Stellaris

Stellaris

[Retired] System Variety - Galactic Wonders (Pre 1.5)
84 Comments
Macmillant  [author] 20 Apr, 2017 @ 10:55pm 
New Version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=909846576

Not compatiable with any older saves.
Macmillant  [author] 20 Apr, 2017 @ 10:53pm 
Uploaded the redo I have been working on there are some additional changes not seen in the above iteration. Assume that the new version will not work with any old games. As such this is moving to discontinued but new one is supported as of now. @Tal-9000 this issue with spawning in doesn't apply to new version but I haven't played with my alternative start mod yet which remains discontinued atm.
TAL-9000 20 Apr, 2017 @ 7:16pm 
The problem is as you describe re: no starting ships/fleets, and also only 1 pop on homeworld planet. However, that flag is already present in the empire_initilizer.txt for all 4 # Empire Intializers. Any other ideas? I do appreciate you taking the time to troubleshoot.
Macmillant  [author] 17 Apr, 2017 @ 9:42pm 
@TAL-9000 ah as in the science ship, constuction fleet, and the small military fleet at the start? If that's it the problem will be fixed when I actually add in the update I am working on. What it is if you want to edit it in yourself for now is this line:

usage = empire_init

flags = { empire_home_system } #this line here I think is the one missing in the old code.

Found in: \common\solar_system_initializers\empire_initializers.txt

it's at the start of each of the 4 solar system spawns.
TAL-9000 17 Apr, 2017 @ 5:43pm 
With this as only mod installed, when I started a new game I did not get the standard starting fleets and station, or additonal pop on the homeworld. Perhaps that's not an error, but it wasn't behavior I desired.
Macmillant  [author] 15 Apr, 2017 @ 10:59pm 
@TAL-9000 anything in particular you have noticed with 1.5? I am actually playing around with it again... Though with the inclusion of newshipclasses mod with just a slight edit on the original mod to increase ship costs/station costs as I am editing the resource spawns so there are less of them with more value on each to balance. I find mid to late game is a bit slow and I was thinking perhaps have 1000s of stations isn't helping.
TAL-9000 15 Apr, 2017 @ 3:48pm 
Doesn't play nice with 1.5, but I would love to see it do so. Thanks for your work mac.
Macmillant  [author] 24 Dec, 2016 @ 7:01pm 
There's a chance... but an unlikely one at this point. Have a few other life priorities at this point in time. Haven't had the chance to game myself in a good while.
Citrakayah 23 Dec, 2016 @ 2:04pm 
Any chance of this getting updated for 1.4?
Macmillant  [author] 19 Dec, 2016 @ 1:48am 
Galaxy
Kerovanka 18 Dec, 2016 @ 5:48am 
only home sistem or galaxy?
Macmillant  [author] 17 Dec, 2016 @ 9:28pm 
@kerovanka there are serveral unique multi-star systems generated with this :)
Kerovanka 17 Dec, 2016 @ 5:34pm 
very good, i am take it for test.One question: if the mod does not generate a binary star system, you could do could you make it?
General Plastro 19 Aug, 2016 @ 10:31am 
any chance for a version that dont mess with teraforming?, also had seen planets spawn in asteroid belts and asteroids being in the middle of nowhere, also cybex home system's ring sections are spreed far apart
Citrakayah 3 Aug, 2016 @ 1:40pm 
Yeah, those. I tried fiddling with it myself at first but couldn't get any exotic planet types to load.

The mod is awesome, by the way!
Macmillant  [author] 3 Aug, 2016 @ 12:17am 
As in Knuckey333's more planet types? I'll have to have a look at updating this in a little while once I get time been pretty busy the last month and half since I'm actually getting shifts at work.
Citrakayah 2 Aug, 2016 @ 10:14pm 
Any chance we could get any new starting positions in the mod that use some of the new planet classes?
Macmillant  [author] 2 Jul, 2016 @ 6:09am 
No problem! Oh, they would be too unfair as starting positions (some of them anyway)... Trust me! Running into the ring world one is a serious coup for galaxy power if you can take it!
Nozeminer 2 Jul, 2016 @ 5:07am 
Oh, my mistake. i thought with system spawns you ment systems you are spawning in.
Anyways, thank you for replying. :PinkContent:
Macmillant  [author] 2 Jul, 2016 @ 2:13am 
Was working for me. 7 starting system? You mean Eden etc? Those are special systems generated on the map I don't think they are starting systems from memory but they appear once per galaxy.
Nozeminer 1 Jul, 2016 @ 7:33am 
Does this work with 1.2?
Apparently I don't see the 7 starting systems in the planet menu. :csdmeh:
Macmillant  [author] 25 Jun, 2016 @ 10:04pm 
Ah, I did miss one then. Basically it's the first change orbit or set orbit line (for the other mods) that needs change to the same value as the beacons one (which is 28 for reference).
TehFishey 25 Jun, 2016 @ 12:55pm 
Really, really awesome mod here - thanks so much for all of the work you've put into it.

I have noticed, though, that it seems to not play nice with certain ringworld systems - in particular, ones spawned by mods (More Technologies, etc.) as well as the rare-spawn vanilla Sanctuary system. The FE ringworlds (Beacon of Infinity, Stability, etc.) are fine, but for Sanctuary, the ringworld is all chopped up, with the segments not connecting to each other. The same thing happens with mod-spawned ringworlds.

Thanks again
had 21 Jun, 2016 @ 8:25am 
Same file name I believe they all need to be there.
As shown by my tests, you can fix this particular event and rename the file, most importantly have same event id and namespace in file.
All of the solar system initializers have changed
Oh, ok.
Good mod by the way.
Macmillant  [author] 21 Jun, 2016 @ 2:16am 
Same file name I believe they all need to be there. All of the solar system initializers have changed - That's pretty much the whole point. -_-
had 20 Jun, 2016 @ 9:36am 
And why u copy all solar system initializers from vanilla?
had 20 Jun, 2016 @ 9:30am 
Loking into code:
Why NOT = { has_owner = yes } if u can has_owner = no
Why u coped all events from game start, as far as I see, you changed only one of the four?

Macmillant  [author] 10 Jun, 2016 @ 6:08am 
Depends on if those mods change the way the default spawning files work. If they do then it's not compatible. There are a couple unique systems that spawn in that include something of the like.
Macmillant  [author] 10 Jun, 2016 @ 2:05am 
[UPDATED]: Now including aspects of the More Planet Types by knuckey333. I have slightly reduced habitability spawns. Late and expensive game colonisation now exists.

This will likely break existing games. Please let me know if you'd like the older version uploaded and I can put it up.
Macmillant  [author] 9 Jun, 2016 @ 6:33pm 
[Update warning]: The next update of this mod will likely break existing games forcing new starts. If I get any particular feedback requesting the current version to be uploaded I have it backed up and ready to go up in a different mod link. As I said earlier the next update includes aspects of the More Planet Types mod and as such all the changes required some file merging which seems to break old saves. Will be updating in a few hours after I give it a little play test.
Macmillant  [author] 7 Jun, 2016 @ 10:23pm 
[Working on update]: I'll be working on trying to include aspects of the MOD:[More planet types] over the next little while. Not sure how long it'll take me to get it slotted it as part of this. When I do manage to get it in on my side of things I'll have to do a bit of balancing for resource and planet spawns. I was thinking of limitedly including the colonization changes as well but I was thinking of making them late game by putting them behind 3 or more types of colonization tech required to get them as well as high terraforming costs. When I do get these changes in I am thinking of dropping the habitability down a bit as well as reducing the number of planetary possible in a system down from 64 to 48 I think. Discussion in the forum just about this post^^^
Macmillant  [author] 6 Jun, 2016 @ 2:23am 
That said... I might look at reducing the number of bodies possible in a system it's 64 St this point. Though about 55 of them are the moons and the sun or asteroids.
Macmillant  [author] 6 Jun, 2016 @ 2:22am 
It's true you might get a system with 7 habitable planets in it. Though I'd doubt that in most cases you'd find 7 you really want to take with two particular unique exceptions...
Saara 2 Jun, 2016 @ 8:02am 
Very nice mod , vanilla system generator is just too boring.
However I find the number of habitable planets is just too high , 7 hab planets in a system is overkill.
Macmillant  [author] 2 Jun, 2016 @ 12:31am 
[UPDATED]:
Fixed ring worlds again.
Reduced Gaia world spawns. IE on a 2K map they were spawning at 200-250 where each normal habitiable world was spawning at 550-650. NOW: Gaia worlds spawn in at about 70:550-650. Should make them more special!
Macmillant  [author] 1 Jun, 2016 @ 9:14am 
[UPDATE]: Re-adjusted the resource balance post 1.1 update. Somehow it had shaken the numbers up a little. Back to pretty close to what I had changed it to.
Macmillant  [author] 1 Jun, 2016 @ 7:20am 
Checking over files from update. None of this mod or any other of my mods seems to have been affected by any of the changes. Will update them all to get rid of the [ ! ] on the game mod splash page.
Macmillant  [author] 1 Jun, 2016 @ 1:54am 
[UPDATE INCOMING]:
-Changed star sizes on galaxy map (little less in your face).
-Slight change to spawning zones. Somewhat more balanced from what I can see on a 2K map. Arid players should be a little happier. Arctic players a little less.
-Slight adjustment to planet plane size on solar system map. Should help with clipping though I don't think it will get rid of it.
-BIG RESOURCE BALANCE addition and as such will not work be compatiable with MODS that change the depositis/00_deposits.txt file. Feedback on this welcome! I can move this to a separate MOD subscription if needed. And of course feedback on resource rarity/amounts is welcome.


76561198083764174 1 Jun, 2016 @ 12:08am 
Sweet! Thanks for listening!
Macmillant  [author] 31 May, 2016 @ 11:47pm 
I will look making it a little less glarey/bright ie by pulling down the larger sized star icons on the galaxy map.
76561198083764174 31 May, 2016 @ 11:44pm 
@macmillant A little of both, but mostly the galaxy.
P.S. That was a FAST reply, keep up the good work.
Macmillant  [author] 31 May, 2016 @ 11:24pm 
@Ridley, galaxy map or solar system? I did wonder if the blue and purple ones were too big?
76561198083764174 31 May, 2016 @ 10:31pm 
Dude this mod is awesome but those stars hurt my eyes! Other than that keep up the good work!
Macmillant  [author] 27 May, 2016 @ 2:27am 
[UPDATE]: New optional mod System Variety - Dead world: Colony Ship Start. This is compatiable with everything. Simply change you race/spieces starting system to the 'custom_colony_start'.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=691851232
Macmillant  [author] 24 May, 2016 @ 3:49am 
[UPDATED]: This should fix the issues you were having Biship. Let me know how it goes and if there is anything else that needs fixing?
Macmillant  [author] 24 May, 2016 @ 3:15am 
Just about to reupload it Biship. Just checking to make sure its right only got back from work an hour ago.
biship 24 May, 2016 @ 3:01am 
We still can't use this mod until those defines are moved. They overwrite every other define in every other mod...
Macmillant  [author] 23 May, 2016 @ 10:12am 
Will add those changes in tomorrow biship!
biship 23 May, 2016 @ 9:05am 
Please do not deliver the entire defines.lua file. Just deliver a small uniquely named defines file with your changes. How to: https://www.reddit.com/r/StellarisMods/comments/4jm86j/modding_basic_guide_with_tutorial_tips_and_common/
Macmillant  [author] 23 May, 2016 @ 2:59am 
New additional mod now up as an OPTIONAL addition to this one.

System Variety - Galaxy+Cluster mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=689851735