Stellaris

Stellaris

Imperial Routine
700 Comments
Draco Caesar 25 Jan @ 2:10pm 
Someday new update of this beautiful mod?
Inerael 2 Apr, 2023 @ 1:06pm 
Could someone update it please ?
ѕ¢ιѕηєяΩмΛм 22 Sep, 2022 @ 8:44am 
I updated the sector shaping part of this mod to the current stellaris version, if you are interested: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2840403284
Copperheart 4 Jul, 2022 @ 4:29pm 
T_T need an update to this mod. Vanilla sectors are the bane of my existence
ORION 17 Feb, 2022 @ 6:16pm 
I sure hope this gets updated, I miss custom sectors
d u c c 14 Feb, 2022 @ 8:10pm 
System Management now causes fatal crashes-to-desktop as of 2/14/2022
evildonut100 27 Nov, 2021 @ 3:07pm 
I really want this to be updated
AncientGatekeeper 4 Nov, 2021 @ 3:27pm 
Love this mod! Hopefully someone can get it working.
Kathryn Snow 25 Oct, 2021 @ 10:44pm 
How would one go about fixing this mod for the modern version of Stellaris? I am wanting to see if I can update this, and get it working. Unfortunately, I do not know how or what to do, and any help would be greatly appreciated
xXAntrexXx 25 Sep, 2021 @ 1:05pm 
@bartlomiej-san same
Bartlomiej-san 18 Sep, 2021 @ 2:10pm 
Looks it doesn't work anymore and going into "manage system" crashes the game as of the Lem update. RIP to this great mod
Stolt 15 Sep, 2021 @ 6:48am 
Is this compatible with 3.1?
TheBigE 24 Aug, 2021 @ 12:19pm 
It really is a shame that this mod has been abandoned. There really isn't any other mod that offers something like it in terms of sector management, at least to my knowledge. Hoping someone will pick this mod up and continue work on it.
MaqueTonight 17 Aug, 2021 @ 7:24am 
Does the AI make use of these features?
Wolfbat_Borgia 10 Aug, 2021 @ 8:08pm 
How I wish I had this mod in my current game.. Prayers for an update
kinngrimm 10 Aug, 2021 @ 10:07am 
hell yeah, finally manualy adding and removing sectors again, freakin vanilla gets on my nerfs at times. So is an update for latest patch in the pipeline?
Krahe 3 Aug, 2021 @ 5:39pm 
Colonial Centers are an unique modifier of 'the capital' of whatever sector/system they are in? If yes, playing with Void Dweller origin and have two of them at two out of three starting habitats, which is nice, but not sure was intended. Just want to clean up if it a bug or I don't quite get the feature right
Wonyenners 28 Jul, 2021 @ 5:57pm 
Will this mod be getting updated to the current patch? It doesn't seem to work for 3.0.3
Also, I second elm0xz's suggestion for a lite-version. All I really want is the ability to add/remove systems to/from sectors
Chukhan 19 Jul, 2021 @ 3:55pm 
seem like it doesn`t work anymore. Ingame it says Module disabled and Sector Topography is disabled...
Ripper MD 1 Jul, 2021 @ 10:37am 
Can confirm the issue about the primitive cultures! Still not possible to attach a system with a primitive culture to a sector
elm0xz 19 Jun, 2021 @ 6:31am 
Is there somewhere a lite version of this mod: only sector redrawing feature?
yoda_dipper 7 Jun, 2021 @ 11:26am 
Still issue with detaching system with primitive civilizations: tooltip says cannot do this since this is capital.
Blastmcptalex™ 2 Jun, 2021 @ 12:29pm 
Any possible Date on an update or is this now a dead mod?
nepboi 27 May, 2021 @ 9:49am 
is there a max amount of sectors you can have? At a certain point i'm just not allowed to make sectors anymore for some reason.
Rezdatt 4 May, 2021 @ 3:33pm 
I don't know if this mod is operational at 100% but im playing with this in 3.0 and I can reshape sectors at my will, if that info helps anyone. Btw great mod
Jojo 30 Apr, 2021 @ 7:57am 
does it work on 3.0?
AzoorFox 29 Apr, 2021 @ 11:56am 
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2lpaq 29 Apr, 2021 @ 7:48am 
There is a ".git" folder when one downloads this mod.
I don't see a single reason why players would need 16MB (out of 17MB total) of VCS files.
If you want other people to be able to contribute to this mod, GitLab/GitHub is a better medium than Steam Workshop.

You also should check git LFS, the reason 94% of your mod size is ".git" folder is because you store binary files in plain git (it can be seen via e.g. `git rev-list --objects --all | grep .dds`).
Git was not designed for this and will bloat ad infinitum.
Git LFS was designed to augment git with the ability to handle binaries inside git efficiently.
Best regards.
Mogekov 27 Apr, 2021 @ 6:16pm 
amazing mod
Sir Humphrey Appleby 18 Apr, 2021 @ 12:17pm 
It's being worked on and updated to 3.0 but I can't speak as to when it'll be done. Just sit tight and let 1yur work their magic.

@BetterBusinessBrad : "I'm doing my best to finish it
there are a few task left, dedicated mostly to some automation procedures and general mod settings... ...fleet automation is mostly finished." -1yur; StellarisModdingDen 03/15/21
Tralalero Tralala 18 Apr, 2021 @ 4:11am 
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Bartlomiej-san 16 Apr, 2021 @ 7:58am 
any plans on updating it to 3.0?
CornBrad 8 Apr, 2021 @ 6:23pm 
Hey @1yur how is development going? I would love to hear how civilian/military fleet automation is going!
Kencko 27 Mar, 2021 @ 4:21pm 
Click on Star, Decisions then Manage System
Kirian Corporate Oligarch 12 Mar, 2021 @ 8:54am 
can someone tell me how to add systems to a sector?
OldEnt 24 Feb, 2021 @ 4:17am 
I am sold on patrolling.
1yur  [author] 24 Feb, 2021 @ 3:42am 
@ Red Moff

Thanks!
So, I'm on a final step: working on a simple automation of sector civilian and military fleets. Going to transfer some of player functions like patrolling, building mining stations, expansion within the range etc. Of course, these options could be switched off/on.
Red Moff 24 Feb, 2021 @ 1:44am 
Thanks 1yur for keeping up the development of the mod :)
1yur  [author] 18 Feb, 2021 @ 4:38pm 
@ Reygis

Thanks.
The screens will stay the same as they are now. Maybe some day I'll make a small addition to adjust my UI Dynamic Overhaul sizes, but no promises.
Reygis 18 Feb, 2021 @ 11:55am 
The UI stuff looks incredible. I do wonder how well it's going to interact with other UI mods such as UI Overhaul Dynamic?
1yur  [author] 17 Feb, 2021 @ 3:26am 
@ TurtleShroom

Actually, it was my decision to rewrite the logic and improve the UI.
For now it's easier and much more comfortable to control sector shapes.
You can see a small video in my discord channel how it's going to be in action.
https://discord.gg/Bue4EWH
TurtleShroom 16 Feb, 2021 @ 6:01pm 
Does the entire Mod need to be rewritten to fix the problem?
1yur  [author] 16 Feb, 2021 @ 5:01pm 
@ TurtleShroom

Yeah, it's not only about fixing these issues, but for rewriting entire mod, it takes much more time than I expected. You can see the link below, I'm pretty close now.
TurtleShroom 15 Feb, 2021 @ 1:06pm 
Hey dude. You mentioned that you would be fixing the glitch with Sectors, where neither the player nor the AI can make one, within a fortnight of January 20th of this year. That time has come and passed. I hope you are doing alright and I look forward to the update. This is just a friendly reminder.
1yur  [author] 11 Feb, 2021 @ 7:14am 
@ Derik

Thanks! Despite the time, it's also a fun for me.

Anyway, feel free to support me via the links above, I'd be very thankful :)
Derik 10 Feb, 2021 @ 10:48am 
Damn thats alot of hours into it, thank you so much for putting this effort into creating these high quality mods.
1yur  [author] 10 Feb, 2021 @ 10:36am 
@ Slipslime

I guess yes. But anyway, there will be a new expansion soon.
1yur  [author] 10 Feb, 2021 @ 10:35am 
@ Slipslime

I was planning to release a week ago, but it takes much more time. You can see the tracker here, in summary it had taken almost 230 hours of development, due to the poor UI functionality. For now, it's about 80% accomplished, so I guess I'll be able to finish it till February.

https://gitlab.com/stellaris/irm/-/milestones/30
Slipslime 3 Feb, 2021 @ 10:13pm 
Also is it savegame compatible?
Slipslime 3 Feb, 2021 @ 5:30pm 
ETA?