Stellaris

Stellaris

Hope: A Space Odyssey
 This topic has been pinned, so it's probably important
Texamer  [developer] 15 Nov, 2021 @ 5:14pm
Issues
If there are any bugs/graphical weirdness, describe them here.
< >
Showing 1-5 of 5 comments
Texamer  [developer] 18 Nov, 2021 @ 12:02pm 
I've noticed in my recent playtesting that the neighboring systems do not spawn as intended anymore (Despite me making literally 0 changes since I updated it last, which had those systems spawn). May revert to the older system spawn code and see if it at least lets the systems spawn in.
Texamer  [developer] 18 Nov, 2021 @ 12:28pm 
Ok the old code is more likely to guarantee all the systems spawn. Will be reverting to the old distance code.
malakhglitch 20 Nov, 2021 @ 12:04am 
Really? Putting the code below actually breaks it? Huh.... ¯\_(ツ)_/¯

neighbor_system = { hyperlane_jumps = { min = 1 max = @jumps } initializer = "dyson_sphere_init_01" } neighbor_system = { hyperlane_jumps = { min = 1 max = @jumps } initializer = "ssb_destination_system_initializer" } neighbor_system = { hyperlane_jumps = { min = 1 max = @jumps } initializer = "ssb_journey_system_initializer" }
Texamer  [developer] 22 Nov, 2021 @ 9:27am 
It's strange because when I initially put the code in, it worked just fine.
malakhglitch 22 Nov, 2021 @ 4:39pm 
Actually, reading through your patch notes and stuff I realized that you wanted the two neighboring systems to be directly adjacent to Beacon. Yes, you have a bigger chance using the distance instead of hyperjumps for getting them to be directly adjacent, but it also runs the chance of not having a direct hyperjump lane to the systems. Anyways, I think using distance is okay in your mod's case.

Can't wait to see you flesh this mod out.
< >
Showing 1-5 of 5 comments
Per page: 1530 50