Stellaris

Stellaris

Goldilanes - 0.875x Hyperlane Density
20 Comments
[1st.M.I.] Warrant 20 May, 2019 @ 5:43pm 
I'm not seeing an 0.875 option when I start games.
Mora 2 Apr, 2019 @ 5:02pm 
does this still work?
[1st.M.I.] Warrant 12 Jan, 2019 @ 7:01pm 
Says its compatible for 2.2, but ever since 2.1.x I've not had the option in my galaxy setup... any thoughts?
Griff 23 May, 2018 @ 8:09am 
It is the blessing and curse of every Paradox modder to have their changes incorporated in the main game. Thanks for making this mod, even if it isn't useful anymore!
Dallan  [author] 23 May, 2018 @ 6:26am 
Updated to 2.1 (even if the new hyperlane generation system might make this mod less necessary).
Dallan  [author] 11 May, 2018 @ 2:37pm 
@DR....: hit Reset to Default, like it says in the description.
Davi 11 May, 2018 @ 5:38am 
I cannot change back to 0.875 because i moved it by accident :(
akeean 10 May, 2018 @ 9:28pm 
I've had one of my free seed planets in Marauder territory (even started out sandwiched between 2 marauder systems, ugh) and one of the AI neighbours had their free planets MUCH closer to their nearest neighbours territory, ending up extremely gimping both (as both only had 1 planet to expand to for decades).
akeean 10 May, 2018 @ 9:26pm 
@Vilcoyote this is simply how vanilla stellaris works on under 1.0x hyperlane density. You can end up with your two free seed planets being 20+ systems away if you play on really low density settings.

Expect it to be fixed in the upcoming 2.1 patch (that will drop along "Distant Stars" DLC). It'll also introduce "clusters" of hyperlane dense areas and finally allowing Ai to understand what chokepoints are.
Vilcoyote 10 May, 2018 @ 5:04pm 
thx for your quick response
Dallan  [author] 10 May, 2018 @ 4:50pm 
@Vilcoyote: my mod literally just changes galaxy generation parameters in the same way the new game screen would, just to a different number. If someone is missing their free planets it's likely another mod to blame.
Vilcoyote 10 May, 2018 @ 1:31pm 
thx for your mod.
Just a technical question, does your mod make a usual galaxy and then "erase" some lines or does it create the map in one operation? I run a multiplayer game and we found out that a player didn't get his 2 colonisable planets in his range (we also use "clustered start" mod but I assume planets are created after the player positionning)
akeean 28 Mar, 2018 @ 8:25am 
This was so needed.
Zwerchfell 19 Mar, 2018 @ 1:31pm 
Year nice Work
dizzy 9 Mar, 2018 @ 5:44pm 
Thanks for the response! Can you release a version of this mod that does this and also does the same thing to Habitable Worlds? The modifier has no variability between 0.75 and 1. I'd like a 0.875 as well for that!!! Thanks, and if you cant, still +1 for this mod.
Dallan  [author] 8 Mar, 2018 @ 7:47pm 
@Ana: All my mod does is change the value of "num_hyperlanes" in the various scenario .txt files in map/setup_scenarios from 1 to 0.875. If you can edit those files in More Galaxy Sizes then it'll basically combine the two mods.
dizzy 8 Mar, 2018 @ 5:27am 
The mod More Galaxy Sizes is overwriting your mod. How do I fix?
Dallan  [author] 5 Mar, 2018 @ 8:20am 
There, should be fine now.
Dallan  [author] 5 Mar, 2018 @ 8:18am 
....oh, man, I gave the folder the wrong name when I packaged the mod. I'll upload a fix in like five minutes.
tiefkühlPizza 5 Mar, 2018 @ 8:10am 
I tried it but it did not work, even when clicking "reset do default" it set back to a density of 1.