ENDLESS™ Space 2

ENDLESS™ Space 2

Better Planet Generation
49 Comments
Clamor_S 3 May @ 10:02pm 
@Tat011 obviously it does, but it prevents ram consumption. I have 32 GB or ram and with thus mod on, it is fully consumed on new game load till pc hangs and crashes
Tat011  [author] 3 May @ 5:22am 
That's the textures folder, isn't that going to cause textureless planets?
Clamor_S 3 May @ 3:52am 
@MercAngel I have same issue, and deleting Resources folder helped

@Tat011 I assume deleting Resources is just the tip of the iceberg
M Bison[FNF] 15 Apr @ 7:29pm 
@Lukem - Tried that and the game would no longer load with the mod installed. I ended up having to uninstall and re-install the mod.
Lukem 8 Feb @ 4:22pm 
Just go to WeightTableDefinitions.xml and delete all entries with PlanetTypeCustom
M Bison[FNF] 14 Jan @ 6:31am 
Is there any way to remove specific planet types? Reason I ask is I also use Terraform Away and the custom planet types are unable to be terraformed.
MercAngel 30 Dec, 2024 @ 11:19am 
yes game crash with this mod @Aezu does the same with 32GB of ram keeps going up till it runs out

if i remove the Resources folder from the mod it seams to work ok.

got it from the error only thing in the fold are Texture

Could not allocate memory: System out of memory!
Trying to allocate: 67108868B with 16 alignment. MemoryLabel: Texture
lordstarleaf 7 Dec, 2024 @ 5:13am 
Hey, saw in the updates that UC anomalies shouldn't spawn on new planets, yet they did for me. I do use other mods, but none that modify planets, so I dunno why. Any help or just a note if this is still being worked on would be appreciated!
Aezu 8 Oct, 2024 @ 3:11am 
Okay, thank God I'm not the only one having issues. Took me an hour of experimenting, but with this mod on and nothing else- it causes my game upon entering a game to go up to over 12+GB of RAM and locks my entire PC if I don't end task before it 99% it.

I genuinely have no idea how this happens and why this mod specifically does it but for people with 16GB of RAM or less I don't think you can play with this mod.
Tat011  [author] 30 Aug, 2024 @ 10:55am 
That obviously only applies to custom planets.
'AcademyEra1' is not a property i modify in this mod so this isn't an error with my mod, and if it was what crashes your game it'd crash for everyone, not just some people.
rotted nightmare 30 Aug, 2024 @ 10:50am 
If you didn't change pop slots then why would you write "Reduced the ammount of pop slots of all non gas planets by 1." in the change log?

It crashes with the new patch according to my crash dump and all of the stack warnings I get given whenever I look at the log. "The database of type 'ImprovementListDefinition' has overriden an element because its key name 'AcademyEra1' was already registered for the same revision number #3." and associated entries keep repeating only when your mod is enabled by itself with no others.
Tat011  [author] 30 Aug, 2024 @ 10:36am 
i didnt change number of pop slots, how would you even know that if the mod doesnt work for you?
I added new planets because i wanted to.
Where are you getting that this conflicts with the new patch? What conflicts?
for me the mod works just fine, some people experience crashes which i think may be some weird hardware issue but idk and ill look at it eventually but im busy with other stuff atm.
Im pretty sure there are other mods that delete 1/2 planet systems.
rotted nightmare 30 Aug, 2024 @ 10:31am 
I don't see why you needed to reduce the amount of population slots on other planets or add new planets.

Your changes conflict with the new patch, especially because of the academy rework.

The older version of this mod from 2022 actually worked. You should make a more vanilla version that just stops the spawning of 1 and 2 planet systems and fixes the stars and planet types based on temperature, or at least send me the older version on discord.
rotted nightmare 30 Aug, 2024 @ 6:53am 
This mod won't work. I've tried beginning a game with just this mod enabled and no other mods whatsoever. It gets stuck on the "launching game" section of the loading screen and then crashes.
like an anesthetic 13 Aug, 2024 @ 12:22pm 
I'm gonna bed. If anything I'll reply tomorrow
like an anesthetic 13 Aug, 2024 @ 12:13pm 
My bad, seems I have to hold it opened: https://file.io/EE24fUJadMCn
Tat011  [author] 13 Aug, 2024 @ 12:10pm 
that newer one worked tho
Tat011  [author] 13 Aug, 2024 @ 12:10pm 
no, the file you sent
like an anesthetic 13 Aug, 2024 @ 12:09pm 
The mod you mean? I just reloaded it and tried to start again: https://file.io/LyobBjL5uvQv
Tat011  [author] 13 Aug, 2024 @ 11:59am 
It says it's been deleted
like an anesthetic 13 Aug, 2024 @ 11:33am 
It perfectly worked in July, as I see there was some update and now It doesn't work. That's RAR with my crash report: https://file.io/eso2vDfwXIp9 - this link is for 2 weeks. It would be great to play with this mode again.
asselis 12 Aug, 2024 @ 9:24am 
As I said, I don't like it, and have therefore been using your mod and the Community Fixes Mod.
Tat011  [author] 11 Aug, 2024 @ 12:54pm 
This version is not meant to be used with ESG
asselis 10 Aug, 2024 @ 12:12am 
Yes, it worked fine until the your July 24th update, but now it crashes the game.

As for ESG, that has some changes I don't like, which why I have been using your mod and the community fixes.
Tat011  [author] 9 Aug, 2024 @ 9:34am 
how do you know it's incompatible btw? does it crash the game?
Tat011  [author] 9 Aug, 2024 @ 9:33am 
You can use ESG which implements the same fixes and use the esg version of the mod.
asselis 9 Aug, 2024 @ 9:26am 
Seems incompatible with the Community Fixes Mod.
Shame - I liked this mod.
Tat011  [author] 25 Jul, 2024 @ 5:07am 
yes
_m_a_ 25 Jul, 2024 @ 2:53am 
Numbers represent the valur above tickbox over the game mod selection screen
1 ESG
2 BPG
3 Political Trees
4 More Traits
5 I. Gui Colors
Is this OK order?
TimeWalker 18 Jun, 2024 @ 9:44am 
It seems isn't compatible with mod Community Fixes.
Tat011  [author] 7 Jun, 2024 @ 7:08am 
It should be in front which confusingly means that ESG should be 1 and this mod 2
Tat011  [author] 6 Jun, 2024 @ 3:30pm 
Yeah i know, in esg this is something i already fixed in the github with vanilla thats cuz of horrible anomaly code and there isn't much i can do about it without potentially putting the mod in conflict with other mods that change these anomalies, i guess i'll be forced to do it anyway.
lordstarleaf 6 Jun, 2024 @ 1:22am 
Hey, love the mod! Just wanted to point out that since the latest update that added the new planet types, those planets (Gas Dwarf, Gas Fertile and Gas Overgrown) seem to get Umbral Choir anomalies. I.e. they get anomalies that should only spawn on Crescents, not on regular planets. If you can fix that, that'd be appreciated. It's by no means game-breaking, it just messes with the lore :)
Tat011  [author] 31 May, 2024 @ 12:04pm 
It works both with and without ESG
_m_a_ 3 Apr, 2024 @ 11:51am 
does this work with latest ESG?
Ludren 3 Apr, 2024 @ 2:34am 
Seems the Mod is in conflict/overwritten by ESG but fine with Community Fixes?
badassunicorn 28 Mar, 2024 @ 1:25pm 
Hmmmm... *sound af neurons ticking*.
So we're actually talking radiation intensity here. Amounts of energy per m². Not 'cold' or 'hot'.
Then I'll give this a shot. Have a nice easter holiday :)
Tat011  [author] 28 Mar, 2024 @ 12:52pm 
The temperature of the star itself doesn't matter, what im talking about here is how much does it heats up an object in its orbit because that's what's relevant in es2
badassunicorn 28 Mar, 2024 @ 12:48pm 
No offense to your work intended :)
But in which sense are white dwarfs not 'proper'?
In fact, they're hotter than Sol. You're mixing up 'light' with temperature (and distance) which is simply physically incorrect. Red dwarfs have most of their spectrum in infrared, so they have indeed little visible light.
My point is: ES2 has always been physically incorrect with it's suns and I'd hoped to find a mod which adresses that.
Tat011  [author] 28 Mar, 2024 @ 12:40pm 
I can't tell if you're serious or not, either way white dwarfs don't even make light (at least not in the way propper stars do) so their placement is more than warranted.
badassunicorn 28 Mar, 2024 @ 12:36pm 
I have to ask: is there a better 'better planet generation'?
Because a white dwarf surely isn't the coldest type of star. The red supergiant would be somewhere middle-ish, red dwarfs are *brrrr* but the blue ones are hotties <3
hottt3 10 Oct, 2022 @ 6:07pm 
Thanks!:steamthumbsup:
Can O' Angry Air 22 Jun, 2022 @ 11:41am 
you started a new game and are mad because you dont have a 4 planet system adjacent to your own so you quit and restart? now you download this mod so you never have to worry about starting a game with trash systems around you.

the challenge is supposed to be there to be more engaging, and raise the stakes! Overcome the odds!

I will also be downloading this mod anyways. Thank you.
Helmut72 4 Jun, 2022 @ 7:18am 
I also want to say thank you! It is a nice improvement!
weregamer 27 Apr, 2022 @ 10:38pm 
OK, I've played through a couple of full games with this (loading after ESG) and had none of the weird problems I had before. Well done!
weregamer 23 Apr, 2022 @ 9:12am 
I'll give it a shot. The problems with the other mod were subtle enough that they didn't show up until you started playing more seriously. ESG changes so much that it can be a pain.

All that said, I hate tiny useless systems so I'll see if it works.
Tat011  [author] 23 Apr, 2022 @ 6:37am 
Loaded the game with both my mod and 1.6 (the newest version of esg), didnt have any issues. Did you load my mod second? cuz you probably have to if you want it to work right.
weregamer 22 Apr, 2022 @ 10:42pm 
The mod I was using for this interacts badly with ESG 1.5 - it seems to work but the extra planets are not completely implemented and cause strange bugs when colonized or when searching anomalies on them.

Have you tested this with ESG by any chance?
Arphar 10 Apr, 2022 @ 5:05am 
first