Stellaris

Stellaris

Galaxy 2.0: Core Systems
63 Comments
Malignant  [author] 3 Aug, 2019 @ 7:48pm 
Sorry guys, i've been way off on my Stellaris modding for a while, I'll try and get motivated on this tomorrow.
spacechad 1 Aug, 2019 @ 10:24pm 
@Nagi Its not working for me.
Rastro 19 Apr, 2017 @ 7:09pm 
update?
🎀Hara🎀 7 Apr, 2017 @ 7:51am 
you can do this modification yourself by going to

steamapps>common>stellaris>map>galaxy

then open Base.txt in something like notepad

then look for:
num_stars_core_perc = 0

change it to say
num_stars_core_perc = 0.1
Archemyre 15 Nov, 2016 @ 10:30am 
Looking forward to updates for this sometime in the future!
Malignant  [author] 23 Sep, 2016 @ 7:32pm 
Updated 1.2.5; Nuka World has been taking all of my time lately, hopefully I get back to my Stellaris kick, the new DLC looks interesting.
Cat-Lunatic 22 Sep, 2016 @ 1:39pm 
Yes please update, ...Malignant, are you there?
QueensOfLazuli877 15 Aug, 2016 @ 2:23pm 
is this updated to work for version 1.2.4 yet?
kinngrimm 5 Aug, 2016 @ 2:40am 
please update to new version :)
kinngrimm 3 Aug, 2016 @ 1:02am 
@Malignant "No Clustered Starts" does by default rearrange all starting locations so they are all evenly spread out. I was stunned that in multiplayer game creation you get the option to choose starting positions with the choices "random positioning" "evenly spread" and "neighbouring", which seem all fine options and i jsut can't get my head arround why it is not in the single player enabled as well. To be clear, i have only your mod in the aspect activated atm, nothing else which would influence this behaviour.

A few other mods i would people advice to look up which are great in perspective of galaxy creation.
"Rare Planets"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=698196968
"unbiased systems"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=683326728
"more planet Types"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=694585917
"Hidden Hyperlanes"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=701434781

kinngrimm 3 Aug, 2016 @ 12:25am 
@aZmoDen
thanks for advice, silly me hasn't come so far and opened any of the files ^^.

@Malignant
As i love the galaxy core systems i found myself in need to also be able to see them, which in the deault setting is rather difficult. The Dark Galaxy Mod would dim the brightness of the whole galaxy which all in all i also found visually more pleasing. Perhaps you could/would implement that in your mod as well.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=690825275&searchtext=Dark+Galaxy
aZmoDen 31 Jul, 2016 @ 7:40pm 
It seems to me that reducing the distance between systems might do what your after.
That would mean you can jam more systems into the arms while keeping more empty space between arms.
Looking at spiral_4.lua you can change the values for seperation and width to change the core principles for the arms themselves and in base.lua you can change the stars_min_dist value to shrink tehe space between stars and cram more into each arm.
Hope that helps!
kinngrimm 31 Jul, 2016 @ 1:21pm 
Basicly when you have a position at the very edge of the galxy you maybe able to have at least one direction from where no enemy may come. Because of that line of thought, i like Spiral galxies. The difference is over time you can increae the range of your drive systems and can leap over to the next spiral arm.

Now the problem i have faced a couple of time with your mod was that, due to the increase in system numbers, it seems to me that the space in between the spiral arms has been reduced and therefor the strategic advantage got lost.

Do you know a way to increase the space inbetween spiral arms and would you provide us with a Spiral Galaxy where the spiraal arms do even further away from the next arm, "at the end of each arm"?

Not sure if i made myself clear, so please ask what i should perhaps explain further.
I love this mod and would like to see it being developed further.
aZmoDen 20 Jul, 2016 @ 10:15pm 
No worries, glad the passion to tinker is strong with you!
gl hf
Malignant  [author] 20 Jul, 2016 @ 4:29am 
@aZmoDen Thanks for the information, I'll get to updating it in the next two days. Sadly, I've been distracted by Fallout 4 modding lately.
aZmoDen 19 Jul, 2016 @ 2:41am 
*edit 2* I would like to add to this that with the original file inluded, the game WILL try to add in more fallen empires, however if you start a new game, hit observe and let teh game run for a day or 2, youll find that there are only 2-4 empires and in the Diplomacy screen the fallen empries are there but include no stats. They stay there all game but arnt actually anywhere in the map.
aZmoDen 19 Jul, 2016 @ 2:36am 
Hello, with the Fallen Empire file you included in the mod there is a small problem that needs correcting.
I have only been able to spawn a max of 4 of the fallen empire sin a map at a maximum with usualy only 2.
Looking through teh file i can see that youve included up to 10 fallen empires but have included a few problems, luckily all are within the first 3 lines of each empire.

fallen_empire_4 = {
graphical_culture = "fallen_empire_04"
initializer = "fallen_4"


Here is a random extract to illustrate my point. You can see here the initializer is fallen_4
However after testing the game will only spawn empires with the original initializers, ie fallen_1_1 fallen_2 and fallen_3.
Just roatating those 3 initializers for each fallen empir included will fix this.

Edit: i had initially thought the graphical_culture had to be _01 _02 and _03, however on testing that has nothing to do with limited spawns.
Malignant  [author] 15 Jul, 2016 @ 1:36am 
@Pilatian Just pure laziness on my part, I've been distracted by work and school, not much free time lately. I haven't had any feedback on the Omega Galaxys. If you want one updated at a certain size a certain way just let me know. As for Core brightness I actually like the way it is, but if you can suggest a mod that makes it better without getting rid of it I can take a look.
Pilatian 14 Jul, 2016 @ 7:59pm 
Should probably also reduce the core's brightness so the stars are actually visible without having to zoom all the way in.
Pilatian 14 Jul, 2016 @ 7:34pm 
Not entirely sure why you would leave out smaller omega versions and then include an omega version for your largest size. Seems counterintuitive.
Malignant  [author] 12 Jul, 2016 @ 1:11pm 
I actually left out several of the Omega versions because they tend to crash systems or slow them to a crawl. Too much math going on.
SLarkon 12 Jul, 2016 @ 10:24am 
oops and 1400 omega must be intentional my bad
SLarkon 12 Jul, 2016 @ 10:23am 
nice mod but looks like your missing 1200+ omega - its the only one not in my list :)
Malignant  [author] 4 Jul, 2016 @ 6:13am 
@billw It's not a bug, you need to download one of the many mods that adds more star names for at least 2000+ stars. The game defaults at only 1000. Some mods have names people don't like so I've left it up to you to choose your own that you like rather than just add one in that others may not like.
billw 3 Jul, 2016 @ 10:47am 
Oh well I worked out how to rename the systems so at least I can work around (click the big System text at the bottom of the screen in system map).
billw 3 Jul, 2016 @ 10:39am 
A lot of my stars haven't got names, is this a known bug?
Malignant  [author] 28 Jun, 2016 @ 8:47pm 
Updated 1.2
Rastro 28 Jun, 2016 @ 9:45am 
Update Please??
Rastro 26 Jun, 2016 @ 1:09pm 
@aZmoDen thanks, I'll try that mod.
aZmoDen 26 Jun, 2016 @ 12:47am 
i have Dark Galaxy by Dudegeridoo running with this one and they work fine together, the center star is pretty much gone and theres no huge orange spread from it.
i have also edited this mod so there are no planets in the center of the star, theres an exclusion zone around it.
did this by making the 'core' contain zero worlds and making teh core 25% of the map (base.lua and gargantuan gama.txt)

hope that helps!
Rastro 25 Jun, 2016 @ 7:39am 
Im not saying incormporate it, just asking to make it compatible
Malignant  [author] 25 Jun, 2016 @ 4:57am 
This mod does include the same changes from No Clustered Starts.
Exterminieren 24 Jun, 2016 @ 11:03pm 
You said you took a look at "no clustered starts" , does that mean your mod includes the no cluster start? currently i have 50 plus mods running this is the only one that i think that would effect that ( no cluster) from working properly yet it doesnt work. Thanks
Malignant  [author] 24 Jun, 2016 @ 7:24pm 
I did some updates on the 00_fallen_empire.txt to allow for up to 10 Fallen Empires now and toned down the overall number of fallen empires appearing. I'm not going to adjust the Galactic Core any further - If you zoom all the way in you can see the stars clearly now. I like the way the core looks whe zoomed out.
Rastro 24 Jun, 2016 @ 11:41am 
Could you maybe make this compatible with Dango's Galaxy Centers mod? His mod dims the core glare so it's like the rest of the galaxy.
aZmoDen 22 Jun, 2016 @ 5:52pm 
Fixed this by adding more fallen empire calls in the 00_fallen_empire.txt file in 'stellaris/common/falen_empires/.
Apparently teh game is limited to only calling however many fallen empires are in that file.
Might be a good idea to make a proper list for this mod and include that cause my fix is a nooby hack job :)

credit: more fallen empires mod by [war on anime]
linky
aZmoDen 22 Jun, 2016 @ 3:54am 
since theres no way to edit...
im using the 'observe' command at game start to view the fallen empires.
aZmoDen 22 Jun, 2016 @ 3:36am 
One thing ive noticed, i can only get a maximum of 3 fallen empires in my games.
from huge to colossal+, from 5 empires to max allowed, sometimes i get zero but never more than 3 fallen empires in my games.
heres my setup:
Gargantuan Gamma
Elliptical
24 empires
24 aadcanced ai starts
ai aggressiveness : high
difficulty : insane
ftl : hyperdrive

Game version is 1.2.0 beta
Mods im running:
auto build
remove aura graphics
ui overhaul
my own various changes mod

not sure what could be wrong, none of those mods touch the same folders as your mod.
aZmoDen 22 Jun, 2016 @ 3:07am 
Thank you for this mod. I have started a gargantuan galaxy and the sheer vastness has me eager as a pup at the park.
Thanks putting the squee back in the game.
Malignant  [author] 20 Jun, 2016 @ 9:55pm 
I think you would need to edit the core cluster distance. This setting will randomly start you in the core sometimes, if you don't mind reloading a lot. I tend to reload 10-15 times myself because I like starting in the traditional Sol Alpha Quadrant setup.
Conceivably 20 Jun, 2016 @ 6:39pm 
Is there a way that I can force the game to start my empire in the core?
kinngrimm 10 Jun, 2016 @ 6:54am 
I read the discription and believe you that it does. I can't be sure atm if the Core dimm Effect is because of your mod or that of Dark Galaxy. That,too dimms the core, but also dims the other areas. The only light sources in a spiral galaxy when you look at the different spirals are the systems there, not any background lights. Which as i said is good for contrast and tbh, if i want a real looking galaxy i will use one of the background mods available which then gives me the milikiway or andromeda or any other High Res image from NASA.
Malignant  [author] 10 Jun, 2016 @ 5:44am 
@kinngrimm have you tried zooming in all the way within the core? It actually dims it enough to see the star colors now and doesn't glare out your eyeballs like before.
kinngrimm 10 Jun, 2016 @ 2:45am 
I see you have scratched adjusting brightness of the galaxy. Have you looked at the Dark Galaxy mod? I use that ever since i first installed mods. It helps focusing yourself as the contrast to the game assets is a lot better.

Thanks a lot for your work and i am looking forward to your next versions of this mod!
kinngrimm 10 Jun, 2016 @ 2:36am 
2 distinctions you could incorporate depending on the age of the galaxies as well.
Alpha Galaxies:
- more proto-pre-sentient species
- less habitable planets
Omega Galaxies
- less proto-pre-sentient specie
- more habitable planets.

Or if not by age, then perhaps have a slider which may fine tune these values independently from Galaxy age.

Another thing which i saw and i like quite a lot is, no biased start system. Especially as an option for singleplayer this is great. It removes the 2-3 planets which are normally directly arround every starting area of each empire. By that empires are forced to settle further away. It but still works great for multiplayer sessions in combiantion with the "Nu Clustered Start" setting, as you have enough room and time to find your next planet to settle on, no need to immediatly always research Colonyships as you first have to do a bit of scouting.
alidarjarok2 7 Jun, 2016 @ 4:05pm 
Cool, good luck on the core brightness.
Malignant  [author] 7 Jun, 2016 @ 3:18pm 
gfx/FX/galaxy_center.shader

This shader file appears to be the gfx file for editing the core - as I'm not a graphics guy, I'm going to go ahead and f*ck with it on a test mod and see if I can tone down that d*mn brightness!
Malignant  [author] 7 Jun, 2016 @ 3:06pm 
map\setup_scenarios\huge+.txt

Here is an example scenario:

setup_scenario = {
name = "Huge+"
* priority = 5 #priority decides in which order the scenarios are listed
* num_stars = 1200
* radius = 480 #should be less than 500, preferably less than ~460
* num_empires = { min = 1 max = 47 } #limits player customization
* num_empire_default = 24
* fallen_empire_default = 4
* advanced_empire_default = 4
colonizable_planet_odds = 1.0

cluster_count = {
# method = one_every_x_empire
method = constant
value = 6
max = 12
}
cluster_radius = 150
cluster_distance_from_core = 300

* num_nebulas = 13
* nebula_size = 80
* nebula_min_dist = 160

supports_shape = spiral_2
supports_shape = spiral_4
supports_shape = elliptical
supports_shape = ring
}

* indicates a line I've edited
Malignant  [author] 7 Jun, 2016 @ 3:04pm 
map\galaxy\base.LUA

-- BASE VALUES FOR GALAXY GENERATION

core_radius_perc = 0.25 -- Core radius is 25% of the galaxy radius
*num_stars_core_perc = 0.1 -- Number of stars in core
*stars_min_dist = 5.0 -- Min distance between stars

countries = {
ideal_sq_dist_between = 90*90, -- Ideal square distance between countries
min_sq_dist_between = 60*60, -- Min square distance between countries
}

fallen_empires = {
num = 2, -- Number of fallen empires
ideal_sq_dist_between = 150*150,-- Ideal square distance between countries
min_sq_dist_between = 100*100, -- Min square distance between countries
max_military_fleet_count = 5, -- Number of military fleets the empire will start with
ships_per_fleet = 3,
--starting_tech
}
Malignant  [author] 7 Jun, 2016 @ 2:58pm 
@Redneck Rapture: Your request has been integrated into galaxy setup as "Young Galaxies." I'd prefer to keep everything in one place to minimize file conflicts, but if anyone has any issues with setup being to cluttered let me know, I could split the mod up if needed.