Stellaris

Stellaris

All Systems Spawn
53 Comments
Old Ben 25 May @ 10:01pm 
Thanks for the suggestion. I had to switch to the Steam Beta and was finally able to delete it from there....cheers
Ariphaos  [author] 25 May @ 5:55pm 
@Old Ben no idea, but you should be able to go to the root of the Stellaris > Workshop and go to your subscribed items from there, and remove it that way.
Old Ben 25 May @ 5:31pm 
@Ariphaos
Do you know who created the mod "Another All Systems Spawn" ??
It appears to have been somehow removed from the Stellars mod listings and now it remains stuck in my workshop mod list. I placed a comment in the mod discussions trying to get some help from a modder to remove this mis-behaving mod from my list but so far no help...
Ariphaos  [author] 15 May @ 12:11am 
Well, it was my fault having a useless file in there in the first place.

I realize why I put it in - was playing around with making a mod to force stuff to spawn close to the player, beginning with the Guardians and Holy Worlds.
Nathaniel Herapen the Third 14 May @ 4:04pm 
Thank you, it must be because the hivemind is coded so unique compared to the original five, And that 4.0 is very different again from 3.14.
Ariphaos  [author] 12 May @ 11:44pm 
For some reason the FE system file was in there, I'm not sure why but is gone now.

Updated. This won't work on 3.14, unfortunately.
I can confirm that this mod prevents the brand new fallen Hivemind triplets from spawning in, not sure why but it is.
Ariphaos  [author] 5 May @ 8:46am 
@waddysjunk this won't contain the new systems until I have updated.

It looks like 99% of the changes are just to harmonize spawn chance, so it should work otherwise, but I can't make a guarantee until it's updated.
waddysjunk 5 May @ 8:19am 
would this still work after dlc
Ariphaos  [author] 2 Dec, 2024 @ 2:28pm 
@Toast unless there is some system I missed, which I kind of doubt.
Ariphaos  [author] 2 Nov, 2024 @ 4:58am 
Shattered ring repair is based on some flags, so this is fully backwards compatible for those still on 3.13.

@King Brick not a small bug! Thank you for pointing it out.

@waddysjunk aside from those not tied to system spawns (e.g. Rubricator), yes.
fleece 30 Oct, 2024 @ 5:13am 
The new "Remove the Interloper" decision to fully repair the Shattered Ring origin ringworld is blocked by this mod. Until it is updated, it's an easy enough fix to find federations_initializers.txt in the base game folders and copy over the changes from the shattered ring section to this mod's version of the file.
waddysjunk 29 Oct, 2024 @ 1:10pm 
just double checking that it includes leviathans and mod description doesnt mention, only link does
King Brick 12 Oct, 2024 @ 5:01pm 
Found a small bug, I think, in megacorp_initializers. Sorry, I can't find a way to post this in a more legible manner.


# Randomize caravan order
random_list = {
1 = { # 1 - 2
event_target:caravaneer_fleet1_fleet = { fleet_event = { id = cara.1000 days = @caravaneerfleetlaunch1 } }
event_target:caravaneer_fleet2_fleet = { fleet_event = { id = cara.2000 days = @caravaneerfleetlaunch2 } }
event_target:caravaneer_fleet3_fleet = { fleet_event = { id = cara.3000 days = @caravaneerfleetlaunch3 } }
}
1 = { # 1 - 3
event_target:caravaneer_fleet1_fleet = { fleet_event = { id = cara.1000 days = @caravaneerfleetlaunch1 } }
event_target:caravaneer_fleet3_fleet = { fleet_event = { id = cara.3000 days = @caravaneerfleetlaunch2 } }
} <--pretty sure this bracket shouldn't be there, and is preventing the other possibilities
event_target:caravaneer_fleet2_fleet = { fleet_event = { id = cara.2000 days = @caravaneerfleetlaunch3 } }
}
<----excluded for comment length--->
}
Ariphaos  [author] 24 Sep, 2024 @ 4:31pm 
Just forwarded some 13.1 patch changes.
Dr. Nolegs 10 Sep, 2024 @ 3:49pm 
TY
Ariphaos  [author] 10 Sep, 2024 @ 3:46pm 
@Dr. Nolegs should be functioning now with the update.

@MonkeysInSpace not sure where that came from. Thanks.
MonkeysInSpace 14 Aug, 2024 @ 3:48pm 
in machine_age_initializers.txt is the 0 after close_moon_distance (ie: close_moon_distance0) intentional or a mistake. Occurs in both systems in that file.
Dr. Nolegs 2 Jul, 2024 @ 9:13am 
Could you change the megacorp_initlializer to spawn all caravaneers too?
instead of the random chance to spawn 2 of the 3 you could just throw the flags directly into the init_effect
set_global_flag = spawn_caravaneer_1
set_global_flag = spawn_caravaneer_2
set_global_flag = spawn_caravaneer_3

I'd be oblidged, and thank you for upkeeping your mods!
Ariphaos  [author] 22 May, 2024 @ 4:31am 
IIRC Shallash won't spawn if the xenophobic FE doesn't spawn. Otherwise it should always spawn.
SomeofDeez 21 May, 2024 @ 11:22pm 
I noticed that shallash doesn't spawn sometimes. Will you be updating it so it does? Good mod btw.
KirGeo 16 May, 2024 @ 2:51pm 
Thank you.
Ariphaos  [author] 15 May, 2024 @ 2:16am 
It has been updated for new unique systems, yes.
KirGeo 13 May, 2024 @ 7:24pm 
Hope you can update it for any new systems added with the latest DLC.
Ariphaos  [author] 8 May, 2024 @ 10:56pm 
This should be more-or-less backwards compatible, but will probably spam your error log a bit if you are still on 3.11.
chunga changa 8 Mar, 2024 @ 3:12am 
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
John™ 29 Jan, 2024 @ 10:26pm 
the !ariphaos_all_systems_events file was different from the file in your patch, the ancient_relics_arcsite_events_2 file. It think that since !ariphaos_all_systems_events doesn't overwrite ancient_relics_arcsite_events_2, that file in your patch would fire and since the Surveillance Supercomputer spawn event in your patch is the same as vanilla, it meant that the chosen and the other system wouldn't spawn together all the time.
ArchAngel 28 Jan, 2024 @ 5:58am 
It was a mod conflict. Sorry about that. Works great.
ArchAngel 28 Jan, 2024 @ 4:34am 
Is anybody else getting multiple Gargantua spawns?
Ariphaos  [author] 22 Jan, 2024 @ 3:30am 
@John how does it interfere exactly?
John™ 18 Jan, 2024 @ 6:55pm 
figured it out. It was your patch that was interfering
John™ 18 Jan, 2024 @ 4:06pm 
The Chosen don't seem to spawn every time.
Ariphaos  [author] 9 Jan, 2024 @ 9:32pm 
? This is updated. Re-subscribe if it is giving a version warning.
Golfin doidão de baiacu 9 Jan, 2024 @ 10:59am 
any update?
Ariphaos  [author] 26 Nov, 2023 @ 6:35pm 
After my patch, before most other things unless you want it to overwrite.
merc2k9 26 Nov, 2023 @ 2:40pm 
Any load order considerations for using this?
Inny 18 Nov, 2023 @ 8:19am 
Thanks for the answer, I'll look into it.
Ariphaos  [author] 18 Nov, 2023 @ 2:11am 
@Inny I am not able to replicate this? It's spawned via event, so if you have something clobbering the event override in this mod that would block it.
Inny 17 Nov, 2023 @ 6:14pm 
I noticed while playing in 3.9 that Ultima Vigilis was not always spawning (I play with all crises enabled) on a 1000 stars galaxy.
Ariphaos  [author] 16 Nov, 2023 @ 12:43pm 
As some leaders were generated in system init scripts, this will be somewhat buggy if you try to start a new game on 3.9.
Ariphaos  [author] 7 Jun, 2023 @ 5:12pm 
Update guarantees Dugar, as well as the Voidwyrm and a few other systems I missed.
Ariphaos  [author] 6 Jun, 2023 @ 2:42am 
Yeah I've got an update for this in the works, sorry. Been trying to catch other systems I missed and things expanded a bit.
No Name 5 Jun, 2023 @ 7:02pm 
Came here to say the Dugar system never spawns for me. It is important because he contains one of the legendary paragons.
balduranpl 30 May, 2023 @ 7:57am 
Dugar system with current patch has only 25% chance to spawn, so update of the mod would be appreciated.
Ariphaos  [author] 28 May, 2023 @ 3:50am 
I'll look into upping usage odds for them.

If you use a galaxy gen mod I hope it's this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1327874725 : )
The Kaiser 27 May, 2023 @ 9:12am 
Yeah that could be the issue. I play on the biggest one, actually downloaded another mod that increases galaxy size (went 1,250 stars as beyond that things seem to get ugly in terms of performance) even that doesn't necessarily do things all the time though.
Ariphaos  [author] 24 May, 2023 @ 10:21pm 
Larion and Federation's End have spawn chance set to 100%, but they might get skipped on a small galaxy. I can up the usage odds but there are a lot of unique systems these days.
The Kaiser 24 May, 2023 @ 12:44pm 
I've noticed Larion doesn't spawn all the time, nor Federation's End. This spawner is definitely the best of them I've seen so far. I've got it set right underneath your unfofficial patch for what it's worth.
Ariphaos  [author] 23 May, 2023 @ 10:14pm 
@ArchAngel with the possible exception of the voidwyrm (which I should probably add) yes.