Stellaris

Stellaris

Multiverse: Solar System Spawner
159 Comments
Sir Luis 8 Oct, 2023 @ 3:51pm 
update?
Vosler 21 Jun, 2022 @ 8:01am 
of 6 months. lol
Vosler 21 Jun, 2022 @ 8:01am 
please add a 1mo 3mo 6mo option also.
please add a slider for how many to add at once
please add a slider for how many instances to enact at a time.

This way i can play a tiny map with 3 times AI and 3 times habitable worlds and 15 times natives.
and set the game to spawn 3,3,3 solar systems every 6 years

people might ask if this wouldn't just make it spawn 9 systems..
NO
It would spawn 3 systems in the chosen area and Then 3 more in the next sellected etc.
Prolbo 8 Jun, 2022 @ 11:37pm 
Wow. It's weird and have no idea how it can be used but sounds amazing and I'm definitely looking into it's internal workings.
rocterius 7 Jan, 2022 @ 7:43am 
It is still working.
Beast-Storm 10 May, 2021 @ 2:54am 
When can we expect an update?
Lady Lucina 13 Aug, 2020 @ 11:15am 
Doesn't need an update, it's working just fine in my heavily modded 2.7.2 save.
ECFOX 14 Jul, 2020 @ 3:54am 
can you update this please?
shoobers 3 Jul, 2020 @ 11:06am 
WAD
Sekalf 2 Jul, 2020 @ 10:03pm 
Does this still work
Anbeeld 27 Jun, 2020 @ 11:06pm 
For those who still play Stellaris 2.1: I created a new AI mod which is based on Glavius's work, but my mod goes much deeper and have a lot of unique features, leading to much better AI.
You can check proof of this and read detailed description here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2055544110
shoobers 18 Mar, 2020 @ 2:40pm 
Also with permission from the owner, would you be willing to allow me to try to stop the spawner from initiating systems that already have its max init?
shoobers 18 Mar, 2020 @ 2:39pm 
This still works.
Liorans Firefly 28 Nov, 2019 @ 8:55pm 
@ScepraX, hello, did you lose interest ti Stellaris?(
Liorans Firefly 16 Nov, 2019 @ 1:23am 
Still works very fine
Garry Windu 13 Aug, 2019 @ 12:37pm 
Btw. This Mod still works fine with the latest version of Stellaris. For anyone wondering.
Kepos 31 Dec, 2018 @ 5:51am 
any chance to see an update?
Sir Luis 27 Dec, 2018 @ 12:33pm 
we have been forsaken guys i have the proof look oin the commnets others have asked when this is going to be updated and there no responses. we have b een forsaken!!!!!!!!!!! forsaken!!!!!!!!!!!!!!!!!!
Sir Luis 27 Dec, 2018 @ 12:32pm 
how much long till this works again?
MightNight 13 Dec, 2018 @ 3:57pm 
Cum bak ScepraX. I cri erry nite :'(
Kamikaze_dalek 11 Dec, 2018 @ 8:52pm 
Got an estimated timetable of when you'll be able to update this mod?
Kasgigz 10 Oct, 2018 @ 9:34am 
Can it spawn Sol System ? Is there a way to spawn a specific solar system ?
Dr.Salt 29 May, 2018 @ 2:46pm 
Hi ScepraX , I love this mod! Will it be receiving an update?
ScepraX  [author] 17 Apr, 2018 @ 9:31am 
@Do'tasarr the Khajiit: Thanks for pointing out that information was missing from the description. It works the same as in Resource Spawner : The policy settings of a random player, which has not set their policy settings to [Disabled], will be choosen. In other words: if multiple players have different settings one will be choosen each month at random, unless they are set to [Disabled] in which case those players are excluded. If none of the players has active policy settings the mod will be disabled.
Do'tasarr o Khajiit 17 Apr, 2018 @ 8:47am 
Just a question, if i host a game with a friend, how can i know the spawn chance?
ScepraX  [author] 15 Apr, 2018 @ 1:28pm 
Undid the changes to hyperlane generation because it caused issues with some other mods. You could use Hyperlane Randomizer to generate extra hyperlanes. It will target systems with 0 or 1 hyperlanes first, though I forgot to mention that in the description.
ScepraX  [author] 14 Apr, 2018 @ 6:51am 
Updated the mod with manual creation of hyperlanes from the created systems. With the experience I gained from creating Hyperlane Randomizer I was finally able to figure out how to do it. New systems now have a 50% chance for every neighbouring system that a hyperlane is created.

It's too bad that the new hyperlanes might intersect with others thanks to the random placement of the systems but I have yet to find a way to optimize this.
NiKuTa 4 Apr, 2018 @ 4:04am 
thx a lot :)
ScepraX  [author] 4 Apr, 2018 @ 1:31am 
@Dr Hivago & NiKuTa: I've added a couple of policy settings with lower chances.
Dr Zhivago 3 Apr, 2018 @ 10:53pm 
+1 for longer year-until-spawn system options
NiKuTa 2 Apr, 2018 @ 7:49am 
ok i understood :( thx.
I have other ask. Could you add more options for longer system spawns like 35-50 years.
ScepraX  [author] 2 Apr, 2018 @ 7:26am 
@NiKuTa: There's a couple of issues:
1. Can't actually specifiy how many hyperlanes to create when creating a system.
2. Can't scope to the last created system (Paradox uses flags for this but that's not an option).
3. Can't detect how many hyperlanes a system has.
4. It could destroy the galactic terrain / create weak points.
5. It would not be backwards compatible with 1.9.1

While I would like to add more hyperlanes (ignoring the last two points) I'm afraid that until Paradox adds a couple of more modding options regarding them I won't be able to implement this.
ScepraX  [author] 2 Apr, 2018 @ 7:13am 
@NiKuTa: Since 2.0 it's actually possible to add hyperlanes between systems, so it's possible. There's a technical difficulty with scoping to the last created system which makes this hard to do properly. Best solution I can do is adding 1 extra hyperlane to all systems with only only hyperlane. Going to implement that and test if it's a viable solution.
NiKuTa 1 Apr, 2018 @ 2:33am 
Hello
I love this mod but, clould you make that new system will spawn with 2-3 hyperlines ? It's always spawn with only one.
Dr Zhivago 20 Mar, 2018 @ 10:12pm 
Would your mod conflict with: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1140543652&searchtext=ai+megamod ? In my game the AI do not seem to be recognizing the newly spawned solar systems.
Arexack 17 Mar, 2018 @ 8:00am 
You could limit the spawn locations to rimworlds only (or bias rimworlds), that would aleviate the possible crowding somewhat.
RedStarSingularity 10 Mar, 2018 @ 6:58am 
ah damit ... thanks anyway. still great promising mod so far
ScepraX  [author] 10 Mar, 2018 @ 6:55am 
@mach1991: I've tried for a long time to get systems to spawn at the galaxy core. I even had a whole crisis event thought out that was based upon the idea of having a ring of heavily fortified solar systems appear there. Sadly I never succeeded in spawning in the core itself. The spawning is actually very random and always based from another solar system.
RedStarSingularity 10 Mar, 2018 @ 6:50am 
would it be possible if you could make a mod where a single black hole system spawns at the center of the galaxy core ? would be great
ScepraX  [author] 10 Mar, 2018 @ 6:41am 
@mach1991: Yes it will work just as before except that the pirate systems won't spawn because they have been removed in 2.0.
RedStarSingularity 10 Mar, 2018 @ 6:02am 
does it still works with 1.9 ?
House of Krey 8 Mar, 2018 @ 4:11pm 
Umm... wrong mod sorry. I meant to put that on "Spiritualists can Have Synths"
ScepraX  [author] 8 Mar, 2018 @ 11:54am 
@Artamere: Are you sure this is revelant for this mod? ;)
House of Krey 8 Mar, 2018 @ 10:17am 
Apparentky now *only* spiritualists and materialists can give AI full rights? Mind changing it for all ethics?
House of Krey 8 Mar, 2018 @ 8:09am 
Oof
ScepraX  [author] 7 Mar, 2018 @ 1:00pm 
@Artamere: Doesn't look like it's fully supported. The creator made new random star and planet lists and new solar systems. The planets will randomly appear in the solar systems spawned by this mod but the new star classes won't. The newly added solar systems will also not appear.
falhxer 7 Mar, 2018 @ 12:09pm 
thats actually a good question
House of Krey 7 Mar, 2018 @ 11:54am 
Does this work with More Star Classes?
falhxer 7 Mar, 2018 @ 4:40am 
With 2.0 the game runs now up to 2400 and still no lag !!! thats impressive time to subscribe to this mod when that grand campaign will finish :)
Gurra 6 Mar, 2018 @ 11:28pm 
Would be fun if you could spawn a new system where your mouse points, still it's a really great mod and I fully enjoy it! :)