Stellaris
Some unique systems in [4.0.x]
147 件のコメント
krn17 2024年12月20日 19時17分 
update?
最优质的战士 2024年5月6日 2時18分 
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 2024年3月8日 3時10分 
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 2024年3月8日 3時03分 
@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 2024年2月29日 7時38分 
Which file should i modify? i assume is in the event file?
Clamor_S  [作成者] 2024年2月29日 1時59分 
@TheQuietKid ancrel.12050
DisneyDiver 2024年2月29日 1時47分 
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  [作成者] 2023年11月23日 22時45分 
@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 2023年11月23日 16時25分 
Do the other special systems listed here in the wiki spawn too? https://stellaris.paradoxwikis.com/Unique_systems
Clamor_S  [作成者] 2023年10月8日 5時39分 
@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 2023年10月8日 4時28分 
can you make Chosen to spawn all the time?
Clamor_S  [作成者] 2023年6月14日 11時51分 
@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 2023年6月14日 9時59分 
if you are talking about systems with a dump of ships, molten rivers and aggressive fauna - they appear normally.
Clamor_S  [作成者] 2023年6月14日 6時41分 
@Pheowl Caides spawn chance was reduced by paradox by 75%. Check for specific systems related to his storyline
Pheowl 2023年6月14日 6時22分 
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 2023年5月11日 1時38分 
nvm. thank you!
Krötentöten 2023年5月11日 1時38分 
and 3.8?
Clamor_S  [作成者] 2023年5月10日 8時46分 
@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 2023年5月9日 9時46分 
i assume this needs to be updated to work ? :(
arc361 2023年3月30日 21時26分 
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  [作成者] 2023年3月17日 7時21分 
@Pawmee it should
Pawmee 2023年3月16日 9時38分 
hi does this still work in 3.7?
nepboi 2023年1月10日 8時17分 
despair
Clamor_S  [作成者] 2023年1月10日 3時15分 
@nepboi it was removed. Check list of included systems
nepboi 2023年1月9日 23時00分 
@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 2022年12月14日 17時23分 
Where in my load order would I want to put this?
Константин Стрел 2022年12月14日 11時05分 
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  [作成者] 2022年12月14日 10時56分 
@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 2022年12月14日 10時44分 
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  [作成者] 2022年12月13日 1時12分 
@DisturbingLackOfFaith Thanks! Fixed.
DisturbingLackOfFaith 2022年12月9日 1時09分 
You seem to have left the scaled_spawn_chance in place for the automatic dreadnought.
arc361 2022年12月5日 10時06分 
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  [作成者] 2022年12月5日 9時55分 
@arc361 I am not aware of such logic and currently I can not analyze game files deeply since I have often electricity shuts.
arc361 2022年12月4日 19時53分 
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 2022年12月1日 8時34分 
thanks for the update :)
|ChroNiC^㋛| Lotto 2022年12月1日 3時23分 
Np Clamor_S, looking forward to update :JoeWheelerApproves:
Clamor_S  [作成者] 2022年11月30日 8時37分 
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 2022年11月29日 15時49分 
tried it on two games, seems to be working
Agress0r 2022年11月29日 11時01分 
@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 2022年11月29日 4時13分 
Im gonna check if this is still working tonight, might just need a version bump. Dont think 3.6 added anything unique.
Pitlos Tails 2022年11月15日 11時38分 
its in beta
Clamor_S  [作成者] 2022年11月14日 22時25分 
@Pitlos Tails was 3.6 officially released?
Pitlos Tails 2022年11月14日 8時50分 
does this work with 3.6?
arc361 2022年11月1日 19時25分 
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  [作成者] 2022年10月27日 1時28分 
@Sora, your concepts are nice. Thanks!
Clamor_S  [作成者] 2022年10月27日 1時26分 
@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 2022年10月26日 3時17分 
@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 2022年10月26日 3時16分 
@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 2022年10月25日 19時47分 
Oh and it will still be connected to hyperlanes, but other than that it works fine
Basilisk 2022年10月25日 19時44分 
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)