Stellaris

Stellaris

Scientifically Accurate Star Systems
272 Comments
Grendain 14 Mar, 2023 @ 4:37pm 
:neuro::techs::neuro:
AlexandrianCodex  [author] 14 Mar, 2023 @ 2:43pm 
@Grendain
Nope - this mod's changes are far too substantial.
Grendain 13 Mar, 2023 @ 2:56pm 
Achievements Compatibility ?
AlexandrianCodex  [author] 19 Jan, 2023 @ 1:21pm 
@Alkharath_38_49

That's a compatibility issue with another mod in your load order.
Like the description says, this mod should probably be the last in your load order.
Alkarath_38_49 20 Oct, 2022 @ 7:29am 
The orbits are broken, many of the worlds are generated within the stars; and the moons are found within the planets themselves.
House of Krey 26 Sep, 2022 @ 9:27am 
Is there a reason why this mod causes the Common Ground origin to spawn with only one other federation member instead of two?
AlexandrianCodex  [author] 18 May, 2022 @ 6:21pm 
I thought that I had already uploaded the 3.4 version - whoops!

@chronospahenon
Thanks!

@Rainbowfartingunicorn

What other mods are you running?
That's very unusual.
chronosphaenon 18 May, 2022 @ 6:31am 
Just reporting that all three mods (this, fictional and patch) seem to be working quite fine in 3.4, just ignore launcher warnings, with minor visual glitches on Sol system ( screenshot ) and some missing localization strings (like planets appearing as "NAME_Charon", etc, instead of showing their actual nameplates).

Also reporting compatibility with Yet Another Galaxy Enhancement Mod , having Massive, etc, loaded after (below) that mod.

Many thanks for making these mods available, Codex, way to go!
Rainbowfartingunicorn 30 Apr, 2022 @ 5:12pm 
how come i have very little non habitable planets spawning
AlexandrianCodex  [author] 19 Feb, 2022 @ 12:58pm 
Not really a Massive Sol System update, per se, but the Planetary Diversity patch has been updated:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2293167912
AlexandrianCodex  [author] 19 Feb, 2022 @ 12:57pm 
@ph00nix
That is correct. The Martian moons have not been included because they are far, far too small.
Phobos is only 11 kilometers in radius.
Deimos is only 6 kilometers in radius.
Ph00nix 13 Feb, 2022 @ 7:31am 
mars have no moon :VGRUMPY:
samsockeater 29 Jan, 2022 @ 1:57pm 
i should've read further along, ignore me
samsockeater 29 Jan, 2022 @ 1:56pm 
how's this play with gigastructures?
AlexandrianCodex  [author] 24 Dec, 2021 @ 4:22am 
12/24/21 update:

Tweaked & adjusted many existing systems.

Added dozens of new real-world systems.
AlexandrianCodex  [author] 24 Dec, 2021 @ 4:22am 
@HalfBakedHoser

Like the description notes, Real Space and Massive Sol System overwrite many of the same files. Moons sharing orbits is working-as-intended behavior for MSS.

@RA3236

Again, like the description notes, Real Space and Massive Sol System are incompatible.
It definitely sounds like you're running into compatibility issues with something else in your load order as well.
RA3236 19 Dec, 2021 @ 7:04am 
Without Real Space, Earth is the closest planet, Venus and Mercury are engulfed by the Sun. Moons are around 80% of the size of Earth. This is with PD.
RA3236 19 Dec, 2021 @ 6:58am 
I can second the Real Space issue. Almost as if the mod attempts to apply patches to avoid issues with System Scale, even though it isn't installed.
HalfBakedHoser 15 Dec, 2021 @ 10:19am 
To clarify, when running with Real Space, MSS was indeed the last mod in the load order.
HalfBakedHoser 15 Dec, 2021 @ 10:17am 
Running this with Real Space 3.8 resulted in a rescaled sol system with the inner planets fully engulfed by the sun and the asteroid belt orbiting near where mercury should be. Unfortunately it seems real space rewrites the regular sol system start. Running without now looks much better, but the moons of Saturn and Jupiter are stacked together on one and two orbits respectively.
AlexandrianCodex  [author] 28 Nov, 2021 @ 11:13pm 
@Gatzek
Honestly, I don't remember. I'll try to remember to take a look.

I'm /fairly/ sure that running MSS with Planetary Diversity won't result in any crashes or incompatibility.
Gatzek 28 Nov, 2021 @ 1:26am 
Sorry for the stupid question but is the patch for Planetary Diversity still needed? If so, where can I find it?
AlexandrianCodex  [author] 28 Nov, 2021 @ 12:19am 
@Solestius
Make sure that this is the last mod in your load order. It sounds like another mod is overwriting one of MSS' files.

@Dorian
It won't break Gigastructual Engineering, but I haven't tested with it - and can guarantee that some mechanics won't work properly.

@MNL AAF
Unfortunately, making those mods compatible would be /really/ difficult as many of our mods have somewhat conflicting or diverging design concepts.
Oldhip 27 Oct, 2021 @ 11:56pm 
doesn't appear for me
Solestius 17 Sep, 2021 @ 12:32pm 
The biggest problem I have is; the inner planets except for Mars are engulfed by the sun.
Sean 6 Sep, 2021 @ 11:55pm 
I think it works with gigastructures
MNL AAF 19 Jun, 2021 @ 6:31pm 
God i WISH somebody makes a compatability mod for Gigastructural, Real Space, and the others, this mod is REALLY good
AlexandrianCodex  [author] 26 Apr, 2021 @ 5:26am 
4/26/21:

# of habitable worlds has been raised, approximately to the # in Vanilla

Previously, I'd wanted to keep this number down - but the 3.0 performance improvements, as well as my addition of a few too many habitable planets near Sol, has made me more amiable to more habitables again.
AlexandrianCodex  [author] 26 Apr, 2021 @ 5:22am 
@Logos

I've gone ahead and made a few tweaks this morning which push the # of habitable worlds closer to (higher than, actually) Vanilla - without Vanilla's wild habitable zones and system initializers.

(Vanilla was spawning ~160ish habitables, MSS now spawns ~170ish)
AlexandrianCodex  [author] 26 Apr, 2021 @ 4:00am 
@Logos

I'll take a look at the actual ratio of habitable planets in Vanilla v MSS and get back to you.
Logos 25 Apr, 2021 @ 10:02pm 
cont'd

I'd like to have the option to use the create game slider to increase or lower the number of habitables I want to play with, but still have the awesomeness of your Sol work at the solar system I get to start out in. For me that adds something really cool to the game, but then I want to go out into the galaxy and find some habitable planets according to the way I set the slider. If it were Billions of stars in the galaxy and I could then just find some more habitables within the mass of non-habitables maybe that would be cool, but with a small sample size (1000) plus your mod reducing things dramatically, I find the habitable planets too sparse.

Thank you for your work regardless of whether you're inclined to honor my request or not.
Logos 25 Apr, 2021 @ 10:02pm 
Any Chance you'd consider making a stand alone Sol System Mod without changing the rest of the galaxy, spawn rates for planets, etc.?

The reason I'm asking this is that even on Huge, we only get 1000 stars in the galaxy. While I deeply admire your desire to duplicate realism with regard to many scientific discoveries and discovered ratios from real world astronomy, at the end of the day, this is a game, and as such it's fun to have more habitable planets.
AlexandrianCodex  [author] 23 Apr, 2021 @ 9:59am 
4/23/21 changes:

Added 9 new solar systems & reorganized the previous 18 to spawn relative to Sol.
AlexandrianCodex  [author] 19 Apr, 2021 @ 11:05pm 
4/16/21 changes:

Adjusted rocky planet sizes to fit with 3.0's balance adjustments.
(Basically, all planets under size 22 are now 2 sizes larger than they were previously.
Everything /should/ be working properly - but please let me know if the update to 3.0 resulted in anything unusual.
AlexandrianCodex  [author] 19 Apr, 2021 @ 10:49pm 
@Friedrich
There shouldn't be too many issues running them together, so long as this mod comes after Gigastructural Engineering and/or Real Space.

Like I mention in the description, the overwrites won't result in a crash - but probably some aesthetic inconsistencies.
Friedrich 19 Apr, 2021 @ 7:24am 
This mod looks awsome, my only request is that Gigastructural Engineering and Real Space be compatable. I'd love to play with the three together.
Diettinger 22 Mar, 2021 @ 10:55am 
Just back to this. I will dig out the code on the moving planets. The key thing was always that they only moved when players opened the system view... so useful for planning and attacking, etc. It did cause minor problems too... such as ships going to a planet and the planet had moved... I had an idea to fix that though.
For the AI nothing moved.
As a result it is in many ways just a beautification/obsessive compulsive type mod.
Still... I liked it!
AlexandrianCodex  [author] 14 Mar, 2021 @ 9:48pm 
03/14/21:

Fixed a couple of minor typos.

Increased the # of objects (planets, moons, asteroids, etc) in:
Deneb (Was 13, now 26)
Vultaumar (Was 10, now 20)
Yuhtaan (Was 14, now 25)
Fen Habbanis (Was 10, now 20)
Irass (Was 13, now 25)
AlexandrianCodex  [author] 21 Feb, 2021 @ 7:57am 
02/21/21:

More gas planets (spawn chance up to 30 from 6)
More frozen planets (spawn change up to 18 from 10)
Fewer tomb worlds (spawn change down to 0.1 from 0.15)
Fewer gaia worlds (spawn change down to 0.02 from 0.05)

Habitable zone shortened to 13 to 21, from 5 to 20, effectively reducing the number of habitable worlds to 1/3rd of previous numbers.
Habitable world spawn variety better balanced. (Ex: Dry planets no longer outnumber Cold planets 5:1)
AlexandrianCodex  [author] 17 Jan, 2021 @ 11:41am 
@CAESAR
James is right. It sounds like you have an incompatible mod after MSS in your load order.
If Real Space and/or System Scale are after MSS in your load order, they're overwriting the planet scale & system scale - resulting in the issue.
I'm a big fan of messing with System Scale, but -when MSS used to modify system scale- it resulted in a LOT of incompatibilities.
I'm not opposed at potentially looking into a Real Space compatibility patch.

@Chris
Maybe! I'm not opposed to it. I'd have to look into what the conflicts between the two mods are.
Lemon 13 Jan, 2021 @ 4:31pm 
Do you have any plans to do a compatibility patch for Gigastructure in the future?
James Fire 26 Dec, 2020 @ 8:42pm 
No, they don't. I'm using the mod and Sol is fine.
Caesar the Roman 26 Dec, 2020 @ 6:12pm 
System Scale actually made it easier, without it, Venus and Earth go inside the sun.
James Fire 25 Dec, 2020 @ 8:24am 
Why are you using 2 mods that do the same thing? System Scale and Massive Sol System both mess around with the scale of systems.
Caesar the Roman 24 Dec, 2020 @ 9:48pm 
The only issue with this mod I have is that the sun is so big, Mercury and Venus can't be selected, Venus is almost hidden, and Mercury is inside the sun. I am using Real Space and Real Space System Scale though.
AlexandrianCodex  [author] 4 Dec, 2020 @ 10:41pm 
12/4/20 Update:

-Gas giants (Hot Neptunes) can now spawn in the inner & habitable zones.

-Added:
Tau Ceti
Kepler 296
Kepler 62
Kepler 186

-Made some minor changed to existing systems (planet types, size, etc)
AlexandrianCodex  [author] 1 Dec, 2020 @ 1:30pm 
Ahh yeah, 64 would make sense.
James Fire 1 Dec, 2020 @ 11:38am 
-How many objects are allowed in a system?
Oh, god, I knew this at one point.

IIRC, it's around 64. I know because I made a starting system with this limit...
AlexandrianCodex  [author] 30 Nov, 2020 @ 9:54pm 
-I am /super/ curious about #3. That sounds fantastic.

-Trinaries as multi-system spawns
Yeah! I've done that a couple of times. With so, so many systems it's wildly inaccurate to have the stars in the same system. I've thought about splitting off Proxima Centauri this way, but have never gotten around to it.
AlexandrianCodex  [author] 30 Nov, 2020 @ 9:54pm 
@Diettinger
I'm absolutely open to hearing ideas & feedback.

-How many objects are allowed in a system?
Oh, god, I knew this at one point.

At a certain point, new objects will stop generating orbital lines around 30(?) objects - which is a soft cap.

If you keep adding objects, the game will eventually crash when you try to open up the system map from the galaxy map. I /think/ that this is around 50(?) objects.

Functionally, I think that you could accomplish something like this by creating a new "planet" type for the Lagrange points, and then code them in as "moons".

-Updated planet orbital positions on ship entry.
Oh, wow, that sounds interesting - and maybe memory consuming.
I wonder if there's a way to have an effect or event or something that adds or subtracts from a planet's "orbit_angle" every day or month or year.
...but that also sounds a bit memory intensive.