Stellaris

Stellaris

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DD All unique System Spawns
   
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9 Jul, 2023 @ 12:17pm
2 Jul @ 12:58pm
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DD All unique System Spawns

Description
I mostly copied what Unique Systems Spawn 100% by "had" did for his mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=707297106 , but brought it up to date for the most recent version of the game. This leaves all the spawn code alone other than changing 'scaled_spawn_chance' to just 'spawn_chance'.

As of 3.11.? they changed how Shallash spawns, it should now be able to spawn in vanilla, so I just copied the new code over my edit. If it doesn't work, lemme know.

Additionally, if you have the First Contact DLC, you'll also be able to get both Ultima Vigilis and The Chosen (edited one of the spawn events).

Lastly, the initializer file has all spawn chances set as a variable, so if you want to tweak numbers, it's easy to change.

UPDATE: Due to some strangeness in Vanilla code, in Multiplayer, no matter what, if the Chosen are spawned in, the Imperial Overlord will have their systems spawn in the Chosen's cluster, even if no player has the Imperial Fiefdom origin. I *think* this is due to some basic weight and spawn chance for the capital system. Interestingly they spawn no vassals which is likely tied to said lack of origin use. I've gone and basically disabled the Imperials from spawning at all with this mod due to the absolute chaos this causes to a Chosen cluster, communications, and other things during a MP game.

UPDATE FOR 3.11+: Trin's Promise, Tragula's Cross and Loh have been changed in vanilla to be mutually exclusive. This is done as simply as checking for a flag, and modifying the spawn allowance. This mod will by default ignore that flag. If you wish to change that, you can modify the '@triple_planet_exclusive' variable in DDUss_Unique to 0 to make it function like vanilla.

UPDATE FOR 4.0+: Know how I had all the files named by number? Yeah that was dumb, I fixed that. Updated for new systems and new code used for spawning systems based on habitable worlds. Not entirely sure if it's backwards compatible or not.
27 Comments
IcePitOnYou 2 Jul @ 4:39pm 
Thank you so much <3
draconicDuelist  [author] 2 Jul @ 12:59pm 
Updated to include new DLCs and up to 4.0+
IcePitOnYou 2 Jul @ 9:56am 
Hello, thanks for the mod. Any plans to update anytime soon ?
Jackie 18 Aug, 2024 @ 1:50pm 
Thank you for this mod!
Jack Horner's Secretary 31 Mar, 2024 @ 11:07am 
IT WORKS! IT WORKS! Woooooo! I think I'll bomb the Core and Boundary just to celebrate.

Thank you!!!

Cue Star Devourer Demolition fleet...
draconicDuelist  [author] 31 Mar, 2024 @ 10:19am 
Oh yeah i forgot to include in the main description: They actually did fix the spawning for Shallash in the base game, and I looked the code over... it's good for what they wanna do, if a little silly in how it does it, but it should work as far as I know.
Jack Horner's Secretary 30 Mar, 2024 @ 7:09pm 
Oh my Blorg, this mod exists, I've been dying to explore this weird system of Shallash. Going to try it out!
draconicDuelist  [author] 27 Feb, 2024 @ 11:54am 
Updated for 3.11. Added the new system, added a few that I apparently forgot, possibly because they're not so much 'unique' as 'notable'.
Dr_Harnsaft 22 Nov, 2023 @ 2:05pm 
Meant as a separate mod. Sometimes not all unique worlds spawn.
draconicDuelist  [author] 22 Nov, 2023 @ 9:39am 
@Dr_Harnsaft If you mean just including the PD inits, i'd have to check each individually, but on the original there's evidence the few that are there are meant to always spawn.
If you mean including the PD planet types in with the inits that already exist, then sorry, no. I'm not smart enough to work out what planet types would replace others, and partition it enough to only trigger stuff when you have Planetary Diversity active too.
If you mean something else, you'll have to clarify.