Stellaris

Stellaris

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Actual Stellar Systems: 3.9 Mod Description
By T145
Extended workshop description for the Stellaris mod Actual Stellar Systems
   
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I: Welcome!

Struck content is planned!
II: Star Systems


Distance Scaling

Stellaris uses it's own unit scale to dynamically set the distance between celestial bodies since the core game is a scripting engine. This distance is frequently represented as the orbit_distance variable under solar system definitions contained in the /common/solar_system_initializers/ directory. However, these values are set arbitrarily. To translate the Stellaris scale to be similar to reality, we need a constant value to measure against.

The best limit to set as a standard in Stellaris and reality is the outer limit of our solar system. In reality, where our solar system ends can have a few options[solarsystem.nasa.gov]. For the purposes of this mod, we'll say our end is the main region of the Kuiper Belt, which ends around 50 AU from the Sun according to NASA[solarsystem.nasa.gov]. Reference the figure below to measure the astronomical unit[en.wikipedia.org] scale.




Regarding an equivalent Stellaris bound, as described by other developers in the Stellaris Modding Den, star systems in the game have a functional orbit distance limit of 500 units, or 500 Stellaris units (SU). If we apply this scale to the realistic limits, we have unit conversions shown in the table below:

Stellaris Unit (su)
Astronomical Unit (au)
10
1




Sol System Neighbours[en.wikipedia.org]



In addition to editing the solar system as to resemble the diagram above, each solar system within 10 light-years of ours has been added.




Solar System Changes

Complete edits from the following mods have been reverse-engineered and integrated:


Designated content from the following mods have been applied with the same usage context as above:

III: Star Types


In astronomy, there are many times where the terms "type" and "class" are used interchangeably, and that can make dissecting xenoes information difficult. Regarding spectral types, there are general classifications, like O and M, and more specific types like M0, M5, and M8. To keep things simple, a "category" is used to group many classifications to avoid confusing classes and types, and "subclasses" are used to represent classifications under a category.

Vanilla Types[stellaris.paradoxwikis.com]

Spectral Category
Subclass
Class A
General
Class B
General
Class F
General
Class G
General
Class K
General
Class M
Red Dwarf
Class M
Red Giant
Class T
Brown Dwarf
Neutron Star
Magnetar
Neutron Star
Pulsar
Black Hole
Stellar Mass + Kerr (Rotating)

Star Changes

  • Class T stars are also known as methane dwarves, and to represent their physical characteristic better in the game they can now provide 1-3 Exotic Gasses.
  • Class M stars are made more dim than other classes due to the fact that giants and supergiants are closer to the end of their lifespan, and that red dwarves are small and cool and thus have low radiance.
  • Pulsar icons are now oriented with their stellar counterpart.
  • Added some real black hole names[en.wikipedia.org] from Wikipedia!



Added Stars (TODO)

Spectral Category
Subclass
Class B
Blue Giant
Class B
Blue Supergiant
Class C
Carbon Star
Class D
White Dwarf
Class L
Red Dwarf
Class M
Red Supergiant
Class O
General
Class O
Blue Giant
Class O
Blue Supergiant
Class S
General
Class W
Wolf-Rayet
Neutron Star
Magnetar + Pulsar
Black Hole
Stellar Mass + Schwarzschild (Static)



IV: Exploration


Originally posted by Douglas Adams · The Hitchhiker's Guide to the Galaxy:
“And all dared to brave unknown terrors, to do mighty deeds, to boldly split infinitives that no man had split before—and thus was the Empire forged.”

This section is dedicated to altering various system mechanics that may be fundamentally unbalanced or can use some innovation. They all are vanilla-aligned and shouldn't make too many noticeable changes.

Gameplay Changes

The following mods have been reverse-engineered and integrated:


The following features have also been added:

  • Privateers have been re-enabled for Apocalypse DLC owners!
  • More systems have been added to the L-Cluster (w/ more features for Gigastructures users)!

Abandoned Habitat Changes

In addition to providing all visual habitat variations, they've been tuned more so that:
  • Flooded habitats rarely spawn if the habitat is visually aquatic.
  • Regular habitats frequently spawn and advanced habitats uncommonly spawn.
  • District blockers are variable enough to leave one to two districts initially open.
  • When cleared, station blockers give 200 consumer goods if the Recycling Campaign edict is active.

Nomad Changes

The nomads have had the following changes to fix several vanilla bugs and make them more realistic:

  • The "Namarian" species have the following attributes:
    • Authority: Democratic
    • Ethics: Xenophile, Spiritualist, Militarist
    • Civics: Distinguished Admiralty, Scavengers
  • The fleet admiral has the following traits:
    • Engineer (So the ships can actually repair some damage while the fleet idles.)
    • Scout (So the fleet doesn't wander into dangerous systems.)
    • Trickster (To avoid engaging in fights even when the AI is dumb.)
  • Nomad fleets are now a mix of destroyers and cruisers.
  • Nomads now try to construct ships from designs they know.
  • Nomads no longer get stuck in wormholes.
  • Nomad home ships now have names that aren't boring.
  • Nomads now only give away 15 or 30 destroyers, not cruisers.

Megastructure Changes

  • Orbital Rings (Some changes inspired by Orbital Infrastructure)
    • These changes are primarily so that if a habitat spawns on a habitable planet then o-rings can still be built.
    • Can be built around a planet w/ a different megastructure near it.
    • Can be built in systems with a ring world.
    • AI now want to protect their planets with o-rings.



17 Comments
paulo 23 Sep, 2023 @ 5:27pm 
I always had problems with abbreviations! XD Anyway, thanks for answering my question(s).
T145  [author] 22 Sep, 2023 @ 3:57pm 
Planetary Diversity and Real Space: they're abbreviations.
paulo 22 Sep, 2023 @ 6:36am 
"PD"?!? "RS"?!? What are you talking about???
T145  [author] 21 Sep, 2023 @ 4:09pm 
Unlike BTW, ASS is compatible w/ PD and RS, so I'd wager it's compatible w/ BTW too. Feel free to test it out and report any issues!
paulo 1 Jul, 2023 @ 4:30pm 
Oh, great! Now I don't know what mod to use -- yours or Beyond the Worlds ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2878669292 ). :steamsad:
T145  [author] 3 Jan, 2023 @ 7:36pm 
I'm planning to resize stars on some scale grounded in realism somehow, and will likely move the feature into a separate mod b/c it tends to break a lot of mods. I'm realising that my current scale can't include the sun's size, b/c otherwise it won't be constant. For now, if you want resizing, I'd recommend Landmass or Real Space System Scale.
Rylemsheath 3 Jan, 2023 @ 7:25pm 
Do you plan on implementing star resizing from Realistic Stars? If we want star resizing, can we download Realistic Stars and just give ASS a higher priority?
Exc4l1buR 3 Jan, 2023 @ 10:30am 
you're right.
didn't notice it because the text color in the description box is very similar to the hyperlink color
T145  [author] 2 Jan, 2023 @ 10:41am 
It's in the guide description.
Exc4l1buR 2 Jan, 2023 @ 10:39am 
you should add a link to your mod in here...