Stellaris

Stellaris

No Clustered Starts
1,301 Comments
Elder 20 Jul @ 4:24am 
I turned down the number of empires and still within like 4 systems their homeworld spawns
MeniliteZ 19 Jul @ 2:46pm 
Only other think I can think of is you have too many empires in too small a galaxy.
Elder 19 Jul @ 9:50am 
Im not using origins that alter spawning. I dunno what it could be conflicting with
MeniliteZ 19 Jul @ 9:40am 
@Elder
It's working for me. Certain Origins like Imperial Fiefdom will still have you start next to the others in your group (your overlord and its other vassals in that case).
Elder 19 Jul @ 8:20am 
Is this mod actually working on current? Started a game and ran into two empires very quickly. Checked it was on clusters and started another game. Empire two systems from home right at the start.
Taw  [author] 24 Jun @ 3:00pm 
NCS should be compatible with Shrouded Regions. Have not tested, but Shrouded Regions makes no changes to the same files (map/galaxy, map/setup_scenarios).
Red Skull 20 Jun @ 9:50am 
Potentially incompatible with Shrouded Regions mod
FuTiO 3 Jun @ 1:06am 
TOP:steamthumbsup:
Taw  [author] 17 May @ 11:28am 
Federation origin empires always spawn right next to each other, even with this mod, is what I mean.
Taw  [author] 17 May @ 11:27am 
Some origins do get special treatment for those special related empires (the federation one, for example). I'm not sure, but I think those empires are treated as a single object for the purposes of galaxy setup. This seems to be true for the federation origin, but it's possible other origins behave differently. I haven't looked into how they work, but it's probably spelled out in the game files.

There are two console commands that work: observe and communications. "communications" used to be much more visually clean but I use "observe" these days.
Dragonissa 17 May @ 12:21am 
Could it possibly be the origin as well? I used payback which i assume puts MSI nearby. I can try in sp.

How did you get the view of the placement? The no fog of war.
Taw  [author] 16 May @ 4:26pm 
Bottom line: if you aren't satisfied with the results in multiplayer, create the game in singleplayer and host the save. This is an annoying workaround, but it's the best I can offer. There is nothing about the mod I can change to make it work any better in MP vs SP, as far as I know.
Taw  [author] 16 May @ 4:26pm 
Some people's problem with multiplayer is with mod loading, Steam workshop, the launcher, or something like that.

However, I can't say that it works for sure in multiplayer. With my testing, it seems to mostly work. Empires are more spread out and are not technically clustered, however settings seem to be ignored or altered when creating a game in multiplayer.

Checking the save games, it is very obvious that only one cluster is created (this is good) but I can't easily check if the game is respecting the empire spacing, if it's respecting the ideal distance, if its respecting the minimum distance, or if something else is going on. Without writing a script (I have not), I just have my eyeballs, the galaxy map, and ShareX.

My eyes cross looking at galaxy map after galaxy map. Maybe the different MP cluster options make a difference, maybe they don't.
Dragonissa 16 May @ 9:25am 
Is it confirmed to work in co-op? Tried and it was just clustered.
14 May @ 4:21pm 
Can confirm its a vanilla bug, its mentioned in the most recent hotfixes, though its kind of a mess. The fix causes your game to lag a LOT, and there is no alternative right now. In the most recent hotfix post, they promise a new patch addressing it on Thursday. Tomorrow! 5/15/24 @KaiJackson @EclipsedStar
EclipsedStar 13 May @ 2:29pm 
@Kai Jackson
Highly doubt it's this mod. I'm pretty sure that's a vanilla out-of-sync error introduced in v4.0 that Paradox is still trying to patch.
Kai Jackson 11 May @ 10:52pm 
Definitely is one of the mod that should be integrated to vanilla. I need a help about something though,
After playing quite some time around 2250's in multiplayer with my friends and so, game starts to crash, a resync problem every month and the file becomes unplayable after that. Is it because of the number of empires we're adding f.e(In tiny(200) we're adding about 12 bots, and in small(400) we're adding 24 bots) or is it because of something else ?

the crash usually happens about after 2230's and it goes like this, Resync Playername_COUNTRY_RESOURCES. etc. and keeps doing it every start of the month so it becomes an unplayable save file.

I don't have experience in this field so if anyone knows the answer can someone help us play with this mod ? is it about the number of empires?, network issues? or something we don't know.
Taw  [author] 9 May @ 2:04am 
Yeah, exactly, Almost every Stellaris update since the mod was created required no changes to the mod, only a change to the "compatible version" number in the metadata. It has no effect on the functionality of the mod, it only tells the paradox launcher what version it was made for.

One of the more dramatic updates was recently when Paradox suddenly added a "v" to the beginning of the game version.

You can view the changelog here in the workshop, it's next to the pictures at the top. I think I've done a good job keeping them clear and accurate. If it mentions the compatibility flag and nothing else then the mod is functionally identical to the previous version.

This is how most version checking works, in any game, if you can show me a launcher that checks compatibility heuristically or something I would be impressed and interested.
Code 8 May @ 7:35am 
Cool good to know, just checking. I know a bit about the whole thing where all you did was just update the version = to the latest, maybe do a playtest or something.
Taw  [author] 8 May @ 4:27am 
@Code: Yes, it will work just fine. You can ignore the launcher warning
Code 7 May @ 3:56pm 
Does this mod still work for 3.14? If not, could you create a separate old version for 3.14 please?
Taw  [author] 6 May @ 11:25am 
I believe the cluster change alone does this after a change they made to achievement eligibility many years ago. I could be wrong, though
MeniliteZ 5 May @ 9:13am 
Oh, I bet the "Other Minor Changes" will disable achievements if the cluster change doesn't.
D:
MeniliteZ 5 May @ 9:10am 
Does this mod disable Achievements?
i.e. Change the checksum?
Taw  [author] 5 May @ 6:39am 
Updated, no changes needed to be made
Kallozarr 5 May @ 5:35am 
Update please!
Taw  [author] 25 Apr @ 12:40pm 
Yeah, changing the setting only accomplished FEs not spawning most of the time, as expected.

The control the mod has over country spawning is limited, and no control over how close FEs spawn to normal empires. That is entirely up to the game.

If you want to give me the galaxy settings you use, I can investigate a little more. If not, good luck, with or without the mod! 💗
Taw  [author] 25 Apr @ 12:18pm 
@Swagatron: This is likely just an unfortunate coincidence. There is one setting that theoretically could cause this, but it has remained unchanged for years and if it is to blame would have required the game to change how it spawns countries and what the setting actually does. It's possible, the devs have made changes that affected the mod in unexpected ways before.

I will see if it makes a difference.
Swagatron 25 Apr @ 7:01am 
I have been using this mod just about since it came out, but recently it is forcing at least one fallen empire to spawn very close to me every single game. Within days of game start they contact me and reveal they're less than three jumps from my capital every time. Removing it solved the problem. Still, I appreciate the time I've used the mod and thank you for your work :)
Demognomicon 16 Feb @ 4:41pm 
@Taw Awesome! Thank you!
Taw  [author] 16 Feb @ 11:30am 
@Demognomicon:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3428784612

I did a little tweaking, it's not perfect, but seems to be fine for the combinations of shapes and sizes I tested.
Taw  [author] 14 Feb @ 3:31pm 
Possibly, I will take a look soon
Demognomicon 14 Feb @ 1:59pm 
Any chance for a patch for Hydra's More Galaxy Shapes? (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3388569976)
Sherekmate 31 Jan @ 5:13pm 
Does anyone know of a mod similar to EPIC GALAXY that is working? Or if the current one has a problem? Because I saw that it hasn't been updated for 6 years, and it seems that with the new updates it has duplicated some systems and ships.
Terlin 30 Jan @ 3:06am 
@taw Hey Taw. Can you upload some of the older patch of this mod I tend to play 3.3 and 3.7 mostly. I very much dislike the new versions of the game. I noticed you got some of the ancient ones in storage but none of the mid grade ones from 2020-22
✪ Tax 25 Jan @ 2:13am 
@JUMBI-ElisaEmma the AI number only crashes the game if you set too many AI empires. This is a crash related to modern Stellaris UI - when you start a game you can see the number of ? sign hexagons representing potential empire number. If you set it to too many, the UI will not be able to display them all in that window limit, and consequiently crash
Taw  [author] 24 Jan @ 4:47pm 
@Roland: It should work. I downloaded the mod you mentioned ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2926681436 ?) and saw no conflicting changes
Roland 24 Jan @ 3:53pm 
This is a great idea, but I dont think it will work with my one cosmetic MOD Nessies Cosmetic tweaks or whatever. Thanks. Have a good weekend.
Taw  [author] 24 Jan @ 1:16pm 
Thank you!

I was able to recreate it. Seems like AI Empire numbers somewhere above 30 (vanilla max for Huge galaxies) crashes the game with an unhandled access violation exception. This was affecting Medium, Large, and Huge galaxies with this mod when the slider was dragged or incremented up into the 30s.

I couldn't pinpoint exactly what number it happened at, so I limited the slider to 30 for the sizes that used to have higher maxes. I figure this is a safe maximum since it is the maximum in vanilla, higher numbers probably haven't been properly tested with the new galaxy settings screen.

Mod is updated with this fix.
JUMBI-ElisaEmma 24 Jan @ 12:19pm 
Galaxy size and AI number crashes the game!
Taw  [author] 20 Jan @ 9:05pm 
No
✪ Tax 20 Jan @ 12:46pm 
Good day, does the mod work with mods that add new galaxy sizes?
Taw  [author] 14 Jan @ 11:27am 
Yeah, each additional shape will need the "countries" block changed to something like

countries = {
ideal_sq_dist_between = 202500
min_sq_dist_between = 202500
}

or

countries = {
ideal_sq_dist_between = 202500
min_sq_dist_between = 10000
}

or whatever custom values you want. Make numbers big to push empires apart.

If the mod does not change the galaxy size files, that is the only change that needs to be made.
Nevermind, need to change the galaxy size files of that mod too. The discussions should have all the info you need to do this.
Tal'Raziid 14 Jan @ 10:19am 
This will need a patch to work with No Clustered Starts, right? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3388569976
Taw  [author] 18 Dec, 2024 @ 8:20am 
Sounds like the mod is not doing anything for you.

I would recommend unsubscribing, clearing Steam download cache, resubscribing, and trying to play with just this mod. Use the "observe" console command to see the state of the galaxy on day1. If that works, enable the rest of your mods. If it stops working, one or more of the other mods must be conflicting.
MEEPINGMOFO 18 Dec, 2024 @ 5:31am 
Beating my head against a wall but attempted about 20x games where I changed mod load order, Type of galaxy, size, number of ai, cluster on / off. ect.. and for some reason I keep getting a cluster of 4-5x+ (on a 10 average empires with a 800-1000star map.) All within 4 jumps or less. Literally within 2 months all contacted.. head is sore from beating against wall.. or just bad luck eh
ShinyNobody 13 Nov, 2024 @ 12:16am 
No Problem, thanks for your answers.
Taw  [author] 12 Nov, 2024 @ 11:37pm 
@ShinyNobody: I don't know. It's possible the game treats the player differently. Maybe you are just unlucky. I don't know, I'm sorry!
ShinyNobody 12 Nov, 2024 @ 11:19pm 
Thats true. You mod is working. i see that in observe. My question was not clear then. I have around my empire mostly a good "finished" clusters of empires. And it is working well. But when i look at the oppsooite side of the galaxy it there seem to unfinihsed clusters because i dont picked enough empires. so they have often more space than me 8or my feelings to be fair). Is it nromal that the clusters are starting to fill the galaxy around the player first?