Stellaris

Stellaris

『 3.9 』Actual Stellar Systems
64 Comments
T145  [author] 18 Jan @ 10:17am 
@renebi Are there any skyboxes that appear particularly low res? I can work on upscaling the images I have. There were many samples taken from various skybox mods, and some were made from images on the internet, so some could be worse than others.
T145  [author] 18 Jan @ 10:15am 
Hey all! Thanks for taking the time to read the description and not spamming the comments! I've begun updating the mod to 3.14: there's no ETA at present.
renebi 3 Jan @ 8:20am 
Would it be possible to separate your galaxy skybox from this mod? I love the vast majority of changes made here, but it just doesn't look great on a 4K monitor.
�[Dire_Venom]� 11 Mar, 2024 @ 2:57am 
Really impressed by this mod, props to OP!
Systems feel much more realistic and cinematic. The new star shading/lighting is also a showstopper : )
T145  [author] 13 Oct, 2023 @ 2:57pm 
NOTICE: I'm adding Planetary Diversity as a dependency b/c it handles realistic planet positioning in different solar systems, such as with cold and hot gas giants. Because it's regularly maintained and quite popular I don't see the need to reinvent the wheel.
T145  [author] 3 Oct, 2023 @ 8:13pm 
ATTENTION: When it comes to updating this mod, I'm adopting the Planetary Diversity methodology and re-releasing old versions as separate mods. For everyone still on 3.6, please take the time to subscribe to the 3.6 release: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3045541885
Jdnsheix 24 Sep, 2023 @ 5:04pm 
Or not nvm, my bad
Jdnsheix 24 Sep, 2023 @ 4:57pm 
I think that theres a bug with opening the planetary features tab, whenever you open the tab it freaks out and crashes the game. I checked and no other of my mods affect planetary features besides this one, is it possible for an update to 3.9?
Sculptyre 31 Aug, 2023 @ 9:29am 
can you like remove the replacements, the Uranus and Neptune kinda looks odd..
T145  [author] 19 Aug, 2023 @ 3:49pm 
They haven't been "removed," just replaced. You can find all the planet textures here: https://github.com/T145/actual-stellar-systems/tree/master/mod/gfx/models/planets
Sculptyre 26 Jul, 2023 @ 10:38am 
nvm just neptune & uranus lost textures, luna was fine
Sculptyre 21 Jul, 2023 @ 3:07pm 
this messes up the Sol System, Neptune & Uranus lost their texture and luna is a molten world?
Seti 26 Mar, 2023 @ 8:31am 
still works im assuming?
VelxraTV 24 Mar, 2023 @ 10:58am 
Looovvve this mod. Space looks so much more convincing now.
Pope Vader the First 13 Mar, 2023 @ 9:19am 
So I looked around and didnt find anything that would set Void Dwellerhabitat preference to 70%. Its rather crippling that as a Void Dweller you are hit for 30%. If i missed it where was it lol?
The2lied 11 Mar, 2023 @ 10:27am 
@Sergei Korolev It changes the way star systems spawn, so maybe use your head and think that over again.
Sergei Korolev 20 Feb, 2023 @ 2:53am 
is this mod client side, can i use this in mp if i only use it
Heisenb3rg 13 Feb, 2023 @ 12:13pm 
Thx for answer
T145  [author] 13 Feb, 2023 @ 1:15am 
Reference the guide.
Peanutcat 12 Feb, 2023 @ 5:59pm 
Does the mod change planet textures?
T145  [author] 12 Feb, 2023 @ 2:24pm 
Yes, it does affect galaxy generation; yes, it tries to mimic reality with system spawns; no, systems are not placed in specific positions in the galaxy.
Heisenb3rg 7 Feb, 2023 @ 5:55am 
Does this mod affect the galaxy generation and place it on the rl-like location? Thx for answer
T145  [author] 3 Feb, 2023 @ 3:11pm 
It may be a completely valid issue: I'm not omniscient so I need some evidence of what's happening on your end. I'd also prefer to preserve comment history when it's relevant dialogue, so don't worry about deleting posts. Refer to the "Bug Reports" discussion for help on what to do.
OriginalHammy 3 Feb, 2023 @ 1:49pm 
@T145 I apologize for assuming, just from me and my friends testing, ASB and ASS doesn't work well together, and the issues only occurred when both were enabled or the only ones enabled.

I don't really know how to send you any relevant logs or info, but I'll delete my previous post.
T145  [author] 3 Feb, 2023 @ 11:51am 
@OriginalHammy ASB intentionally makes ship battles last longer, which is why there's a submod to shorten them. It also changes ship behaviours. This mod doesn't change anything about ship behaviours apart from fleet spacing. If you can take the time to make a detailed bug report I'd be happy to help diagnose the problem.

@Aki Zeta-9 I'll investigate to see if there's a way to change the default zoom level at that setting.
Aki Zeta-9 1 Feb, 2023 @ 11:06am 
I mean "Q" hotkey
T145  [author] 1 Feb, 2023 @ 10:15am 
Regarding the issue with nameplates, that's just a problem with Stellaris that I always had in vanilla. With finer zoom levels I find that locating specific items is much faster, and with the default zoom level being farther out, simply zooming out a couple levels should fix that problem depending on many things you have in the system.

As for "quick camera navigation," are you referring to what happens after double-clicking on an outliner entry?
Aki Zeta-9 25 Jan, 2023 @ 11:07pm 
System zoom was fine, the problem with focusing on planets, ships, etc.
Aki Zeta-9 25 Jan, 2023 @ 10:59pm 
I don't know what's causing this but in your mod quick camera navigation often zooms in way too close although in the base game it's always at the same level. Although the different viewing angle gives a beautiful view of the system, it makes the gameplay a bit annoying because the interface throws all the nameplates into one pile. imo you need to make it a separate mod for those who need a cinematic picture.

Other than that, thanks for the great mod.
T145  [author] 21 Jan, 2023 @ 10:35am 
Thanks for the feedback! Yes, I did alter the camera zoom levels while messing with system scale defines to help observe any changes and increase immersion. I've altered the default zoom level to be one level away from when orbit lines are rendered, so that should help compromise the immersion and gameplay. Let me know what you think.
Aki Zeta-9 21 Jan, 2023 @ 7:31am 
Has this mod recently started changing the default camera position?
The game has become literally unplayable. You have to spend half of the game time to zoom out the camera after each transition to see what is actually happening in the system. And moving to the megastructure you can get a full-screen star that will burn your eyes out.
Latex Santa 15 Jan, 2023 @ 4:58am 
@randy IMO, there may be some issues regarding either rendering or processing time with systems at the max size that they can be. It would be best, and most prudent, to stay under that size, maybe somewhere around 450 or so.
randy 15 Jan, 2023 @ 2:12am 
Very conservative on the scale. Looks almost like vanilla (which is system_scale 30, iirc).

Personally, I think a good system_scale is somewhere around 500, otherwise celestial bodies still look ridiculously close together.

500 also seems to be the limit, beyond which the game will stop rendering furthest orbits.

Still, good to see more mods like this. The cramped scale of the vanilla game always bothered me: not enough space in a space game, duh. All the vanilla bodies look like they're just about to tidally rip eachother, impact and collapse together to the barycenter of gravity.
VolatileDroid 13 Jan, 2023 @ 8:50pm 
Nice mod! :steamthumbsup:
T145  [author] 11 Jan, 2023 @ 6:59pm 
If you're having problems, please make a report under the "Bug Reports" discussion.
Sulafet 11 Jan, 2023 @ 6:55pm 
Base game megastructures will have their fixed without said submod right? That seems intuitive but i'm just asking because my shattered ring start ringworld has scaling issues
T145  [author] 9 Jan, 2023 @ 8:36am 
Yes, but it'll be in a separate submod for just that reason.
Spider 9 Jan, 2023 @ 7:01am 
Question about the System Scale update... is that going to break compatibility with things like Gigastructures? Because I know mods like Real Space System Scale, Landmass, and Space is Big can be compatibility nightmares for that reason.
The Big Blue Box 8 Jan, 2023 @ 11:41pm 
Thank you. I am officially an ASS man now.
Jakuza 7 Jan, 2023 @ 4:56am 
Now I have no resistance to play this unique game. Thanks.
T145  [author] 3 Jan, 2023 @ 7:58am 
Initially I was under the same opinion and wanted to split this off into separate mods. However, after starting to mod and looking at other people's work, it's clear that maintainability is a big problem. So to have the project be easy to maintain, it's being kept in a complete package. If there are features you don't like in this that you do enjoy in another mod, simply load it after mine and override them.
The mod is in beta to test certain features and I do plan to give some love to L-Drakes. I now realise that disabling them completely before making those changes is a mistake, so I'll remove the L-Cluster adjustments until the L-Drake changes are made.
You're also confusing Nomads and Caravaneers: I changed how Nomads work, not caravans.
Since comments have tight restrictions, I've created the "Feedback Forum" discussion for anything further. Thanks again for your insights!
Livnthedream 3 Jan, 2023 @ 6:11am 
@T145 I didn't 'mistake' anything. Good modding practice is to silo your mod as much as possible to ensure better mod compatibility. If someone wants your system changes, but don't like your L-gate changes then they are either stuck with one, or will have to forego the mod entirely. I called the changes 'random' because you aren't answering a "does this make sense" it's all stuff that you don't like for whatever reason. You actually made the Grey Tempest *more* likely to spawn, and all because you think the Drakes are lame. Nevermind that many people like collecting them so they have a fleet of drakes to throw at people. It's actually rather effective with Cordyceps. And you did nerf the Caravanners. What is "unrealistic" about them selling Cruisers? Why nerf the Ancient Dreadnought? Why not have something that is much tougher to kill now actually be a usable ship rather than stuck as a trophy on pirate duty?
T145  [author] 2 Jan, 2023 @ 8:04am 
Then I'd definitely discourage it! xd
Try creating a new playset and experimenting with this in it. I can almost guarantee that it'll be incompatible with Real Space, but will be happy if proven wrong.
Dragonlord Tux 2 Jan, 2023 @ 8:02am 
Mine is rather heavily modded with Real Space and Planetary Diversity (among other things), though I can maybe try spinning up a new game with this in the mix to see if anything breaks (I'm also just too overly attached to my current playthrough haha)
T145  [author] 2 Jan, 2023 @ 8:00am 
That depends on if it's a modded play-through or not. Assuming it's vanilla, you should be fine. Note that my "game start" events won't happen, so you won't get all three caravans or have my mod be recognisable by other mods.
Dragonlord Tux 2 Jan, 2023 @ 7:54am 
I don't suppose this work with an existing save? Sorry if it's a stupid question
T145  [author] 2 Jan, 2023 @ 7:06am 
PT2: Regarding Caravaneers, they haven't been nerfed at all. I've enabled them all rather than just two random fleets. Nomads have also been re-enabled, bug-fixed, buffed, and balanced as they were functionally replaced by caravans. Regarding the L-Drakes being disabled, I think most players would agree that the entire event is very underwhelming when you can get a mid-game crisis as another option when performing the same action. Another option is to just have nothing happen, but that can help a strong empire get stronger and potentially "Become the Crisis" themselves. I'm planning to do more work on L-Drakes in the future, so just wait and see! ;)
T145  [author] 2 Jan, 2023 @ 7:06am 
@Livnthedream PT1: Thank you so much for the feedback! It seems many people have mistaken this for a purely graphical mod, which it's not intended to be. My intention is to fix things in the game that make you say, "Well that's not very realistic." The project scope is defined in the introduction above. As such, the balance changes are not random, but meant to eliminate said remark. Take the AD for example. I haven't changed the Dreadnought you initially fight, just what repairing it would give you. As shown in screenshots above, I've applied what I think would be something normal empires would reverse-engineer Dreadnought debris into. It helps game balance b/c the original is a significant fleet power problem, and let's people apply a "Here be Dragons" strategy to it.
Livnthedream 2 Jan, 2023 @ 1:41am 
That you are integrating the Dreadnaught fix that was extremely out of date and undoes the recent buffs/fixes to it seems foolish. As is including the L-Gate 'change' and nerfing the Caravanners in that way. It's a bunch of, fairly random, balance changes that has nothing to do with "real star systems" or "realism" in general.
Hostis globalismi americani. 1 Jan, 2023 @ 3:40pm 
Interesting