Stellaris

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Hi all,

First of all, I sincerely apologise if this is something that has already been asked (I've looked, but can't find a specific answer).

Context: I'm currently using the Real Space Mod so I can replicate the Milky Way (and the Solar System's position within it). However, rather than using the default settings, I set the map as Huge, and had the maximum number of AI Empires within it.

My question is this: Is it possible to find that particular seed (but with the default number of AI Empires instead)? Nothing else changed (same number of habitable planets in the same places, and still using the Huge map)?

It wouldn't surprise me if that's not possible, but I thought I'd check regardless.

Thanks in advance for your replies!
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Showing 1-6 of 6 comments
Geoff Feb 14 @ 1:42pm 
Originally posted by prichardsonuk1981:
My question is this: Is it possible to find that particular seed (but with the default number of AI Empires instead)? Nothing else changed (same number of habitable planets in the same places, and still using the Huge map)?
I'm not sure that I understand your question. But I think maybe by "map seed" you mean what the game calls a "solar_system_initializer"?

If that's what you mean, those can be found. In the game installation folder (not the save game folder), there is a folder for your mods and another one called "common". The mod folder structure has to mimic the "common" folder structure, and in both instances, system definitions will be laid out in a folder called "solar_system_initializers"

So, the basic file path to head to looks like this: [YourPath]\steamapps\common\Stellaris\common\solar_system_initializers

And for your mod there will be a parallel structure with files that supercede the initializers in the vanilla folder.

If you want more information on where to find various map assets and definitions, there's some details on that on the wiki: https://stellaris.paradoxwikis.com/Map_modding#Directories_&_Files

That link takes you to the part about galactic level map configurations. Specific systems are discussed in greater depth here: https://stellaris.paradoxwikis.com/System_modding#Solar_system_initializers
Originally posted by Geoff:
Originally posted by prichardsonuk1981:
My question is this: Is it possible to find that particular seed (but with the default number of AI Empires instead)? Nothing else changed (same number of habitable planets in the same places, and still using the Huge map)?
I'm not sure that I understand your question. But I think maybe by "map seed" you mean what the game calls a "solar_system_initializer"?

If that's what you mean, those can be found. In the game installation folder (not the save game folder), there is a folder for your mods and another one called "common". The mod folder structure has to mimic the "common" folder structure, and in both instances, system definitions will be laid out in a folder called "solar_system_initializers"

So, the basic file path to head to looks like this: [YourPath]\steamapps\common\Stellaris\common\solar_system_initializers

And for your mod there will be a parallel structure with files that supercede the initializers in the vanilla folder.

If you want more information on where to find various map assets and definitions, there's some details on that on the wiki: https://stellaris.paradoxwikis.com/Map_modding#Directories_&_Files

That link takes you to the part about galactic level map configurations. Specific systems are discussed in greater depth here: https://stellaris.paradoxwikis.com/System_modding#Solar_system_initializers


I'm awfully sorry for the confusion. I basically mean: "The exact same map layout and size (Huge), with all solar systems, same amount (and same properties) of habitable and non-habitable planets, in the same positions, but with a reduced amount of AI Empires (that is the same as the default settings)."

Thanks for the links, I'm having a look now... :)
Geoff Feb 14 @ 2:04pm 
Originally posted by prichardsonuk1981:
Thanks for the links, I'm having a look now... :)
I'm not familiar with the mod you're using, but it sounds like it will be a map mod (galaxy scale) with calls in it to specific system initializers - a blend of the two levels. I'm guessing you'll find the modded map looks closer to this: https://stellaris.paradoxwikis.com/Map_modding#Add_a_Static_Galaxy
Originally posted by Geoff:
Originally posted by prichardsonuk1981:
Thanks for the links, I'm having a look now... :)
I'm not familiar with the mod you're using, but it sounds like it will be a map mod (galaxy scale) with calls in it to specific system initializers - a blend of the two levels. I'm guessing you'll find the modded map looks closer to this: https://stellaris.paradoxwikis.com/Map_modding#Add_a_Static_Galaxy


This is the mod I'm using: https://steamcommunity.com/sharedfiles/filedetails/?id=937289339

It's the only mod I use as well (no submods either) so there shouldn't be any conflicts. I think you're basically on the right track though. I guess I need to amend the current static galaxy I'm using with the default numbers (and being mindful of habitability for those empires that still exist). Although, I guess, I could also delete empires in certain systems but keep the rest the same (position, habitability etc), and be mindful of spreading them out so that each empire that still exists is a reasonable distance from the next instead.

Regardless, it looks like I'll have my work cut out to ensure stability.

Thank you so much for your prompt replies and help!
Geoff Feb 14 @ 2:38pm 
Originally posted by prichardsonuk1981:
I'm using with the default numbers (and being mindful of habitability for those empires that still exist). Although, I guess, I could also delete empires in certain systems but keep the rest the same (position, habitability etc), and be mindful of spreading them out so that each empire that still exists is a reasonable distance from the next instead.
The responsiveness of the galaxy to your habitability setting is going to depend a lot on how detailed the modder chose to get with the system initializers. You can configure systems to have fully random planets, but you can also configure them to always have the same planets of the same type in the same place. The former choice will follow the habitability slider, but the latter will disregard it. In the initializer if "class = pc_[something]" is defined, then those planets will always come up with the defined class - "pc_molten, pc_toxic, pc_continental", whatever.

If "class = " is left blank in a planet then the random generator will handle it. And in many of the default initializers you can even set a planet to be a random number of any type (it looks like "count = { min = 0 max = 5 }" - which would generate 0 to 5 random planets with the likelihoods of various types being calculated in part with reference to the system type (the star it orbits).

It can be a lot to wrap your head around, though they're also a good way to ease into understanding modding, if that's something you care to do. You can copy your whole installation folder into a new place and call it "Sandbox" or whatever, then use that to muck around in the gears without breaking your main installation.
Originally posted by Geoff:
Originally posted by prichardsonuk1981:
I'm using with the default numbers (and being mindful of habitability for those empires that still exist). Although, I guess, I could also delete empires in certain systems but keep the rest the same (position, habitability etc), and be mindful of spreading them out so that each empire that still exists is a reasonable distance from the next instead.
The responsiveness of the galaxy to your habitability setting is going to depend a lot on how detailed the modder chose to get with the system initializers. You can configure systems to have fully random planets, but you can also configure them to always have the same planets of the same type in the same place. The former choice will follow the habitability slider, but the latter will disregard it. In the initializer if "class = pc_[something]" is defined, then those planets will always come up with the defined class - "pc_molten, pc_toxic, pc_continental", whatever.

If "class = " is left blank in a planet then the random generator will handle it. And in many of the default initializers you can even set a planet to be a random number of any type (it looks like "count = { min = 0 max = 5 }" - which would generate 0 to 5 random planets with the likelihoods of various types being calculated in part with reference to the system type (the star it orbits).

It can be a lot to wrap your head around, though they're also a good way to ease into understanding modding, if that's something you care to do. You can copy your whole installation folder into a new place and call it "Sandbox" or whatever, then use that to muck around in the gears without breaking your main installation.

That's great advice thanks! I'm happy to play around with the game I've already got going thus far. I'd just like to operate the same map in the future with a reduced number of empires once I'm finished.

I've definitely got some homework to do though! That's not a complaint by the way. Thanks for the tips and the links! Very much appreciated.
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Date Posted: Feb 14 @ 1:34pm
Posts: 6