Stellaris

Stellaris

HexGrid Overlay
37 Comments
akeean  [author] 19 May, 2024 @ 12:36pm 
Prolly yes, not much is touching this bit of the game. If not it's save to add or remove in a running game.
Blazingdevil 7 May, 2024 @ 10:32am 
does this still work?
akeean  [author] 20 May, 2023 @ 12:18am 
No worries, enjoy your campaign!
Kingdark 17 May, 2023 @ 4:48am 
Thank you for your reply and sorry for my own late reply. I -thought- I had subscribed to the comments, but apparently not.
akeean  [author] 2 Apr, 2023 @ 4:56am 
Syncing mods for MP can be a pain. You might want to look into 3rd party mod managers. I'm not sure, but maybe Irony Mod Manager had an option to share active mods. It's really a shame that the promise of Stellaris "new" launcher being able to share mods in multiplayer never came to fruition and to some degree even made things harder as you can't even copy & paste the "active mods" blob from the settings file anymore while everyone subs to all mods from a steam modlist.

I don't have time to check for every update. If you are unsure if it still works and want to make sure, launch the game solo once with just this active. If a new game show you the overlay and doesn't crash immediately it will not cause any issue.

My mod doesn't even affect checksum or affect any gameplay. It's purely cosmetic and safe to remove or add at any point. You'll be allright.
Kingdark 1 Apr, 2023 @ 1:32am 
Thanks for the reply. Could you still double check if everything works as it should? Neither of us has much time and it'd be a big shame if we have to spend our time troubleshooting...
akeean  [author] 1 Apr, 2023 @ 12:47am 
Should still work. Since release this mod needed maybe 2 updates, mostly when the launcher got changed.
Kingdark 31 Mar, 2023 @ 4:22am 
Heya, this mod seems to be exactly what I (and a friend) need, but is it compatible with the current game? Thanks!
RouxAroo 19 Dec, 2022 @ 1:44am 
Ah alrighty
akeean  [author] 18 Dec, 2022 @ 8:55pm 
There used to be.., hold left alt and then left click on the map I think. Used to be iffy when I needed it (also tended to get stuck if you ran Stellaris in Fullscreen and tabbed out), which is why I made HexGrid to talk it out instead. Also not sure if it needs player visibility first.
RouxAroo 18 Dec, 2022 @ 12:14am 
Wait there's a ping?!
akeean  [author] 17 Dec, 2022 @ 11:34pm 
Yeah, Co-op coordination that's one of the reasons I created this, especially since ages ago the ping function (alt + left click) was kinda iffy.
RouxAroo 17 Dec, 2022 @ 1:20pm 
Ah, thank you. That helps me understand what the pattern is, and should help me and my friends realize where each one is supposed to be. We're using this for our multiplayer games since it makes it a lot easier to find systems and other things.
akeean  [author] 17 Dec, 2022 @ 7:06am 
@Laser Samurai aw right the Paradox upload had overwritten my expanded mod description. So here goes:

I purposely made it a bit "different" from those standard addressing systems, since it needs to work for alien minds as well as humans.

I wanted this look and feel a bit alien, since it has to work for alien species, including hives. Also I was inspired by the Babylon 5 war room, that has just random numbers at some square grids. I wanted this to follow a logic, so the label would have a gameplay benefit.

There are a few different existing ways to address a grid of hexes, but none work particularly well for a hex grid that has a center point if you don't want negative axis.
akeean  [author] 17 Dec, 2022 @ 7:06am 
So what I did is, imagine the hexes cloest to the galactic core as direction giving, kinda like arc-degrees on a circle (0-360 degree, but instead for 1000-6000) imagine a ray cast from the center of the galaxy towards the outside. Straight up would be 1000 and ending in 1111, 45 degree would start at 2000 and ending up at 2222.

Those in-between hexes that are neither pure 1000 or 2000 would intersperse the number of the neighboring hex. So the in-between hex of 1000 and 2000 would be 1200 (clockwise in descending order, so 1000 has priority over 2000, 2000 over 3000 etc until 6000 meets 1000 again). Then for the next layer I shifted the addressing digits a bit, but the gist is that. The mode 1's a hex has, the more it lies to the top, the more 2's, the more towards the 45 degree angle. More Zeros means closer to the core, more numbers means closer to the edge.
akeean  [author] 17 Dec, 2022 @ 7:05am 
This way you can still quickly guess where a hex will be located without using a common system like a watch face or X/Y axis system with negative axes.

When playing gestalts in single player, I like renaming my systems and planets in a way that they indirectly refer to the hex tile. So Systems get labeled <hexID>-<system#> (i.e. 1200-01 "The first system under my control in 1200 sector, there can be a 1000-1 system as well, the numbers for the system# is unique only per hex tile), colonies get <hexID>-<system#>-<colonyID> (and a few letters to represent the focus outputs of that colony).

This way event messages will reference the hex to me when it mentions the name of a colony with some sort of catastrophe and also what kind of economy outputs are at stake. ColonyID is global and a bit of a pain to rename when you conquer another empire. Looks cool when it is all set up though. :D
RouxAroo 15 Dec, 2022 @ 12:57pm 
There seems to be a pattern that's associated with how these are hex-grids are numbered, however I'm having trouble devising it. For my own curiosity can you tell me?
Kingdark 16 May, 2022 @ 12:19pm 
Oh, thank you, I hate it when my mods say it isn't compatible because mod authors are too lazy to do a simple text update. I can do it myself. Have done it myself, but those efforts are often undone when mods sync up... So, yea, updating it would be super, even if it's only the version tag.

Thank you!
akeean  [author] 16 May, 2022 @ 12:13pm 
Should still work with the current version, but I'm going to update the version tag in a bit anyway

Also it is "compatible" with Quadrant, as in you are going to get both overlaid at once (honestly it's a bit too cluttered for me in that case). Sadly there is no way to toggle them, due to how the system works.
Kingdark 15 May, 2022 @ 11:27am 
Is this mod still up to date for current game, or will it work for 'any' version?
ers2021 30 Apr, 2021 @ 2:04am 
@akeean. Thanks for the advice. It actually was a great learning experience because I'm such a noob. I appreciate the assist.
akeean  [author] 24 Apr, 2021 @ 9:04pm 
Hey @ers2021, sorry your message slipped me by.

The numbers on the hexes are baked in the texture. There is no way to draw them dynamically, but you could just edit the .dds in something like PaintNet to have the numbers you want.
ers2021 16 Mar, 2021 @ 9:18am 
Thank you @akeean for a great mod (I use it to give a numbered prefix to my planets/habitats for ease of locating them)! Is there a way I can adjust the code to generate the numbers to mimic a clock? (For instance, 1200 at the 12 o'clock position, then going clockwise to 0200, 0400, 0600, 0800, and 1000 on the hexagons closest to center? I looked at the downloaded *.gfx files but can't see which field may create this desired effect.
akeean  [author] 19 Oct, 2020 @ 2:07am 
@Apollox are you running ant other mod that projects something over the galaxy map (like Quadrant, or the star wars/trek mods)?
Apollox 18 Oct, 2020 @ 12:52pm 
Hey, I'm having some trouble. I can get this mod to activate in the launcher, however the overlay isn't showing up in game. Any suggestions?
IllustrisJack 30 Apr, 2020 @ 8:39am 
try adding it as a map mode, maybe that works better ^^
akeean  [author] 9 Apr, 2020 @ 6:15pm 
I'd love to be able to modconfig the style & visibility host, but I don't think objects drawn on the galaxy like this can be interactive.
Uvlazhnyan 9 Apr, 2020 @ 2:41pm 
A useful mod, but it would be very convenient if there was a button to turn on / off the grid, as in hypercorridors or trade routes.)
akeean  [author] 31 Mar, 2020 @ 5:38am 
You are right and it's on purpose. Pretty cool that you brought this up.

It's stepped in to make the resulting codes be visually a bit more different from each other while still conveying the same information (and not have a row of 1000, 1100, 1110 and 1111 in sequence, since that would make it look very plain compared to my inspiration, the Babylon 5 war room map, which was square based).

I didn't want it to look and feel like excel or a clock face, but convey a sense of direction in relation to the center of the map so it would work with different map sizes and able to be easily spoken in voice chat. I also wanted to avoid having to negative numbers, which are cumbersome to speak and easy to mix up with their opposing counterpart. The material to Hex based coordinate systems that I found in my research could not provide for all of this.
akeean  [author] 31 Mar, 2020 @ 5:38am 
Compare this to the grid in the war room of Babyon 5 and all the labeling is just random numbers which would be useless for mp game play coordination since you'd have to memorize each number and location like a name label. Other Sci-fi does this with their background art assets too and I wanted this to fit into a time where thinking 2 dimensions is considered "primitive". :D

If I still had the layered base file for the map, I'd prepare you a version without the stepped-in numbers. Sadly I wiped it by accident.

Another thing people have noticed about this grid is that the hexes are slightly stretched (their sides are not equally long), just so that it would fit evenly into the round galaxy and the square texture file.

I'm very happy that you are enjoying the mod. :)
djvandebrake 30 Mar, 2020 @ 8:35pm 
Yeah, I get that but some seem to be off. For example, just "north" of 1000 you have 1010 instead of 1100, and then "north" of that you have 1110. From the core you seem to start at 12 o'clock and go counterclockwise, but the "north" hex to 6000 is 1600 instead of 6100. That kind of thing. I know, it is a minor nitpick, like I said it still looks very cool.
akeean  [author] 30 Mar, 2020 @ 2:53pm 
@djdjvandebrake 1000 is the 12 o'clock heck closest to the ring, 1111 12 o'clock the furthest from the ring the more 2 is meshed in and the further in the front a 2 is, the more a sector is shifted clockwise towards the next axis, around 2o'clock. There are 6 main axes in total.

So 1200 is one hex from the center and one moved clockwise, 2200 one hex out and two clockwise. This way each coordinate can provide a approximate direction where to look at on the map (angle and distance).
djvandebrake 30 Mar, 2020 @ 2:18pm 
How did you determine the number of each hex? It seems a bit... inconsistent. Very cool mod, though, I use it even on single player because it looks so snazzy.
samuariman225 28 Mar, 2020 @ 7:45pm 
Sweet!
akeean  [author] 28 Mar, 2020 @ 6:20pm 
@aciel.samael If you still can get it to activate in the launcher, you can keep using the old version. Nothing changed in terms of code.

I just can't update the version tag on the old version anymore and for some reason can't activate it in my launcher.
aciel.samael 28 Mar, 2020 @ 5:35pm 
I've been running the old version and its not caused any problems so far, is there any changes in the update besides version?
Cirdain 28 Mar, 2020 @ 3:30pm 
Huh, this is actually pretty dope.