Stellaris

Stellaris

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All Systems Spawn
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1.374 MB
May 9, 2023 @ 10:20am
May 12 @ 11:42pm
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All Systems Spawn

Description
What it says on the tin. Spawns all systems, launches all caravaneer fleets, and edits the <spoilers> event to make sure both <spoilers> spawn.

My Main Stellaris Mods
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These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
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These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.

Supporting Me
=============================

I now have a Patreon:

[patreon.com]
50 Comments
Ariphaos  [author] May 15 @ 12:11am 
Well, it was my fault having a useless file in there in the first place.

I realize why I put it in - was playing around with making a mod to force stuff to spawn close to the player, beginning with the Guardians and Holy Worlds.
Nathaniel Herapen the Third May 14 @ 4:04pm 
Thank you, it must be because the hivemind is coded so unique compared to the original five, And that 4.0 is very different again from 3.14.
Ariphaos  [author] May 12 @ 11:44pm 
For some reason the FE system file was in there, I'm not sure why but is gone now.

Updated. This won't work on 3.14, unfortunately.
I can confirm that this mod prevents the brand new fallen Hivemind triplets from spawning in, not sure why but it is.
Ariphaos  [author] May 5 @ 8:46am 
@waddysjunk this won't contain the new systems until I have updated.

It looks like 99% of the changes are just to harmonize spawn chance, so it should work otherwise, but I can't make a guarantee until it's updated.
waddysjunk May 5 @ 8:19am 
would this still work after dlc
Ariphaos  [author] Dec 2, 2024 @ 2:28pm 
@Toast unless there is some system I missed, which I kind of doubt.
Toast Nov 25, 2024 @ 3:03pm 
Ariphaos  [author] Nov 2, 2024 @ 4:58am 
Shattered ring repair is based on some flags, so this is fully backwards compatible for those still on 3.13.

@King Brick not a small bug! Thank you for pointing it out.

@waddysjunk aside from those not tied to system spawns (e.g. Rubricator), yes.
fleece Oct 30, 2024 @ 5:13am 
The new "Remove the Interloper" decision to fully repair the Shattered Ring origin ringworld is blocked by this mod. Until it is updated, it's an easy enough fix to find federations_initializers.txt in the base game folders and copy over the changes from the shattered ring section to this mod's version of the file.