first one (ai_behavior) is what allows Issen’s ASBM mod to be automatically compatible with NSC, and the latter (powerstation_components) allows Folk’s Power Stations mod to be automatically compatible with NSC. These errors only appear if the mod in question is not present alongside NSC. However, even if they are not, there is no harm done as the slots don’t necessarily need components to function. The convenience of having both mods automatically compatible are worth these “false” errors.
- “Error in fire event effect at file: events/modmenu_events.txt line: XX, could not find event:” – These errors (up to 4) appear in NSC if NSC is used without Had’s Mod Menu Mods (Autobuild, Board That Ship, Harder Invaders, & Human Fallen Empires). These errors are caused by these mods not being present (one per mod). However, due to how the system is coded, if those mods are not present, the button that could cause “error/harm” to the game isn’t present, and even if it was, it wouldn’t cause errors, just nothing would happen when you selected a particular button. Thus, these errors are here because the “events” are not present, but their absence causes no actual harm.
- “Dublicate_Technology” – These errors will appear in the error log when you have one, two, or all of the following mods active alongside NSC: Bunch of Ship Parts, Crystallis, and/or Extra Ship Components. NSC has “fake” techs to make sure that to errors are produced while these mods are not active for the sake of the AI Challenge Feature, but when any of these mods are active, two of the exact same technology appear, causing a “duplication” error, although this causes no “actual” harm to the game because the original tech (in one of the 3 mods mentioned above) overwrites NSC’s “fakes.” If you are just confused by this, that’s okay, the important thing to note here is that while the number of “duplicate technology” errors grows the more of those 3 mods you have, they cause no real harm in-game, because while there are technically two copies of the same tech, one is always overwriting the other.