Stellaris

Stellaris

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[3.12] The Storm Cluster
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Jan 8, 2023 @ 2:43pm
Jun 24, 2024 @ 5:04pm
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[3.12] The Storm Cluster

Description
v1.16 (for 3.12.5)
Created as part of the Stellaris #MODJAM2022 contest, this mod adds the Storm Cluster mid-game crisis. The main purpose of this 'crisis' is to offer some new systems to explore after the midgame, and potentially cause some political shake up when empires gain some new neighbors. It is not intended to pose a threat to the galaxy, although it may allow existing threats to open up new fronts if they gain access.

Mechanics:
  • This crisis spawns an extragalactic system cluster, offering new systems to explore in the midgame and another chance to spawn special systems not already present in the galaxy. In some cases these systems have been slightly modified to be more valuable and/or more dangerous.
  • All systems are concealed in sensor-blocking nebulas, so you'll need to jump blindly into the systems instead of relying on sensor tech. This may be dangerous, so use caution - or cloaking!
  • The cluster is connected to the galaxy by a set of new wormholes that appear during a space storm. The space storm will last longer than normal, and the crisis ends on its own when it disperses.
  • Using the Galactic Doorstop origin will make it far more likely for a wormhole to the Storm Cluster to appear in or near your home system.

Known issues:
  • (Unfixable) The nebula graphics won't appear on the galaxy map unless you use the reload_graphical_map console command or reload the save. It's not possible to do this from script.
  • Sometimes spawns systems with crossed hyperlanes.

Console Commands:
  • reload_graphical_map
    will make the nebula graphics for the Storm Cluster appear on the galaxy map without requiring you to reload the game.
  • effect set_global_flag = scluster_allowed
    enables the Storm Cluster, if you didn't choose to turn it at game start.
  • effect remove_global_flag = scluster_allowed
    disables the Storm Cluster, if it hasn't fired yet.
  • effect begin_crisis_scluster = yes
    fires the Storm Cluster. If there's a space storm already active it will appear in a few days, otherwise it will start a space storm and appear in 6 to 18 months.
  • effect start_space_storm = yes
    starts a space storm. Useful if you want the Storm Cluster to appear sooner.

*Thumbnail by FirePrince*
47 Comments
Cyber May 6 @ 4:00am 
4.0 please :Gifting:
NA'PE Apr 26 @ 12:48am 
rip
Archon, archoff Oct 20, 2024 @ 1:54pm 
An update would be incredible!
Dankuser Sep 13, 2024 @ 8:38pm 
playing this on a 3.12 save but I get a shitload of events anytime I try to do anything
sirblackaxe  [author] Aug 22, 2024 @ 11:53am 
WARNING: The upcoming Cosmic Storms DLC seems likely to break this mod, and require some amount of rewriting to get it working again, since the galaxy-wide space storm is being removed and replaced with smaller DLC-only storms. I advise you not to start games with this mod near the release date.
sirblackaxe  [author] Jun 24, 2024 @ 5:09pm 
@thetruerift @lotoran the Deep Sleepers don't spawn with the Cosmogenesis perk, you must have another mod overwriting the cosmogenesis tech to remove the AP requirement.
sirblackaxe  [author] Jun 23, 2024 @ 6:17pm 
@thetruerift @lotoran I'll take a look at how FE spawning is working
lotoran Jun 23, 2024 @ 5:14pm 
The cosmogenesis thing happened in my multiplayer game and my friend’s game as well. We were very confused. I guess the fallen empire in the cluster spawns with the perk.
thetruerift Jun 17, 2024 @ 8:13pm 
So I am noticing now (3.12) that as soon as the storm cluster appears, it seems to trigger about a half dozen of the Cosmogenesis techs that alter reality, which suddenly applies a bunch of potentially serious bonuses and penalties to the galaxy
FirePrince Jun 1, 2024 @ 12:09pm 
Shortly inspected, should be fine with 3.12 (except for the still lack of use 'every_playable_country' and 'any_system_colony')