Stellaris

Stellaris

Wild Space: Control [2.8]
42 Comments
Dark 2 Jun, 2021 @ 12:20am 
I see! That's even better
PrettyAverage  [author] 2 Jun, 2021 @ 12:06am 
The updated version has already integrated this
Dark 1 Jun, 2021 @ 3:09pm 
Am I correct in assuming that this will need an update to be compatible with version 3 of the main mod?
Chocobo-Raider 28 Feb, 2021 @ 6:42pm 
Can you imagine what those mods working together would be like? Fkn epic is how it would be.
Chocobo-Raider 28 Feb, 2021 @ 6:39pm 
Hey do you think your mods will be compatible with Evolving Hyperlanes ? Or the Humans are Immature mod ?
Itharion 21 Feb, 2021 @ 6:48am 
Question - I can't seem to find out exactly what the wild space fortress construction limit is. Is there documentation for all of the features in this mod?
Parker Posey's Mouth 15 Feb, 2021 @ 5:10pm 
Gotcha. Thanks, I thought maybe the mod wasn't working right and I'd have to sort out some load order stuff.
PrettyAverage  [author] 12 Feb, 2021 @ 8:27am 
There are a few late game techs. Then you need to build a stabalising megastructure. not meant to be easy or economic.
Parker Posey's Mouth 11 Feb, 2021 @ 4:24pm 
How does this actually work? I haven't seen any option anywhere to build in wild space. Is it locked behind a tech?
2000wires 11 Feb, 2021 @ 1:06pm 
Alright, thanks!
PrettyAverage  [author] 11 Feb, 2021 @ 11:10am 
Should be. Place this below Starnet to retain more aggressive expansion across empty space.
2000wires 9 Feb, 2021 @ 11:47pm 
Is this compatible with Starnet AI?
Nilserrich 30 Jan, 2021 @ 7:31am 
@Umbra Animo
I'm quite sure Gigastructural Engineering & More has ring worlds that you can build in free space. There could also be habitats. However, I haven't gotten that far with this mod and I don't know how exactly the feature works. Could work differently or not at all. But you could take a look at that.
Umbra Animo 20 Jan, 2021 @ 2:30pm 
@papa nurgle's pizza
yeah C'est la vie thats what I ment to see
@PrettyAverage
fair enough I just wanted to ask
PrettyAverage  [author] 20 Jan, 2021 @ 12:43pm 
I've thought of it but don't want to get too much further into megastructures. Goes beyond my (entirely non-existent) modelling skills. I might add Gigastructures functionality to allow Interstellar Ringworlds to be build in Wild Space. But probably not more than that.
papa nurgle's pizza 17 Jan, 2021 @ 2:36pm 
@Umbra Animo
I believe the term you're looking for is "c'est la vie"
Umbra Animo 17 Jan, 2021 @ 2:29pm 
one thing I want to bring up. could we get Habitats we can Build in wild space? would be expensive but could be upgraded to very large sizes since they won't have other things to contets with. is this idea even worth cosidering. Note no I can't program I just don't see the point on not sharing if its done its done and thats great if not then salavi or how ever that's spelled
PrettyAverage  [author] 15 Jan, 2021 @ 3:02am 
@papanurgle - actually i agree (though the hyperlane graphics are actually now in the main mod rather than this one). Will change in the next update. Got a bit hung up on how everything looked, and i do like them as they are, but can be a bit difficult gameplay wise. As Mitusonator said, if you want more visible ones for the moment, just get another hyperlane mod and put it below all the Wild Space mods in your load order.
Mightus 14 Jan, 2021 @ 9:24pm 
@papa nurgle's pizza
I also had this problem so I installed one of the "[OMNI] Hyperlane Spectrum" mods, I personaly recomend azure or white.
papa nurgle's pizza 14 Jan, 2021 @ 8:28pm 
I'm having an issue with this mod. The galaxy and nebulae are beautiful, but it's extremely difficult to distinguish the hyperlanes, especially closer to the Galactic Core.
Is there any way to make hyperlanes brighter, or a mod that does so?
PrettyAverage  [author] 5 Jan, 2021 @ 3:32am 
I believe they still work but haven't tested since I did my last update. No reason it would break everything though.
Mightus 4 Jan, 2021 @ 12:25pm 
Thanks for the mod(s) btw, realy cool concept!
Mightus 4 Jan, 2021 @ 12:25pm 
Hey I see that both "slightly more celestial bodies" and it's compatch say that they are outdated, however I know that it does not always mean that they are incompatible with newer version; is it safe to use them?
SC_Reaper 26 Dec, 2020 @ 6:43pm 
I seem to be getting a crash while running this mod together with Gigastructural Engineering, though the error with this mod may be coincidental. Researching the "Enigmatic Pattern", using the EHOF, causes the game to crash one tick later with the following errors:

[03:27:07][component.cpp:482]: Country Extradimensional Portal cannot build any component in the component set ftl_inhibitor for design Temp Deep Space Fortresses
[03:27:07][effect_impl.cpp:3282]: Failed to get a random class namelist in create_species effect. ClassTag = EXD. file: events/giga_001_mega_events.txt line: 1097
PrettyAverage  [author] 15 Dec, 2020 @ 11:08am 
Thanks
Shrooblord 13 Dec, 2020 @ 7:36am 
I ***LOVE*** capital L this concept. I'm super excited to try a new game with your suite of mods.

----

Little grammar note on the description of this mod:
'The core concept, included in the Main Mod is to make galactic geography matter add uncolonisable "wild space" systems.'
---> should probably be something along the lines of --->
'... is to make galactic geography matter by adding uncolonisable ...'
PrettyAverage  [author] 4 Dec, 2020 @ 12:11am 
@Humbleonion - that's a fair point. I rarely play with open borders so haven't come across that. AI is (if I recall correctly) currently willing to skip three systems. Could maybe reduce that to two, but think In practice that may reduce expansion over WS markedly. Will have a think. May do a submod. Its v easy to change in your local version if you want, just need to change one thing in the common _ defines file
PrettyAverage  [author] 4 Dec, 2020 @ 12:03am 
It should be. I've used it with Gigas and ACOT. No issues so far
TacJohnzo 3 Dec, 2020 @ 5:20pm 
Hi there, I'm a long time fan of Wild Space. This mod sounds really cool, with this be compatible with mods like Giga, ACOT, ZOFE? Thanks.
HumbleOnion 3 Dec, 2020 @ 9:26am 
Hi, really enjoying Wildspace as a mod. Any chance you could turn down the aggressiveness of AI expansion? While its cool that they now jump gaps in Wild Space to colonize, they also colonize empty stars that would normally be blocked off by player control if the players borders are open, which just leads to more border gore and honestly some pretty frustrating gameplay.
Ghost of Draupnir 3 Dec, 2020 @ 1:53am 
I'm able to save the design just fine, and it has enough power, and it only appears to happen with the fighter sections. Half of the fighter slots will empty, even after saving the design as full.
PrettyAverage  [author] 3 Dec, 2020 @ 12:35am 
And are you able to save a design after filling them?
PrettyAverage  [author] 3 Dec, 2020 @ 12:34am 
@theobserver - on the fortress I assume? I'll have a look. Does it have enough power?
Ghost of Draupnir 3 Dec, 2020 @ 12:15am 
Seems that some of the weapon slots don't get filled, or automatically empty themselves when you try to save a ship design for the fortresses.
BurningTemplar 29 Nov, 2020 @ 4:06am 
May you add an option/submod to make wild space uncolonizable for the whole game? Or even better a galactic resolution as well, that would be freaking awesome!
Pepega 28 Nov, 2020 @ 1:54pm 
I love you my dude.
Dirtypeasants 28 Nov, 2020 @ 12:24pm 
Okay thank you for the clarification.
PrettyAverage  [author] 28 Nov, 2020 @ 12:20pm 
You're right, I should make that clear. Mainly because this is the version of my mod where I'm worrying a bit less about compatibility and there are plenty of soft errors (which don't have any gameplay impact) if you don't use it. There's stuff I'm planning on adding which would be more dependent. If you don't want to use RS, this will work fine for the moment (and realistically given the time I have available) for the foreseeable future.
Dirtypeasants 28 Nov, 2020 @ 12:06pm 
Why is Real Space a required item ?
Spider 28 Nov, 2020 @ 12:03pm 
Sweet, more Wild Space content. Wild Space is now a permanent fixture in my mod list, it really does make the galaxy feel bigger while helping to limit the endgame lag.
PrettyAverage  [author] 28 Nov, 2020 @ 9:49am 
Yes
Dukkokun 28 Nov, 2020 @ 9:40am 
Can you add this to an ongoing game with Wild Space in it?