Stellaris

Stellaris

Some unique systems in [4.0.x]
147 opmerkingen
krn17 20 dec 2024 om 19:17 
update?
最优质的战士 6 mei 2024 om 2:18 
Hello, can you set the "Sea of Consciousness", "Ithome cluster", and "Ultima Vigilis" galaxies to appear at 100%? These galaxies are very useful and interesting, but the generation probability is too low.
chunga changa 8 mrt 2024 om 3:10 
крч хз будешь ли ты добавлять в мод это, но порегав несколько карт меня стал бесить этот тег, если его удалить то мод будет иметь большее значение
chunga changa 8 mrt 2024 om 3:03 
@Clamor_S Hi, I noticed that systems will not appear in systems with the tag "empire_cluster". In previous versions of the game some systems could be placed next to spawn, but not now. So, if delete all
modifier = {
factor = 0
has_star_flag = empire_cluster
}
spawns in new games will become more interesting
DisneyDiver 29 feb 2024 om 7:38 
Which file should i modify? i assume is in the event file?
Clamor_S  [auteur] 29 feb 2024 om 1:59 
@TheQuietKid ancrel.12050
DisneyDiver 29 feb 2024 om 1:47 
Can you teach me how to spawn the Chosen Empire. i found the special_system_initializers.txt but im not sure what to change
Clamor_S  [auteur] 23 nov 2023 om 22:45 
@ColossusCrusher many of them already have spawn chanse of 100%, those which spawn habitable planets apart list above are not included (and will not be included) since stellaris has issues with scaling habitable planets properly
ColossusCrusher 23 nov 2023 om 16:25 
Do the other special systems listed here in the wiki spawn too? https://stellaris.paradoxwikis.com/Unique_systems
Clamor_S  [auteur] 8 okt 2023 om 5:39 
@Putler Kaput yes, it is possible but I will not implement such thing in this mod. Unlike unique systems which are static, Chosen impact game a lot and some gamers (including me) find them annoying
Dawid 8 okt 2023 om 4:28 
can you make Chosen to spawn all the time?
Clamor_S  [auteur] 14 jun 2023 om 11:51 
@Pheowl Quote from wiki: "Keides, Scion of Vagros can be recruited after 20 years by the first empire that investigates the Dugar unique system."
Pheowl 14 jun 2023 om 9:59 
if you are talking about systems with a dump of ships, molten rivers and aggressive fauna - they appear normally.
Clamor_S  [auteur] 14 jun 2023 om 6:41 
@Pheowl Caides spawn chance was reduced by paradox by 75%. Check for specific systems related to his storyline
Pheowl 14 jun 2023 om 6:22 
I noticed that in this game with the mod Caides does not drop out. When starting without a mod, it was found in the first 15 years. Maybe it's random, need a larger sample. If someone had the same problem with this mod - write.
Krötentöten 11 mei 2023 om 1:38 
nvm. thank you!
Krötentöten 11 mei 2023 om 1:38 
and 3.8?
Clamor_S  [auteur] 10 mei 2023 om 8:46 
@Krötentöten are you kidding me? 3.8 was released yesterday, do you assume I will left all my real-world duties aside and will set top priority to stellaris mod updating? Patience, at least for a week.
Krötentöten 9 mei 2023 om 9:46 
i assume this needs to be updated to work ? :(
arc361 30 mrt 2023 om 21:26 
I find 18 empires 5 fallen and 3 marauder to be the best numbers for huge size. Everything spawns but sometimes things spawn to close to fallen empires and get wiped out
Clamor_S  [auteur] 17 mrt 2023 om 7:21 
@Pawmee it should
Pawmee 16 mrt 2023 om 9:38 
hi does this still work in 3.7?
nepboi 10 jan 2023 om 8:17 
despair
Clamor_S  [auteur] 10 jan 2023 om 3:15 
@nepboi it was removed. Check list of included systems
nepboi 9 jan 2023 om 23:00 
@Clamor_S do you know if sea of consciousness has any requirements for spawn? Always had it appear until 3.6 so trying to figure it out
Arkenor 14 dec 2022 om 17:23 
Where in my load order would I want to put this?
Константин Стрел 14 dec 2022 om 11:05 
I can't agree about the first one, he probably doesn't appear, but about the second one. Then you can not include all the others if they are often spawned without a mod(In fact, no, even on 2500 stars, the chance of spawning all unique systems is not 100%)
Clamor_S  [auteur] 14 dec 2022 om 10:56 
@Константин Стрел Shallash is set to always spawn if xehophobe is present. Desiccated spawns often even without mod so I see no benefit of including it. It will only make maintainance more complex
Константин Стрел 14 dec 2022 om 10:44 
So far, two systems are missing, fumongus with the excavation drying up, and the Shallarian system with six moons associated with the stagnant xenophobe.
I hope the author will not be dissatisfied.
At least they didn't appear in my files without additional lasagn.
Clamor_S  [auteur] 13 dec 2022 om 1:12 
@DisturbingLackOfFaith Thanks! Fixed.
DisturbingLackOfFaith 9 dec 2022 om 1:09 
You seem to have left the scaled_spawn_chance in place for the automatic dreadnought.
arc361 5 dec 2022 om 10:06 
No worries. on huge with 5 fallen empires and 3 marauders. 16 ai seems to be the sweet number when in a 2 player mp game. It spawns like 80% of the time. I know 16 Ai doesnt seem like alot but you can get those premade federation AI which can had 2 more extra AI to the game.
Clamor_S  [auteur] 5 dec 2022 om 9:55 
@arc361 I am not aware of such logic and currently I can not analyze game files deeply since I have often electricity shuts.
arc361 4 dec 2022 om 19:53 
Do we know if there is some logic behind the automated dreadnought spawn chance? Its the only one that doesn't spawn for me 100% of the time and theres alot of space available too. I always do the intel/communications check to make sure important stuff doesn't spawn next to a fallen empire.
Pawmee 1 dec 2022 om 8:34 
thanks for the update :)
|ChroNiC^㋛| Lotto 1 dec 2022 om 3:23 
Np Clamor_S, looking forward to update :JoeWheelerApproves:
Clamor_S  [auteur] 30 nov 2022 om 8:37 
Guys, may you give me at least 48-60 hours from release. I might have some work and responsibilities to be filled. Have some patience.
Ryllian 29 nov 2022 om 15:49 
tried it on two games, seems to be working
Agress0r 29 nov 2022 om 11:01 
@Clamor_S 3.6 was official released. It seems like there are no new rare systems and no serious changes in old ones, but I think you can update the descriptor to 3.6.
Ryllian 29 nov 2022 om 4:13 
Im gonna check if this is still working tonight, might just need a version bump. Dont think 3.6 added anything unique.
Pitlos Tails 15 nov 2022 om 11:38 
its in beta
Clamor_S  [auteur] 14 nov 2022 om 22:25 
@Pitlos Tails was 3.6 officially released?
Pitlos Tails 14 nov 2022 om 8:50 
does this work with 3.6?
arc361 1 nov 2022 om 19:25 
Would this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2036603923 which makes anomoly spawns 100% (zones that spawn from anomolies) affect this mod?
Clamor_S  [auteur] 27 okt 2022 om 1:28 
@Sora, your concepts are nice. Thanks!
Clamor_S  [auteur] 27 okt 2022 om 1:26 
@Sora, I have really big problems with internet and electricity now. I will look into this. But real mod, I would like to is controlled distance between empires, so that there are no clustered spaces.
Sora 26 okt 2022 om 3:17 
@Clamor_S if you want me to make a more realistic spawn, I can look in to that too. Its a leftover piece of code I used to spawn cybrex in a personal mod of mine. So its not at all adapted to yours.
Sora 26 okt 2022 om 3:16 
@Clamor_S I am fully aware of that. It was entirely an example of how to use the spawn.
if you wanna remove the hyperlane you simply say "hyperlane = no" and if you don't want it close to the player you simply could increase min/max distance
Basilisk 25 okt 2022 om 19:47 
Oh and it will still be connected to hyperlanes, but other than that it works fine
Basilisk 25 okt 2022 om 19:44 
effect spawn_system = { min_distance >= 29 max_distance <= 31 initializer = planet_with_too_many_moons_system

This is just an example, but i found this command if youre looking to spawn a system and have it not be near your capital. just click on a planet in the system you want it to spawn near then execute the command (and change the name, the too_many_moons thing is Shallash, so if youre after Ultima Vigilis then use the name that is in the command Sora posted)