Stellaris

Stellaris

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Multiverse: Solar System Spawner
   
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20 Feb, 2017 @ 2:30pm
2 Jun, 2018 @ 9:35am
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Multiverse: Solar System Spawner

In 2 collections by ScepraX
ScepraX's Mod Collection for v2.1
19 items
Galaxy Manipulation Mods
3 items
Description
Stellaris version supported: v2.1.*

Multiverse: Solar System Spawner
New solar systems will start to appear during a game, ready for you to explore. Any solar system from the Vanilla solar system initializers can appear: hostile, miscellaneous and special systems. Custom solar system initiatizers from other mods are not included while solar systems from the Leviathans DLC are if you own and activated the DLC.

What makes this mod different from other mods that spawn solar systems is:
  • Solar systems are spawned gradually during a game. Each year a new random solar system may appear.
  • It works with existing saves. No need to start a new game.
  • It does not change any system initializers. It does not not overwrite any Vanilla files whatsoever.
  • You will keep discovering new solar systems even a couple hundred years into a game, although they might look pretty familiar by then.

How it works
This mod does not overwrite any Vanilla game files. It's an event script that might create a random solar system each year. You can set the chance a new solar system will appear using the "Solar System Spawner" policy settings. The default chance is 5% each year (averaging 1 new solar system every 20 years) but you can increase this to 100% (1 new solar system every year) if you wish. The actual chance is somewhat lower because some solar systems may only occur once in a galaxy (limited by Paradox) and the mod will not spawn another solar system immediately if it fails because of that condition.

Disabling
You can disable the mod through the game launcher. The new solar systems will not disappear. Alternatively you can use the policy settings to disable spawning.

Compatibility
Should be compatible with any mod.

Mods like Reworked Planetry Diversity that add planets will cause those new planet types to show up in solar systems spawned by this mod.

Notes
New solar systems will only have one hyperlane to the nearest neighboring system. A solar system always contains a star or black hole at its center. It may contain hostiles, planets, moons, guardians, primitives or nothing except the star.

The new solar systems may spawn anywhere in the galaxy, but near an existing system. This means that places in the galaxy with a lot of planets might get crowded. You can lower the spawn chance with the policy settings.

I'm not sure if Paradox set any limits for this but the solar systems will probably spawn endlessly. There's a limit to some solar systems (they are unique and only one may exist in the galaxy), so the chance that new solar systems appear will become somewhat lower the more planets there are in the galaxy. For instance: each Leviathans DLC system will only appear once in the galaxy.

Some named solar systems with unique flags, like for instance Sanctuary, will only spawn when not found in the current galaxy. Several version of the Sol systems can spawn but they'll all be different. Let's just say they were part of another dimension and some shift in the Multiverse caused them to appear in our universe.

Multiplayer
In a multiplayer game the policy of a random player will be used to determine the spawn chance. If multiple players have different settings one will be choosen each month at random, unless they are set to [Disabled] in which case those players are excluded. If none of the players has active policy settings the mod will be disabled.

Testing
If you wish to test the event without waiting you can use the following console commands (spawning may fail if the script chose a solar system that already existed and has a limit on the amount of instances it can have):
event solar_system_spawner.1
Spawns 1 solar system based on the chance set in the policy and may take a year before it spawns.
event solar_system_spawner.2
Spawns 1 solar system immediately.
event solar_system_spawner.10
Spawns 10 solar systems immediately.
event solar_system_spawner.100
Spawns 100 solar systems immediately.
event solar_system_spawner.1000
Spawns 1000 solar systems immediately.

Specific Systems
event solar_system_spawner.6
Spawns a solar system from the Leviathans DLC.
event solar_system_spawner.7
Spawns a miscellaneous solar system.
event solar_system_spawner.8
Spawns a special solar system.
event solar_system_spawner.9
Spawns a hostile solar system.

Warning
This mod will add actual solar systems to your existing game. This cannot be reversed! This will mean that if it has an effect on your gameplay or game performance you cannot do anything except return to an earlier save and disable the mod. The performance impact might be very high in the long run depending on your system.
159 Comments
Sir Luis 8 Oct, 2023 @ 3:51pm 
update?
Vosler 21 Jun, 2022 @ 8:01am 
of 6 months. lol
Vosler 21 Jun, 2022 @ 8:01am 
please add a 1mo 3mo 6mo option also.
please add a slider for how many to add at once
please add a slider for how many instances to enact at a time.

This way i can play a tiny map with 3 times AI and 3 times habitable worlds and 15 times natives.
and set the game to spawn 3,3,3 solar systems every 6 years

people might ask if this wouldn't just make it spawn 9 systems..
NO
It would spawn 3 systems in the chosen area and Then 3 more in the next sellected etc.
Prolbo 8 Jun, 2022 @ 11:37pm 
Wow. It's weird and have no idea how it can be used but sounds amazing and I'm definitely looking into it's internal workings.
rocterius 7 Jan, 2022 @ 7:43am 
It is still working.
Beast-Storm 10 May, 2021 @ 2:54am 
When can we expect an update?
Lady Lucina 13 Aug, 2020 @ 11:15am 
Doesn't need an update, it's working just fine in my heavily modded 2.7.2 save.
ECFOX 14 Jul, 2020 @ 3:54am 
can you update this please?
shoobers 3 Jul, 2020 @ 11:06am 
WAD
Sekalf 2 Jul, 2020 @ 10:03pm 
Does this still work