Stellaris

Stellaris

Unique Spawn Systems
40 Comments
ONE MAN ARMY 26 Oct, 2020 @ 1:51pm 
why do habitats spawn black with no textures?
Skiddles 22 Aug, 2019 @ 10:09pm 
I think a great starting system would be a City Planet Moon next to a larger Regular planet! :D
Solar™ 15 Jan, 2018 @ 7:19am 
is this mod still being updated?
Solar™ 7 Dec, 2017 @ 6:21pm 
yeah my mod isnt working either
Krylia Viru 1 Dec, 2017 @ 3:59pm 
Rip. Ale_monke, pls.
Duke Flapjack 26 Nov, 2017 @ 6:58pm 
After comparing the vanilla empire initializers to the Unique Spawns initializers there is a LOT that is different. It appears as thought Paradox made some fairly major changes to the initializers that are not reflected in this mod. Until these are resolved, this mod is very unfortunately not working properly.
Duke Flapjack 26 Nov, 2017 @ 6:41pm 
Yep, even with absolutely no mods except for Unique Spawns resources or buildings are not loading properly with the habitat starts.
Duke Flapjack 26 Nov, 2017 @ 6:37pm 
There's something also wrong with the habitat starts. Only the first line of the resource spawn fires. I'm ONLY getting the tile the capital is on. Nothing else spawns and the rest of the habitat is random. It may be a mod issue: I'm investigating.
Dragon Cube 8 Nov, 2017 @ 12:09am 
the ring worlds don't spawn right
Kepler68 3 Nov, 2017 @ 6:43am 
random neighboring tile is also broken according to the error log
WatcherCCG 24 Sep, 2017 @ 2:13am 
Confirming the Ringworld initializers are broken. I recall Wiz saying he broke ringworld initializers during the patch notes.
Babawomba 22 Sep, 2017 @ 12:38pm 
Same message than THANOS85 , the ringworld system start doesn't work anymore, only one section appears
THANOS85 22 Sep, 2017 @ 8:38am 
bug report, in ringword sistem start , only one section appears
UNHOLY 5 Aug, 2017 @ 12:17pm 
this mod makes my game crash on startup :(
Tenjin 20 Jun, 2017 @ 1:06pm 
A start on a small planet with a completely destroyed ringworld in the system. So your empire can eventually repair it and make it their new much improved capital.
Alchimous 2 Jun, 2017 @ 12:00am 
@Meh_Shrug this is actually a Stellaris bug, not from the mod itself. Any time you have a ringworld homeworld this happens.
Meh_Shrug 18 May, 2017 @ 5:38am 
Possible bug: When gaining cybernectic trait from ascension perk my hability went down 40%. Saw that it was only happening on my founder species so I disabled all my trait mods and the ploblem persisted. The only other traits on that species was the cybernectic tait itself and a trait from your mod that said something about ring world anthropod hability prefrence. I removed your mod and the proplem went away. But now i have no capital planet, the rest of the ringworld(sancuary) is still there but my capital planet has vanished.
Alex  [author] 16 May, 2017 @ 9:36pm 
NEW: in 1.6.1, a new option for a destroyed dyson sphere home system has been added.
Smoking_GNU 10 May, 2017 @ 1:42pm 
Just subscribed to your mod to check on a problem i'm having on another ringworld home system mod. The problem also affects your mod, unless you programmed the ringworlds not to have Living metal deposits upon surveying. Because right after adams dropped any new game i played a starting ringworld system no longer has living metal deposits. Checking on other mods that affect Strategic resources but they haven't yet chenged this in any way.
Alex  [author] 9 May, 2017 @ 5:20pm 
Updated for 1.6.X. Hopefully now i'll be able to make spawn systems with abandoned megastructures in them.
Alex  [author] 26 Apr, 2017 @ 4:05pm 
Nice suggestion. I'll see if i can ge tthat in during the weekend.
Rastro 26 Apr, 2017 @ 8:56am 
Exiles' Return:
Your people, having travelled for millenia aboard a sub-light colony ship, have finally found a new home. They find technology that, unlocks the secrets to the star and within years, propels them to ever-higher feats as they learn about the ruins they inhabit.

System:
-Gaia World with Natural Beauty, Lush, and Asteroid Belt modifiers, intended as 'new' homeworld.

-Ideal World with High or Exceptional Quality Minerals and High Gravity modifiers. Large world in relatively empty outer solar system, attracted many asteroids in it's past, hence the minerals.

-Arid/Desert World with High Gravity, Unstable Tectonics, Strong Magnetic Field, and Titanic Life modfiers. Closest to sun, but in habitable zone.

-One asteroid belt close to the star. Used to be a planet ripped apart by tidal forces from it's outer neighbor.

-Misc. planets, one Gas Giant with some moons.

Start with Gaia world colonized but only one pop. You grow from there
Morgan 23 Apr, 2017 @ 4:29pm 
Ah. I thought you were trying to say something else and had a typo. Well, thanks for the info.
Alex  [author] 23 Apr, 2017 @ 4:23pm 
Wiz is the project lead of stellaris. People have asked him about the ringworlds not matching ship culture, and he(or some other dev I can't remmebr) is working on it for 1.6.
Morgan 23 Apr, 2017 @ 2:29pm 
"requested to wiz however" Huh?
Alex  [author] 23 Apr, 2017 @ 2:27pm 
Im not modifying the vanilla textures. these ar ehow ringworld appear if you build them in game. People have requested to wiz however to make them change with empire color.
Morgan 23 Apr, 2017 @ 2:25pm 
Could one be made that's avian, but the light effects are red instead? Or any other color variations? With the new color system, these styles included seem a bit light.
Alex  [author] 17 Apr, 2017 @ 9:28pm 
yeah fro some reason its setting them to gaia worlds tryingt o fix
Jim Dandy 17 Apr, 2017 @ 9:26pm 
Hey possible bug to report, I'm running this along with Gulli's Planetary Modifiers and Planetary Diversity.

A sizeable portion of AI's are starting on Gaia worlds. They all get Gaia world preferrence and then don't expand. Makes games really zzzz. Could this be a result of this mod?
Alex  [author] 17 Apr, 2017 @ 8:26pm 
@Jonlissla i hope to fix that soon

@₯ whoops! did not think about that. see if i can fix that on the weekend.
Jonlissla 17 Apr, 2017 @ 7:54am 
I can't seem to uplift any of the species on the Sanctuary ringworld, despite having a colony there.
okyriosy 17 Apr, 2017 @ 2:22am 
There are some buggy traits that show up on the modify window.
https://steamuserimages-a.akamaihd.net/ugc/158032663448028332/DAFCB71FAAC3225ECB48F6936EFD1F8874DDE2C4/

If you create a new planet class, the game expects an accompanying habitability trait.
I would suggest creating a dummy trait for each of the planet classes you add:

trait_pc_ringworld_habitable_mammalian_preference = {
icon = "gfx/interface/icons/traits/trait_pc_ring_preference.dds"
modification = no
modifier = {
pc_ringworld_habitable_mammalian_habitability = 1.0
}
BoogieMan 13 Apr, 2017 @ 6:44pm 
Thanks!
Alex  [author] 13 Apr, 2017 @ 5:12pm 
@BoogieMan yes, and no, not unless you enable a premade species to spawn.
BoogieMan 13 Apr, 2017 @ 11:55am 
Selectable during species creation I assume? Will AI empires use them as well?
Alex  [author] 11 Apr, 2017 @ 7:51pm 
Just added a gaia world option!
Alex  [author] 10 Apr, 2017 @ 5:30pm 
@Eisvisage thanks for your ideas! Im looking into both of them as they sound intresting and relitively easy compared to the ringworlds (except the dyson sphere, need to see how those are done)
Captain Autismo 10 Apr, 2017 @ 1:32pm 
@[G]Deathclaw look up how to transfer mods from workshop to the regular game
Nasser 10 Apr, 2017 @ 10:37am 
Can you upload this outside the Workshop ? I got the game outside Steam and I cant use the workshop
Eisvisage 10 Apr, 2017 @ 1:59am 
An idea I have would be a system with 11 barren worlds and the homeworld, all in the same orbit, without moons, and all of the barren planets are terraforming candidates.

I'd also love to have a system where one of the neighbouring stars is surrounded by a Dyson Sphere Ruin (if such a thing exists in the game).

And a simpler one would be a system that has two or three other habitable worlds (it generally looks like a normal system, just with more habitable worlds) where all of them have a few ruined buildings. Or just normal buildings if you can't add ruins. Fallen Empire level of technology please.

By the way, for the habitat start you might need to mod the game so that habitats can have spaceports, otherwise it's going to be a short game ;)