Stellaris

Stellaris

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z - Astro's Stellaris Overhaul - Galaxy Generation
   
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30.779 MB
Jan 18, 2022 @ 2:36pm
Oct 25, 2024 @ 11:49am
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z - Astro's Stellaris Overhaul - Galaxy Generation

In 1 collection by AstronomerWithAGun
Astro's Stellaris Overhaul
15 items
Description
Astro's Stellaris Overhaul - Galaxy Generation
This mod is meant to provide you with a galaxy full of wonders - where many systems and other phenomena that are rare in Vanilla are virtually certain to spawn in a galaxy of any size.
Note: Should be compatible with virtually any mod.
Recent Updates
- Hive Mind Fallen Empire will awaken if rival Hive Mind Crises (the Prethoryn or the Brunai [if you have my Astro's Stellaris Overhaul - Galactic Crises mod]) take over too much of the galaxy.
- Added 5 new Fallen empires.
- All 10 Fallen Empires have new ship loadouts; they each specialize in a specific type (or combination) of weapons and defenses.
- 3.13.x compatibility, including support for Cosmic Storms origins and solar systems.
- Added a G-K Binary System
Feature Summary
Vanilla Overwrites
- common/defines/00_defines.txt:
  • Empires may spawn closer to each other.
  • Planets will try to have a minimum of 3 blockers instead of 1
  • Fewer hyperlane edges will be removed based on length or # edges
  • Fallen Empires may spawn anywhere in the galaxy (instead of only near the galactic core)
- common/governments/civics/00_origins.txt:
  • All origins except Default can only appear once, and have the same chance of happening (this is to support mods w/ extra origins)
- common/global_ship_designs/fallen_empire_ship_designs.txt/All FE Ship designs.
- common/planet_classes/00_planet_classes.txt/pc_gas_giant; l_unhabitable_planets; rl_all_planets
- common/scripted_effects/fallen_empire_scripted_effects.txt/create_fallen_empire_platform; create_fallen_empire_colossus; create_fallen_empire_massive; create_fallen_empire_large_ship; create_fallen_empire_small_ship; create_fallen_empire_construction_ship\
- common/scripted_triggers/00_scripted_triggers.txt/can_have_energy_deposits, can_have_minor_engineering_deposits, can_have_engineering_deposits, can_have_trade_deposits
- events/various
  • Caravaneers (and Nomads!) are guaranteed to spawn.
  • Central Crystal is guaranteed to spawn.
  • AI can now get the Horizon Signal.
- map/galaxy/galaxy_shapes.txt
New Content
- Ensures that all unique/special systems spawn (but prevents multiple Sols).
- New Planet Modifiers
- New Planetary Deposits
- Planets can now have up to 3 plantary modifiers (up from 2).
- New Celestial Body Random Names
- Added ice giant planet class
- Added 2 rare colonizable planet classes - some rare asteroids and barren worlds are not terraformable, but are colonizable.
- Added a new Tweaked Large and Tweaked Medium map size. Same map size as Large and Medium, but allows for more Fallen Empires and Marauders.
- Added in the old strategic resources as rare planetary deposits, and some new buildings/jobs to exploit them.
- Added new extremely rare star class: white hole
- Added unique systems: Primordial star, Green star
Required/Suggested Mods
- My Astro's Stellaris Overhaul - Space Combat has a Hive Beam Colossus weapon which the Hive Mind FE equips.
TODO
  • Only let primitive/non-empire sol spawn 50% of the time.
  • Add Sci-Fi universe systems (e.g., Arakkis, Pandora, etc.)
  • Make Molten worlds terraformable if you have a ferrocentric origin?
  • Make retinal world planet modifier?
Credits
Used some content from the following mods:
  • FirePrince's Fallen Empires Expanded 3 (Beta) (last updated 20221122)
  • docflamingo's Strange New Worlds (last updated 20160821)
  • Thanatos996's Antimatter and white holes (last updated 20181115)
  • Kepler68's Workshop More Star Classes (last updated 20191008)
21 Comments
AstronomerWithAGun  [author] Oct 23, 2024 @ 6:37am 
Hi DMan, I don't use those mods but it should be pretty easy to tell (as long as those mods list what vanilla files they overwrite). I list all of the vanilla overwrites in the description above!
DMan Oct 23, 2024 @ 4:00am 
I very much like the concept of this mod but I'm just wondering how well this plays with Merger of Rules or more specifically ACOT
AstronomerWithAGun  [author] Sep 20, 2024 @ 10:51am 
@NotAKenku I usually just order everything alphabetically.

@Janlitschka and @hydra - Not sure. I include in the description above the files that are overwritten, so if another mod overwrites the same file, there is a chance of a compatibility issue.
hydra Sep 15, 2024 @ 5:51am 
does this work with planet diversity and guilles modifiers
Janlitschka Sep 9, 2024 @ 1:47pm 
Does it work with Open Galaxies ?
NotAKenku Jun 6, 2024 @ 7:57am 
Quick question, how exactly should one arrange your mods when it comes to Loadorder?
As in my last game with all your mods (alongside UIOD, the Enhanced Sound Project and the AI Game Performance Optimisation mod) I had no access to any Diplomatic Stance, was playing a non-genocidal hivemind, and my homeworld had no Planetary features, leading to all my districts disappearing.
lyra_tcm Jan 16, 2024 @ 7:54pm 
i would suggest adding a ! to the start of the mod so in the launcher when sorted properly this mod gets ordered closer to last (rather than almost first) allowing your overwrite to be more likely to work
Demognomicon Dec 2, 2023 @ 5:58am 
How about an option (or version) for empires being spaced out (aka no clustered starts)? There's a mod for that but it doesn't work with custom galaxy generation mods.
AstronomerWithAGun  [author] May 25, 2023 @ 2:36pm 
done!
Inny May 13, 2023 @ 9:39am 
Hello, I would need a couple of scripted triggers for cross-mod compatibility:
is_aso_gg_white_hole = { is_planet_class = pc_aso_gg_white_hole }
is_aso_gg_ice_giant = { is_planet_class = pc_aso_gg_ice_giant }
Thanks!