Stellaris

Stellaris

Sol System 2.0
54 opmerkingen
Malignant  [auteur] 2 dec 2023 om 18:34 
@Imperator Um... zoom in maybe?
Imperator of Rome 2 dec 2023 om 17:11 
Venus and Europa I get, but why Pluto and Eris? What about Ceres, Callisto, Ganymede, Io, and Titan?
Einherjar 30 jan 2022 om 12:30 
Will this mod get updated in the future? Would be really nice. ^^
James Fire 13 jan 2019 om 19:33 
If it was made correctly for what the description says, that should be impossible.
Dragov 19 jun 2018 om 14:13 
It would seem that this mod is somehow causing Red Giant stars to not spawn in game causing whole systems to be unclaimable.
Solar™ 31 mei 2018 om 11:02 
@echo seven if you read the description of planetary diversity, you would know its compatible with everything
Davor 31 mei 2018 om 10:49 
Maybe Planet Diversity needs to make a patch to be compatible with this?
Echo Seven 31 mei 2018 om 2:28 
Would love this to be compatible with Plan. Diversity
Malignant  [auteur] 26 mei 2018 om 21:13 
I'll have to look at what makes Planet Diversity and see if I can make a more minimal mod. On a Space Engineers kick lately.
CrazyJoeV4 26 mei 2018 om 5:07 
So this is my favorite mod that alters Sol System but it doesn't work with my other favorite mod Planet Diversity. Just curious if you'll be making a patch or not
El Brando 14 mei 2018 om 10:53 
There will be an update?
Malignant  [auteur] 1 apr 2018 om 15:33 
I don't believe it will work for Star Trek. Once I have time this week I will make this an independent file.
timdraco 1 apr 2018 om 13:41 
will this work with startrek new horizons?
Solar™ 27 mrt 2018 om 9:46 
Can you make this an independent starting system so it dosent override the vanilla sol?
mikey202 17 mrt 2018 om 4:31 
I can confirm it works with 2.0, but the Fallen Empires don't spawn (or rather, they do, and then they all de-spawn on the second day); nothing else is affected.
Malignant  [auteur] 12 mrt 2018 om 16:36 
i don't know, they changed so much, I need to make a stripped down version that doesn't touch any other files.
Lenny 12 mrt 2018 om 6:27 
Hi, does your mod work with 2.0? I'm hoping to try it.
Malignant  [auteur] 4 mrt 2018 om 20:02 
Thank you! I'll check Planet Diversity and see what I can change.
Davor 4 mrt 2018 om 18:59 
I found my conflict. What over rides this mod is Planet Diversity. I don't know if this will help Malignant or Librarian Moarfistin. Trying to help the best I can since I am liking this mod. Hopefully this info will help. :steamhappy:
Malignant  [auteur] 4 mrt 2018 om 18:56 
It's not updated or checked against any mods yet, so I need to remake a more simplified version.
Davor 4 mrt 2018 om 18:35 
Do you have other mods Librarian Moarfistin? I just reinstalled Stellaris and trying out mods. I found this worked at first then installed more mods and found out it doesn't work anymore. Now I am going one by one to see what mod is conflicting with this.
Dr Kill 9 jan 2018 om 14:50 
Somehow it's not working for me. I'm getting normal Sol, only surrounded by systems with huge mineral deposits. It also breaks ringworlds (sanctuary, cybrex alpha etc.)
Malignant  [auteur] 7 jan 2018 om 9:29 
It's supposed to be accurate, not balanced. Also, you won't be able to develop all those minerals for awhile without hte energy reserves. The system is capable of supporting multiple factions.
Razorfire 31 dec 2017 om 22:42 
Im bookmarking this - cant wait to try it. But I fear with so many files being modded, it will conflict with my numerous other mods. Rep all the same!
Malignant  [auteur] 28 dec 2017 om 21:49 
I don't know, but this uses several file overrides so if you have any of the base files edited as opposed to modded overrides you're going to have a problem plus any mod that changes Sol is going to conflict.
enigma 28 dec 2017 om 20:01 
Yep, I did. On and off and the other mods too... I dont know why its not working. Maybe because I have the other Sol Mods installed, which I also de/activated for testing. The only thing i didnt try was deinstallation of a mod/the mods instead of deactivation.
Malignant  [auteur] 28 dec 2017 om 15:34 
So far you're the only one, I don't know what to tell you. Did you try turning it off and back on again?
enigma 25 dec 2017 om 5:36 
That doesn't work for me. While other start systems - even additional versions of the sol-system - are working fine, your overwrite isn't changing anything. Also when I disable every other mod I use I still get the original sol system ingame.
Chunkinator 23 dec 2017 om 12:44 
This mod is just what is needed after watching "the expanse", thanks for making it.
Malignant  [auteur] 22 dec 2017 om 16:16 
Overwrite.
NullMagic 22 dec 2017 om 16:06 
Is this an overwrite of the sol system? or a separate system that can be selected? If it's the former would it be possible to get a secondary version that simply adds this as another possible starting system?
Malignant  [auteur] 19 dec 2017 om 0:05 
Running a new playthrough, Warp-Only, made Warp-I cost 1000 power, allowed all other FTL tech to appear after Phys Lab II with Wormhole rare. 50 years in and the first Warp II drives are starting to appear. So far, it's been the best pre-warp expereince for me so far in this game and it plays very well with Sol System 2.0 giving Mars enough time to rebel before FTL.
RulerOfDiscord 18 dec 2017 om 22:17 
@christopher crayven - the only mods that allow achievements are strictly cosmentic. Something like the UI rework or Tiny Constructions would allow achievements.
Malignant  [auteur] 18 dec 2017 om 18:53 
Ringworlds: Scale 20 pushes them out and seperates each section so you have to adjust the orbit from 45 to 22.5 for each section, this mod already does that.
Malignant  [auteur] 18 dec 2017 om 18:52 
I'm playtesting for stability issues, so far no issues with the asteroids, other than I never have enough energy for all the minerals which seems realistic to me.
Stahlseele 18 dec 2017 om 15:39 
With that many asteroids, should you not also be getting some asteroid bound thingamajigs? Like, the asteroid sighted . . EVENT! THATS THE WORD I WAS LOOKING FOR! Or is there no way to make those bound to this? i mean, there is quite a lot of those asteroid based events in the game already after all . .
Generic 18 dec 2017 om 5:44 
UI mods generally don't disable achievements, because they don't actually change the game.

By the way, what does the ringworld scaling refer to? Does it have more than 4 sections?
jjmalyen 17 dec 2017 om 19:30 
Many thanks!:steamhappy:
Malignant  [auteur] 17 dec 2017 om 9:49 
If you find any mod that does not disable achievements, let me know. This mod drops about 120 minerals in your starting system because of all the asteroids along with enough planets for 3 starting empires. It could be seen as a cheat.
Christopher Crayven 17 dec 2017 om 9:46 
Does this mod disable achievments?
Malignant  [auteur] 17 dec 2017 om 5:04 
If anyone has any asteroids or other objects they want added, let me know. I'm thinking about putting Eros asteroid in there between Mars & Earth, but not sure if it's needed. Having Pluto as a starting arctic might be an interesting playthrough also. I like gene modding my humans and then letting them rebel all across Sol.
Malignant  [auteur] 17 dec 2017 om 5:00 
Yes. I'm sad about the dev's lack of having a second belt option, but at least we can put some little clusters of asteroids around out there. Because they are not static objects, having a complete belt would probably crash everyone's system if I did.
Exc4l1buR 15 dec 2017 om 12:20 
bc all those celestial bodies are nearly as awesome as the kuiper belt would be ;)
Exc4l1buR 15 dec 2017 om 12:17 
Is this the new version of the mod i criticised for missing the kuiper belt?
Malignant  [auteur] 14 dec 2017 om 20:15 
I have a seperate file that incorporates downscaled ships, plus downscaled stations including the new humanoid ships. Ships are at 40% scale, stations are at 50%. This also halves the base weapons range. I can make this an all in one if people would prefer.
Malignant  [auteur] 14 dec 2017 om 20:14 
Updated 1.9.1; I'm in the middle of making some changes to misc and starting systems still. Sol is basically completed. Barnard's Star is a template system right now with an asteroid field in the first planet slot.
Malignant  [auteur] 13 dec 2017 om 19:40 
I'm expanding the overall size of the systems now and adding in some starting ringworlds for fun. System size is still limited to 450, but with the scale adjustments it looks so much bigger.
Vincente Steele 13 dec 2017 om 19:34 
You might be able to get away with using modifiers (triggered or static) for what you're looking to change.
Malignant  [auteur] 13 dec 2017 om 16:08 
Note on asteroids: Many of the cluster groups have asteroids with a "." for their name, you can rename asteroids by clicking on them if you have a station built on them.
Malignant  [auteur] 13 dec 2017 om 16:07 
Misc pre-gen systems are a little wonky, I need to make some adjustments. I've found it's fairly easy to change sublight speeds in defines, but weapon ranges are a bit trickier. If anyone has a recommendation for good pre-gen or starting systems, let me know and I can add them in.