Stellaris

Stellaris

313 ratings
Hypothetical Stars
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.341 MB
Apr 22, 2017 @ 5:20am
Feb 11 @ 12:08pm
19 Change Notes ( view )

Subscribe to download
Hypothetical Stars

Subscribed
Unsubscribe
In 1 collection by Nouvilas
| Vμν ⟩'s Stellaris Mods
5 items
Description
Version 1.3.2 for Stellaris 2.2.x "Le Guin"

This is a mod sort of complimentary to Kepler68's More Star classes, that adds several new types of stars that as of now are only hypothetical and have not been detected yet.

This mod adds:
  • 7 new types of stars (some included in binary systems):
    • Antimatter star
    • Blue dwarf star
    • Black dwarf star
    • Dark star
    • Quasi-star
    • Strange star
    • White hole
  • 6 new modifiers:
    • Q-star (for black holes)
    • Intermediate mass black hole (for black holes)
    • Population III star (for class M and K stars)
    • Thorne–Żytkow object (for red supergiants and hypergiants)
    • Quark Star (for neutron stars and pulsars)
    • Electroweak star (for neutron stars and pulsars that have the Quark Star modifier)
  • 3 new strategic resources, with their corresponding technologies:
    • Strange matter, found in strange stars.
    • Quark-gluon plasma, found in quark stars.
    • Antimatter, found in antimatter stars.
  • 3 new edicts that make use of the new strategic resources.
    • Strange matter alloys research: costs 50 strange matter, gives +25% materials research, +25% ship armour.
    • Antimatter explosives research: costs 25 antimatter, gives +25% propulsion research, +25% explosive weapons damage.
    • Quantum physics research: costs 25 quark-gluon plasma, gives +25% physics research.
  • English, Spanish, Brazilian Portuguese, German, Russian and Polish localisation. Japanese localisation patch here.

Compatibility

This mod should be compatible with most mods, since it doesn't overwrite any vanilla file. However, there are some mods that are known to cause issues:

If you find any bugs or problems, please let me know in the bug reports section :)

To-do list:
  • Supramassive pulsars that eventually turn into Blitzars and then Black Holes.
  • Natural wormholes with random destinations.
  • Iron Stars
  • Special naming system for White Holes, analogously to black holes.
  • Starting systems with the hypothetical stars.

Acknowledgements

Many thanks to:
  • Kepler68 for letting me build onto his fantastic mod :D
  • Zinogre for making the compatibility patch with Stellar Energy.
  • Lord_Assaultーさま for the Russian localisation.
  • killy84 for the German localisation.
  • Cookie-chan for the Brazilian Portuguese localisation.
  • NaK1119 for the Japanese localisation.
  • Shuv1 for the French localisation.
  • Xanttis for the Polish localisation.

-----------------------------------------------------------------------------------------------------------------------

Sources:


-----------------------------------------------------------------------------------------------------------------------

Check out my other mods:



-----------------------------------------------------------------------------------------------------------------------
Popular Discussions View All (3)
32
Jan 12 @ 12:52pm
PINNED: Suggestions
Nouvilas
20
Sep 5, 2018 @ 4:55pm
PINNED: Bug reports
Nouvilas
< >
443 Comments
Darktrooper119 2 hours ago 
well FWIW i took a long hard look at the places the two mods overlap (as hard as one can when sleep deprived at 3am) and came up blank.
unless some obscure PDX spaghetti code is having issues with the two together or the binaries (since the game has binaries by default now) in the initializers. were a friend of mine whose better than I not on vacation id ask him to take a look. this is very frustrating though, as i love this mod.
I hope whatever is causing this is found soon. game just doesnt feel the same.
Darktrooper119 16 hours ago 
and the gigastructures team says that its nothing on their end
obscure PDX modding conflicts
ranma100 17 hours ago 
I do have gigastructures enabled. That is probably the problem.
ATR2400 Mar 22 @ 9:52pm 
Just some more information that may help you. When gigastructures is enabled, the mod isn't totally disabled, using the max_resources command you can acquire the resources this mod adds. So it just disables the star generation, but not the mod in its entirety.
ranma100 Mar 20 @ 8:42pm 
I have Real Space and Planetary Diversity. Would those conflict?
Nouvilas  [author] Mar 20 @ 3:50pm 
@ranma100
Well that is weird. It should spawn as soon as the special project is completed. Do you have any other mods that you think could interfere?
ranma100 Mar 20 @ 3:48pm 
Yes, I did the tech to exploit it and still no antimatter. I do have a quark-gluon resource so that is woking ok.
Nouvilas  [author] Mar 20 @ 3:21pm 
@ranma100
It should have spawned. Did you research its technology?
ranma100 Mar 20 @ 9:50am 
I don't know if it is a bug, but I found an antimatter star, did the special project, but there is no antimatter resource showing up.
Nouvilas  [author] Mar 19 @ 3:53pm 
@Darktrooper119
Unfortunately it still does. I've been trying to figure out what is the thing that makes then incompatible, but no luck so far...