Stellaris

Stellaris

Real Space - New Frontiers
926 Comments
VPanasenko 10 Jul @ 11:33pm 
Any help with Grey Tempest and Hollow worlds? The GT fleets just stay on orbit of these worlds and dont move further.
Vlad_1492 24 Jun @ 4:14pm 
MarcusPetral same here, and I'm not playing Exterminator. My Awakened start on two planets and the third, the capitol, is featureless and unpopulated.
MarcusPetral 21 Jun @ 7:01am 
Not sure if it happens because I was playing Exterminator, but the Awakened start I got stuck with only 2 planets. Every time the home planet ended up having no one on it and I would have to repopulate it with a ship- which with that start is miserable already. I would like to say I am loving the real space mods though!
chippktquvne 12 Jun @ 6:13am 
I have never encountered a legendary planet in a game,perhaps we can create a starting option for a legendary planet?
chornobyl 7 Jun @ 1:32pm 
why cant we choose the new sub class planets at the start of the game?
Falitoty 2 Jun @ 5:15am 
So, this isn't compatible with Planetary Diversity then? Is there no way to have both?
Nikal 1 Jun @ 10:39am 
The star_evolution disaster event might be bugged. I had more than 10 years past, still had the modifiers and flags, but nothing happened.

Perhaps their progression might be better represented as situations? I can't always remember to calculate how many years are left to try to save the system. 😅
Illutian 31 May @ 3:49pm 
@Aesyaan

Maybe categorizing disasters as something like Minor, Major, Catastrophic. And then giving us the option to select how 'high up' the dangerous meter we go. ::thinking::

Because having a toggle for each would probably require a rather silly-long menu UI.
Aesyaan 29 May @ 9:14pm 
Just a suggestion, not a demand. Maybe you could make an additional box in the settings list to disable certain disaster events instead of all of them? I like a few of them, but I quite dislike the moon one, so to disable that one I have to disable them all which I think could be an area of improvement. That's all, great mod!
donschmiddy 29 May @ 5:35am 
shouldn't work anymore, PD got updated like 5 hours after the ptch was created. My game crashed afterwards
Bluberg 28 May @ 6:13pm 
oh nevermind I found one called "PD-RS:NF Compatiblity Patch"
Bluberg 28 May @ 6:09pm 
a pd compatch would be the stuff of dreams ngl.
DaViper 28 May @ 1:38am 
I'll add a 'hell yes' to @Big Juice's request for a compat patch. Planetary Diversity is pretty much dug in like a tick, but I really like the stuff this is offering as well. :steamhappy:
Mr_Jeor 27 May @ 4:22pm 
I am having an issue when selecting the awakened origin. When the game loads the empire capital planet immediately drops due to low stability and there is no way to stop it. Does anyone know if this is the mod not working correctly or if this is a bad interaction with another common mod?
Big Juice 25 May @ 4:22am 
I'd love a compat patch with PD, I really want to be able to use both
Nikal 22 May @ 6:15pm 
The Hollow world bugs out the Tempest; they keep bombing it, even though no damage can be done. Perhaps, instead of it being completely immune, it should just have a high enough bombardment resistance?
Wairui 20 May @ 11:57am 
With the mould event being disabled, I looked into this fantastic looking set of mods. Promising ones that I like and don't seem to have no problems with other mods, is 'Real Space 4.0' and 'Planetary Stations'. The latter however, requires 'New Frontiers' (NF) which is not compatible with the very popular 'Planetary Diversity'(PD) and seems to react weirdly with 'UI Overhaul Dynamic'. Is there any problem using 'Planetary Stations' without NF?
Wairui 20 May @ 11:57am 
I actually want to use NF - is there a patch with PD and UIOD? I play with all custom AI empires which use PD's planets but I can't assign NF's planets in the empire creator.
Butterlord 18 May @ 12:23pm 
@Wairui you can disable all of the disasters on game start
Wairui 17 May @ 10:27am 
I'm considering this mod. To help me decide, is the "Harmful Mould" event still part of the mod?
이사우로스 16 May @ 5:16pm 
@Cap Extension Pack for Real Space 3.9 is 3.14 version
Cap 16 May @ 12:18pm 
Is there any chance you could make a mod like this for the 3.14 patch? Right now it's impossible to continue 3.14 campaigns that used this mod, as turning the mod off breaks planets and turning the mod on causes a blank event to fire like a hundred times every day.

It would be of massive help. Thanks
RutraNickers 16 May @ 5:43am 
There's this visual bug that happens when you're playing with an aquatic species and choose your starting planet as a Coral World: The planet background uses the default coral planet surface instead of the subaquatic city background.
Fewher 15 May @ 12:39pm 
How do I start or get the "Forgotten World" sub-class... it's labelled as Legendary and I haven't seen it anywhere.
cSynapse 13 May @ 10:45pm 
You're awesome man! Thank you so much!
logos411 13 May @ 6:50am 
Thank you for updating!
Nikal 11 May @ 4:51pm 
Just to let you know, missing a closing bracket in interface/newfrontiers_eventpictures.gfx :steamthumbsup:
DanitheGamer 11 May @ 6:51am 
Hot DAMN that was a fast turnaround! Well done!!!
ANumeric 11 May @ 6:37am 
Thank you!! Your mods are absolutely essential :steamhappy::steamhappy::steamhappy:
Storm (Ysmir) 8 May @ 7:23am 
@coldball05 not fully tho but still coming
coldball05 7 May @ 6:02pm 
Does this still work in the latest version?
reshuram05 7 May @ 11:49am 
@Big Daddy I do believe that it is, however the "System Scale" submod is not, and that one has the most incompatibilities with other mods
Big Daddy 26 Mar @ 7:31am 
Is Real Space a hard requirement? that mod has a lot of incompatibilities
MightyShark 15 Mar @ 11:52am 
Where are these "Situations" located ? They are throwing exceptions in the error.log ->

From the newfrontiers_terraforming_events file:

Line 529: limit = { is_situation_type = situation_temperature_decrease_2_terraforming }
Line 677: is_situation_type = situation_temperature_increase_2_terraforming
Line 678: is_situation_type = situation_geo_terraforming
Line 760: limit = { is_situation_type = situation_humidity_decrease_2_terraforming }
Line 908: is_situation_type = situation_humidity_increase_2_terraforming
Line 909: is_situation_type = situation_geo_terraforming
Sugar & Spice 13 Feb @ 2:03am 
Subterranean appears to be overwritten by the vanilla Subterannean origin... But yours is better, and I really liked the art of your Subterranean cities more than the base. Hoping for a fix!
JäteWaaaaagh 12 Feb @ 7:54pm 
I started a game with the ark origin and all council positions except ruler are locked, is this intented?
SomeRandomPokemon42 30 Jan @ 2:55pm 
~~~~~~~~~~~~~WARNING~~~~~~~~~~~~~~~~~
VOIDBORNE IS UNPLAYABLE WITH THIS MOD
YOU WILL GET AN EVENT THAT DESTROYS YOUR HABITAT ALMOST IMMEDIATELY
TURN OFF DISASTER EVENTS IN STARTUP

some of the stupidest decisions i've seen in a mod
Maniac 27 Jan @ 3:04am 
Hey, love the mod. FYI, your can_orbital_bombard game rule is not up to date with the latest patch. It causes planets to be immune to voidworm bombardment.
Markey 20 Jan @ 5:14pm 
How do you actually access this mod's discord ? Joining via the link gives me absolutely zero permissions and there's no rules or anything to read/accept to gain SOME permissions
joanllinasbas 19 Jan @ 4:20am 
Loving the mod, unfortunately the AI factions don't seem to be able to colonize much of those planets, and they tend to not (or do very little) terraform them, so I end up with many factions having colonized just 2-4 planets by the midgame. Any help?
jonnyhappyfeet 17 Jan @ 11:18pm 
this issue of missing districts only occurs with vanilla planet classes
jonnyhappyfeet 17 Jan @ 6:20pm 
The issue appears to be your mod adds a subterranean start however the base game in 3.14 already includes one with the same name and its causing some sort of conflict
jonnyhappyfeet 17 Jan @ 6:04pm 
This submod causes a glitch where subterranean races start with exactly 4 food and 2 energy districts. After the first month 2 of the food and the 2 energy districts disappear
Illutian 16 Jan @ 9:25pm 
Any chance we could get an "Earth"-type subclass.

....kinda found out that selecting a subclass doesn't exactly align well if you're playing as the UNE.
realBabyEater 8 Jan @ 8:36am 
I wish the new planet classes were selectable in the empire creator the way the Planetary Diversity planets are, cause I was prefer the art in New Frontiers to Planetary Diversity but I play with a lot of custom AI empires who cant use the new planet types cause you cant assign them in the empire creator :-(
spaceman. 19 Dec, 2024 @ 4:45am 
Does this mod work with Planetary diversity?
makiiavely 15 Dec, 2024 @ 10:13am 
Great great mod that's always in my must list, but that event when a star suddenly evolves and *instantly* fries any habitable world in that system is some bullshit. I just lost 2 planets with 80 pops each and a bunch of researchers with no heads-up when this same mod has a great feature in which a star starts evolving but still gives you some time to evacuate the planets. Yeah it's awful to lose a planet just like that but at least I have time to react but losing them without warning is just evil
automatiik 9 Dec, 2024 @ 11:17pm 
no its just minorly incompatible
KiTA 9 Dec, 2024 @ 7:53am 
Planetary diversity bricks your game?