Stellaris

Stellaris

33 ratings
10x System Scale
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2.004 MB
Sep 5, 2017 @ 6:35pm
Sep 18 @ 10:29pm
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10x System Scale

Description
"Space is big. Really big. I mean, you might think it's a long way down to the road to the chemist, but that's peanuts to space..."
-- The Hitchhiker's Guide to the Galaxy

This mod makes a number of changes, major and minor, to the game. First and foremost, the scale of solar systems had been multiplied by ten, spacing out the planets and moons to be more visually pleasing. This is lagely just a perspective change; ships will still cross systems as fast as before. The game's pre-scripted systems are randomized a bit more: many have been reworked into binaries or trinaries, planets generally have more moons, and there's more variety to the precursor and fallen empire systems. Dyson Spheres, Ringworlds, and Matter Decompressors can now be built in binary or trinary systems, and even in the same system if you so choose! Lastly, the mod adds many more varieties of multiple-star systems: you can encounter quaternary, quintenary, and sextenary systems across the galaxy, and of course you can choose to start in such a system if you desire.

For more detailed information, including mod compatibility, please see the wiki page here[stellaris.paradoxwikis.com].
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70 Comments
yang Sep 22 @ 5:51pm 
..............
Cepheus Talks Sep 19 @ 4:38am 
can someone make a compatibiltiy patch for this with real space system scaling?
weyiofef160 Aug 13 @ 7:24am 
I wanted to say that conceptually this mod works great and I would recommend to others even I won't be using it for a few of my games because of the hilarity that ensues with Gigastructural Engineering. I just test tested the Alderson Disk and it looks like several anti-social slices of pizza placed neatly around the edge of the solar system.
KGSpace Jul 8 @ 9:41am 
What I seemed to run into was I could only zoom in so far like there was a limit to a general zoom level, without picking a specific ship or object. Have to try the specific pick and zoom method per your post.
mzilli  [author] Jul 7 @ 11:16pm 
@KGSpace Not quite sure what you mean, you can still zoom all the way in on planets and ships, as long as you center the camera on them first (either by double clicking on them or clicking the "move camera here" icon).
KGSpace Jul 6 @ 7:42pm 
mzilli is it possible to change the max zoom level from default - that would let you have all the larger space effect, but still be able to zoom in on ships, planets - maybe better than normal.
Or would that be hard-coded.
mzilli  [author] Jul 6 @ 1:38pm 
@JR By "perspective change" I mean I change the SYSTEM_SPACE_SCALE_MULT define from 10 to 100, which scales up space but leave travel time unchanged (so crossing the system at sublight speed takes no longer than in vanilla).

And yeah, vanilla-style ringworlds are going to have gaps in them. I had to actually edit the solar system system initializers to give them 120 sections instead of twelve, each 3 degrees apart.
JR Jul 6 @ 7:42am 
Didn't do anything for my ringworlds, sadly. They are extremely segmented still.

Also, can you maybe tell us what "perspective change" actually means? You keep saying that but it doesn't mean anything.
mzilli  [author] Jul 6 @ 7:26am 
@JR The planets and ships are downscaled (sort of -- it's more of a perspective change) and moons are moved closer to their parent planets than in vanilla so it's more clear where they belong. And yeah, ringworlds now have 120 sections (still only 4 habitable) to fill in the gaps left by this downscaling.
JR Jul 6 @ 5:14am 
I'd just like to know how this is accomplished, if the bodies and ships themselves are downscaled, or if the system itself was enlarged and the bodies were spaced apart. Both have their own problems, but downscaled anything will always be massively incompatible with any ringworld mods and such