ENDLESS™ Space 2

ENDLESS™ Space 2

Galaxy Generation Bigger Systems
44 Comments
HellRockPanda 7 May, 2024 @ 7:35pm 
Hello, is the mod relevant and does it work in a multiplayer game?
The Dwarf. 28 Feb, 2024 @ 11:50pm 
Note: This mod has issues with ESG. If it's enabled later in the load order than ESG, then step 3 of the Vodyani questline does not begin.
Kabalan20 13 Apr, 2023 @ 7:45am 
i think this mod no longer works
reinstalled the game to play again and I'm getting 3 planet systems spawning
yes I enabled the mod in-game
Velorace 15 Mar, 2022 @ 5:42pm 
Could you make a new mod called "Galaxy Generation - Balanced Systems" that will host a general balance of 3-5 planets and some ocassional and very, very rare 1-2 planets? I think it will be more balanced to the game other than making every single planet super habitable. I feel like the balance is broke there.

Oh, maybe I should speak to ESG mod about that? Hmmm....
Skummeh 23 Nov, 2021 @ 6:02pm 
Works perfectly and is great for people like me who like small galaxies and tall systems.
Reanu Keeves 21 Aug, 2021 @ 4:50am 
I don't think it's working with enhanced space 2. I'm getting 3 planets systems in almost every node, like 90%
Zebrech 9 May, 2021 @ 2:46am 
This mod seriously alterate the number of anomalies the game generate and not by a little, could be nice if you try to fix that @fb.aazzoggerr
SpyroThyKing 13 Feb, 2021 @ 9:55pm 
Hey, does this mod work with Extended Galaxy Settings?
Kaito Gillscale 16 Sep, 2020 @ 10:50pm 
It's a workaround...and one I use pretty often...but sadly it's only on max pop areas and I try to keep pop under the overpopulation threshhold :c
fb.aazzoggerr  [author] 16 Sep, 2020 @ 10:00pm 
@Kaito Gillscale

I'm not sure that I'll be able to do such a mod. Also, did you know that if you send undesirable population to the system which is already at full population that sent population will disappear? That's obviously not what you requested but it's kind of a workaround for your goal.
Kaito Gillscale 16 Sep, 2020 @ 4:13pm 
I see you do quite a few mods in the description...could I request one? Would it be possible to set up a system where you can exile population? Like...on the screen where you can encourage reproduction for pop in your empire, there's a way to make them undesirables so they eventually are all removed from your empire over the course of...say...5-10 turns? Not sent to another planet, but just disappear from the game all-together on systems I own. I specifically want this for when I play Riftborn, since 90% of all minor pop and other factions' pop use up food and that just annoys me. I don't want to have to be religious to enact laws like this, so a mod that does the feature would really make me (and quite a few other people on the forums) happy.
mERLiN 4 Sep, 2020 @ 10:24am 
Awesome thanks! :D

Yeah being enjoying them for a while now, great ideas for mods :)

^_^
fb.aazzoggerr  [author] 4 Sep, 2020 @ 9:44am 
@mERLjN

Of course it's OK. Glad you liked my mods.

p.s. added missed part of the description :D
mERLiN 4 Sep, 2020 @ 5:53am 
Hey there,

I slightly modified your amazing mod for my personal preference here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2219049323

I changed the values so that only 5 planet systems appear at galaxy generation and slightly increased the chance for artificial and Dyson sphere stars.

Gave full credit as you kindly requested in the description of your ''Enhanced Resources Extraction'' mod, I'm hoping your description regarding mod makers there also applies to this mod.

Wanted to let you know and check in with you to see if its also OK.

Thanks for this mod and all the others you made they are of great help both for modding and enjoying the game.

Cheers, stay safe and healthy.

Kabalan20 2 Jul, 2020 @ 6:57pm 
also quick question
does this mod disable achievements?

Kabalan20 1 Jul, 2020 @ 7:22am 
very nice!
I guess this means the game can't have 6 planets per system like ES1.
Wolle 11 May, 2020 @ 4:18am 
You have many useful mods. I will try them soon. Thank you.
Entarlas 16 Apr, 2020 @ 10:26am 
@ Sabtague this is because the Nakalim update makes the academy considered as a "faction"
LightenedDark 14 Apr, 2020 @ 10:29am 
This obeys the planets per system setting, right? So when you select many you get the modded effect but when you select the fewer option, you get the vanilla effect?
Grzemek 6 Jan, 2020 @ 9:57am 
For some reason Academy System is no longer fixed at 4/5 planets after Nakalim update. Even if I directly edit the game files this mod is altering for Academy system, the system still can spawn smaller than with 4 total planets. I'm too stupid to figure out where else the game determines the size of Academy's system.
Grzemek 19 Jul, 2019 @ 12:54pm 
I see. Thanks.
fb.aazzoggerr  [author] 19 Jul, 2019 @ 10:08am 
@Sabotague

As far as I know minor/major factions starting systems are hard-coded. There is no way to change them.
Grzemek 17 Jul, 2019 @ 8:24am 
I have a question. This mod doesn't affect the amount of planet in mijor faction systems as it is stated in the description. But I searched/grepped through the game files time and time again, and didn't find any place to affect MF system size at all.

So is it possible mod the amount of planets in a MF system? And if it is, can you possibly tell where? I only found files that cover what the starting planet of a MF is.
Tanstaafl 13 Mar, 2019 @ 4:34pm 
I've had no problem using this mod with version 1.4.9 , the enhanced space 2 mod and about a dozen smaller mods. I have all of the optional content except for Penumbra
Grzemek 3 Feb, 2019 @ 8:06am 
I basically play 1.4.3 always with this mod and had no crashes at all. So it's not as simple as just incompatible with new stuff.
Pongola 2 Feb, 2019 @ 4:47am 
It's sad that the mod doesn't work with 1.4.2 and higher. It seems it clashes with some of the new cuiosities and leads to a halt in game and hinders commands.
Everytime its a "miss" of a curiosity and therefore i can't even tell which it is.
Grzemek 17 Jan, 2019 @ 9:26pm 
After few games with this mod on, on the latest version with all concent enabled, I'm inclined it works with Hissho patch. Sucks that Endless Space 2 makes you re-enable your last mod configuration with each game launch. Rather annoying.
Grzemek 14 Jan, 2019 @ 5:55pm 
Oh I'm a dummy. I read "no star" as "no planet". Thanks for the answers. I guess gotta just take the risk and check if it works now.
fb.aazzoggerr  [author] 14 Jan, 2019 @ 3:39pm 
@Sabotague

1. The mod works as of 1.3.3, can't say further (but it should); I don't play this game since december 2017, only updated my mods to work withversion 1.3 when it was released (august 2018).
2. "No star" systems are the ones with absence of a star of any type, an empty space at the center of the system, usually has only 1 gas giant as planets; it has nothing to do with special nodes.
Grzemek 14 Jan, 2019 @ 3:07pm 
Hi, does this mod with with the latest game version and all DLC? Also, does " "No star" systems spawn is set to zero." mean that special nodes like collapsing star or black hole don't spawn at all?
fb.aazzoggerr  [author] 28 Sep, 2018 @ 2:41am 
@Serkith

First of all, I would advise you to reload the ES2 and start a new game after you disabled all mods except this one, and see what happens. In any case I pretty much doubt that this mod has something to do with described issue, because it doesn't change literally anything except chances of appearance of planets/suns, it doesn't change the way (so to speak) the galaxy generates or any game mechanic.

@Punk Zero
same
Serkith 28 Sep, 2018 @ 1:48am 
Hello, a little problem. I've disabled all my mods except this one, and some "system" have the picture of a dyson sphere but there is nothing, and if their is a battle here, the game has a lot of tearing and crash.. Do you think it's from me ? thanks :)
The Notorious 26 Sep, 2018 @ 5:28pm 
messes with sandbox when placing overcolonization to 1000 causing uprisings.
fb.aazzoggerr  [author] 8 Aug, 2018 @ 11:04am 
@Morsrealm

No problem. Obviously it cannot be "compatible" because part of Enhanced Space 2 does the same thing as this one - changes the galaxy generation, it's stated in that mod description. Although, try to load this mod after Enhanced Space 2 in case you want this mod's galaxy. It would probably override changes made by Enhanced Space 2; however I would still advise not to use together mods that change exactly the same stuff.
Morsrealm 8 Aug, 2018 @ 10:49am 
@fb.aazzoggerr

Doesn't seem to be compatible with Enhanced Space 2.
Sorry compleatly my mistake.
fb.aazzoggerr  [author] 8 Aug, 2018 @ 9:11am 
@Morsrealm

Did you read description? There, at the very top it says "Works as of game version v1.3.3". This means the mod has been tested already and confirmed as functional. If it doesn't work for you this means the issue is on your side. A wild guess - probably you're using another mod that changes galaxy generation in some way and it's loaded after mine.
Morsrealm 8 Aug, 2018 @ 7:54am 
Not working please update.
scottmcn71 11 Feb, 2018 @ 7:20pm 
This mod is excellent. 2 thumbs up!
fb.aazzoggerr  [author] 25 Jan, 2018 @ 3:37pm 
@Kirk & Spock

I don't plan to tweak luxuries (though I consider current system to be not ideal). You might want to check out Rebalanced Luxuries mod by Kuma and suggest him your ideas (he is proficient in modding luxuries system)
Arroz 25 Jan, 2018 @ 3:28pm 
fb.aazzoggerr: any plan on a luxuries tweaking mod? Currently luxuries spawn in clusters which causes empires to have a monopoly on a luxury type, it would be interesting to have very different luxuries in close by systems, a mod that alters the spawning of luxuries per system would be cool. :D
nhodge 18 Jan, 2018 @ 8:04am 
That's a pity about the Major / Minor faction home systemsnot being able to be changed. I'd already managed to write a mod for other systems, but was hoping that there would be some way of tweaking the factions' systems. Drat.
fb.aazzoggerr  [author] 17 Jan, 2018 @ 2:21pm 
@nhodge

I've published what you asked for - check out Galaxy Generation Smaller Systems
fb.aazzoggerr  [author] 17 Jan, 2018 @ 12:18pm 
@nhodge

Yes, it is possible. Could you provide more details on number distribution? How much in % you would like to have 1 planet systems for example etc? Keep in mind that minor/major faction homesystems can't be changed.
nhodge 17 Jan, 2018 @ 12:03pm 
Is it possible to produce a mod that would reduce the number of planets in a system? That option was available in ES1. I'd like to be try playing the game with a more realistic representation of colonisable planets (e.g. 1 or 2 per system; may be 3 in extremis). I appreciate that in order to maintain play balance, it would have to be combined with an overcolonisation re-balancing mod.