Stellaris

Stellaris

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2.6.1 Rubricator System Spawning Corrections
   
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Jun 14, 2019 @ 11:58pm
Mar 21, 2020 @ 6:34am
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2.6.1 Rubricator System Spawning Corrections

Description
The v2.6.1 handling of the Rubricator system spawning is superior to the v2.3-v2.5 version. The Rubricator system should no longer fail to spawn in vanilla outside of some very minor edge cases.

However, the Rubricator system still is not guaranteed to spawn with a hyperlane to the system the code ran player-accessibility checks on. This means that in vanilla v2.6.1 the Rubricator system has a good chance to spawn connected to hostile empires so you won't have a chance to claim it for yourself. Therefore, I do recommend players continue using this mod.

For anyone curious, the Rubricator anomaly is less likely to spawn in v2.6 so players shouldn't feel annoyed at seeing it 100% of the time. Additionally, the restriction on the system only spawning once in multiplayer is now in the vanilla code.



The old 2.5 description:

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Without this mod, the spawning code for the system you'll find the Rubricator relic in won't create the system if every system within two to four jumps of the anomaly ("Weapon Trails" / [ANCREL_RUBRICATOR_CAT]) is either
1) behind closed borders to you
2) has ships hostile to you
3) is owned by a civilization, including you.

Case three is what I imagine most players have been having trouble with. This mod removes that restriction, allowing the system the game runs those checks against to be owned by the player with the anomaly.

As an additional problem, in vanilla when the Rubricator system spawns it spawns at a distance of 30 units from the checked system, at an average of 45 degrees clockwise. When spawned, the Rubricator system will automatically create a hyperlane to whatever system is closest; this might turn out fine, but it's fairly unlikely to connect to the system that the game ran access checks on. If the system spawns on a northeast-facing border against a hostile empire, there's a good chance it'll connect to one of their systems instead, and then they get the spoils of the dig site.

To correct this, with this mod the system will spawn at a distance of 7 units, in any direction, and it will only have a hyperlink to the system it ran access checks on. You should always have the ability to expand to it when the system spawns. The system the Rubricator system connects to is still limited to two to four hyperlane jumps away from the anomaly; This mod won't make it spawn in your territory from across the galaxy. If the anomaly spawns far from your territory, you may want to wait to research it until you've expanded nearby.

Note that with this event code (and in the vanilla version) the game accepts the first system it finds that meets these requirements, and it seems to always search in the same order. This means that the system the Rubricator system connects to won't be able to be randomized. Sorry, fellow savescummers.

This mod also changes the anomaly so this chain can only happen once globally. No more multiplayer mishaps where every player gets a relic world but the chain fails for all latecomers.

I made a post petitioning the devs to officially change this, hopefully that happens soon. https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-no-rubricator-coordinates-2-3-1-beta-7b85.1187364/#post-25559139

Let me know if you have any problems!


I've got a few other bugfix mods, go check them out, and maybe give them a Rate Up so that other people can find them too.
https://steamcommunity.com/profiles/76561198002084836/myworkshopfiles/?appid=281990
Popular Discussions View All (2)
7
May 28, 2023 @ 9:15pm
What to do if you didn't have this mod when the system should have spawned
Wealthy Aardvark
1
Oct 21, 2021 @ 10:16pm
Not on Steam? Look here!
Wealthy Aardvark
36 Comments
Col. Hathi Jun 20, 2024 @ 6:25am 
I don't really know all that much about what I'm doing, and maybe it's not even really needed, but I've attempted to update the mod ^^ Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=3271528710

I'll take it down if this one gets updated though :p
napamathguy Jul 4, 2021 @ 3:59pm 
Also, how do you follow an author?
napamathguy Jul 4, 2021 @ 3:58pm 
I've seen the thread where you wrote the two console command strings (plus the follow-up command string to use as necessary to attach the archaeological site).

Can those command strings be modified to create other unique systems (guardians, "unique" systems, etc.)? I like to "turtle up" (pick a cluster of systems, fort up the choke points, use gateways to expand out), so I wouldn't mind being able to add extra sites to the mix.
TwilighttKitsune Apr 25, 2021 @ 7:25pm 
I can confirm that they have actually managed to break the event further in 3.0. Current game the game is either hell bent on pawning the system as a one hyperlane system connected to a marauader empire or if it doesn't stick it to the marauder empire. it'll stick it something like 20+ hyperlanes from where I research the anamoly deep in territory that I can't even see in the fog of the unknown or whatever they call it.

Really wish paradox would get their head out of their butts on this event and I'm wondering if the goal is to troll players with such an awful design. It doesn't need to be cute and try to spawn the system far away from the anomaly. Make it one or two systems out. Don't let it connect to hostile empires or systems that have marauders or other hostile entities and call it a day.
Wealthy Aardvark  [author] Apr 24, 2021 @ 6:18pm 
That's good to hear. I haven't had time to delve into v3.0 yet
Arathel Apr 24, 2021 @ 6:13pm 
Looking at the source, it seems fixed with 3.0.x, they implemented something similar to your original changes.
Col. Hathi Mar 28, 2021 @ 6:21pm 
Appreciate the update, whatever it was
Professor H. Farnsworth Dec 22, 2020 @ 3:46pm 
From my understanding the Rubricator should always spawn near the player Empire, but out of 10 recent games I've had it spawn twice.
First time it decided to spawn in a system, that then was converted to the Fungal Parasite event (yeah, that one with 0.5% spawn chance), which meant it was put inside AI territory instead, the other time it spawned 4 systems away from my start.

I'd say it's still horribly bugged. Especially if you run with mods like More Events Mod which drastically reduces the chance of it spawning (sadly).
WHR | TMaekler Nov 24, 2020 @ 12:45pm 
Is this now fixed in the base game or do we still need this fix?
Wealthy Aardvark  [author] Jul 17, 2020 @ 4:36pm 
Ah, that's just a holdover from the previous versions. When the anomaly was introduced in v2.3 it wasn't limited to only happening once in multiplayer sessions. Other players could get the anomaly to spawn, but then the game would get weird when trying to spawn multiple versions of the Rubricator home system. My mod limited it to only happening once so that weirdness could be avoided.

They corrected that as part of the 2.6 rollout, but I kept it in there just in case the change reverted in the official v2.6.3 release for some reason. It hasn't, so the next time I update the mod I'll remove it.