Stellaris

Stellaris

Yet Another Galaxy Enhancement Mod
438 Comments
el Puto jefe 51 minutes ago 
Hey, the additional galaxy sizes won't show up for me. Might this be an uncompatibility issue with UIOD?
Ariphaos  [author] Oct 11 @ 1:24am 
There are multiple elliptical shapes. You need to use them to switch densities.
Mondschein Oct 9 @ 12:54pm 
PS: I've been using the elliptical galaxy shape
Mondschein Oct 9 @ 12:53pm 
Question: Is there an issue currently? I only see the option 1250 and 1500 star galaxies but not more than that. Also - when playing with the vanilla 1000 star system I am allowed to set the crisis strength to 500 - when choosing 1250 or 1500 the crisis strength is limited to 30 or 40. I need a realy challange thats why I usually play with 500.
100xYGO Oct 5 @ 1:59pm 
Its a good mod but needs some polish (Version 4.1.3/4.1.5). The Reckoning for example is confused and stops to move after it ate a colonized planet. Reloding fixes it only for a moment, then it gets confused again when it enters another system.
Amaury Sep 24 @ 8:57am 
I’ll give that a try, thanks for the help!
Ariphaos  [author] Sep 23 @ 9:38pm 
@Amaury I test my mods on a laptop with 32gb of ram and 4gb of vram. I doubt it's machine power.

It's possible you have a corrupted version of my patch, and you need to not only unsubscribe but delete the files before resubbing.

If the error logs don't say anything, you can try verifying files in Steam.
Amaury Sep 23 @ 8:17pm 
Well now I can generate a 2k galaxy but anything above will cause crashing, or even cause my pc to reboot. I have a Corsair Vengeance i8100 Gaming desktop, intel core i9-139000k-64GB DDR5 6000 MHz Memory-NVIDIA GeForce RTX 4090 graphics card. Whats crazy is my old pc years ago could generate galaxies this size, so could it be some form of hardware issue? I have no mods, except your patch, and it crashes on loading screen after starting new game.
Flying Fish Sep 23 @ 2:30pm 
How is it that people manage to run a 1000 star game comfortably? I have a decent PC and my game with 50 or so mods slows down a lot by 2350 and that's on a 400 star system
Ariphaos  [author] Sep 23 @ 12:58pm 
@DJHomeless yes. I just added some names as usual.
DJHomeless Sep 23 @ 12:32pm 
does this work with 4.1?
Ariphaos  [author] Sep 22 @ 4:18pm 
@Amaury if it is crashing in the interface, it might be I need to update it.

Otherwise I'll be checking in a bit after I update my patch in an hour or two here.
Amaury Sep 22 @ 1:49pm 
Hello, I keep experiencing crashing whenever trying to generate a galaxy more than 1500, I have a new computer with great specs so that shouldn’t be an issue. I’m trying to have at least 80 other empires spawn, so was trying to do a 4000 to 6000 star galaxy. I just want to know if it’s the new update causing issues or what. Thanks!
Ariphaos  [author] Sep 11 @ 7:54am 
@Zhukov you need to use the elliptical shapes to change densities, as star density isn't set in galaxy size but in galaxy shape.
Zhukov Sep 10 @ 5:48pm 
How do you increase galaxy size beyond 1000? Whatever galaxy shape I choose I can't go higher than vanilla huge.
Panicles Aug 27 @ 2:27pm 
It took 42 hours and 47 minutes, but I did manage to generate a 10k star galaxy. I did this with 10 cores while the person who did 20k stars had 5 cores; since we had roughly similar load times I think it's more an issue with how Stellaris generates than anything with the hardware. In-game, it slows to a crawl even while paused due to the insane amounts of memory it requires.
Panicles Aug 25 @ 7:39am 
When you said that ridiculous galaxy sizes "can no longer generate on my machine. Or most peoples'," was that just because of the ludicrously long load times or is there a technical factor in galactic generation that makes it actually impossible?

For reference, I'm on hour 25 of loading a 10,000 stars 4-arm spiral galaxy, and all I changed to get here was; restore the line that lets you go to the Ridiculous settings from Elliptical (C), and moving the two files to their appropriate places.
Ariphaos  [author] Aug 10 @ 2:51pm 
@Panicles looks like I need to come up with another 50 or so names then >_> I thought I had enough.

@Vortek Gamer I don't believe the flattening bug is a thing I can personally address, unfortunately. It's been around for awhile.
Panicles Aug 10 @ 7:55am 
This is a great mod but just so you know, I generated a couple 6k star galaxies and there were ~20 star systems in each generation that were missing names. These were the last systems generated that were generic star systems - aka not Sol or another unique system, and not a black hole. There were no issues with going into the nameless systems themselves, but going into the system view of neighboring systems causes the game to crash.
alfharobby Jul 21 @ 12:25am 
thank you for this mod, could you add 25 & 50 Star Galaxy Size please.
Vortek Gamer Jul 2 @ 7:34pm 
Here the 2 screen shot
New Save (did not save after generating): https://steamcommunity.com/sharedfiles/filedetails/?id=3515109145
After loading the save: https://steamcommunity.com/sharedfiles/filedetails/?id=3515108915
Vortek Gamer Jul 2 @ 6:34pm 
just noticed something. I was using colossal 4k with Cartwheel (C) Formation. and I noticed the difference between when I first create it and then load from the save. only part that is different is that the height placement is different
Wairui May 13 @ 8:16pm 
Thanks for the prompt reply despite my mistake of writing in #2, when actually I meant the #3 function I didn't need - but you've well answered my question.
Ariphaos  [author] May 13 @ 5:18pm 
@Wairui it's the custom sizes that require my patch. A lot of stuff, like Cetana, Cosmogenesis, the Tiyanki, Become the Crisis, Cosmic Storms, piracy, etc. uses hardcoded galaxy sizes (tiny/small/medium/large/huge) to determine various factors.

My patch converts all of these checks to star count checks.
Wairui May 13 @ 4:26pm 
First time user of your mod set - fantastic work you've done here. Thanks!
Now I like to use this mod but I have no need of function #2 of 10, which also requires Unofficial Patch (3.14) (U.P.) that I don't want to subscribe. Would the rest of the 9 functions in the mod work without the U.P.?
Ariphaos  [author] May 7 @ 2:38pm 
@Martok if you're using my patch, no.

If you generate a new galaxy, you may need to delete the interface file.

@Silver Knight no. You basically have to look it up inside your save file. My last 6k star test generated 5830 stars, so it's still fairly robust.
@Ariphaos Is there a console command to tell you how many star systems were generated?
Martok May 6 @ 11:38pm 
Any idea if I'm going to have problems with my current 3.14 campaign?
Ariphaos  [author] May 5 @ 4:35pm 
Alright, now on 4.0.

If you are still generating galaxies in 3.14, you may need to delete the interfaces file.
Ariphaos  [author] May 5 @ 10:04am 
@Vr. Yes, I'm testing the 6k star start at the moment. Attempting denser empire placement and seeing what star and empire count I get.

I will update it before my patch, but it is still going to require my patch - if you play on a non-default galaxy size without my patch (no matter the mod), things will break.

I've also added .25 hyperlanes and a nano galaxy (100 stars) as @ppga and @tim88435 requested.
Vr. May 5 @ 9:46am 
Hello, question, are you going to update it?
76561198449602055 Apr 8 @ 3:20am 
played multiplayer game with one other person and insta desync. Could it be other mods we have going causing that or is this a known issue with this mod?
tim88435 Feb 19 @ 3:35am 
Is there any plans for including hyperplane density of 0.25 of 0.1?
Other mods that change add hyperplane density options don't work with this mod
alfharobby Jan 28 @ 4:13am 
thank you for this mod, could you make smaller galaxy like 50 Star or 100 Star Size please.
Felkniir Dec 31, 2024 @ 8:14pm 
Should this be below mods like Gigastructures/ PD/ Real Space + system scale or before them?
Lurking_Chronicler Dec 20, 2024 @ 10:15pm 
Apologies for the stupid question, but is this compatible with Gigastructural Engineering?
Ariphaos  [author] Dec 17, 2024 @ 2:20pm 
@ppga no, see my All Systems mod for that.
ppga Dec 17, 2024 @ 2:19pm 
Quick question does "5) Increases the number of precursor systems" mean more relic, ancient and other special worlds?
Ariphaos  [author] Dec 2, 2024 @ 9:11pm 
As long as you use my patch, this mod is safe to use with whatever.
Celador Dec 2, 2024 @ 8:19pm 
@Ariphaos Well that was fast, thanks. While you are here - do you think it's generally safe to use this mod on 1250 along with your all system and all anomaly spawns? Is there something fundamental that YAGEM or those mods change, that could prevent other mods from spawning their own events or dig sites, or systems? Or they shouldn't be interfering with other mods at all? I am asking because changing galaxy size feels like a very major change, and just wondering how it affects other mods.
Ariphaos  [author] Dec 2, 2024 @ 6:42pm 
Alright it's now fixed. Apparently GALAXY_SPACE_SCALE_MULT is no longer safe to touch -_-
Ariphaos  [author] Dec 2, 2024 @ 6:24pm 
Alright there is a weird crash bug in here and am working on a fix.

But at the moment you can just disable the mod after you've started your game, it's only an entry in the error log.
Minemoder Dec 1, 2024 @ 2:33am 
That seems to have fixed it, thank you.
Celador Nov 30, 2024 @ 12:33pm 
@Minemoder see if the same thing that helped me will fix your issue - search for the file 3_script_values_cosmic_storms.txt in ariphaous unofficial patch and delete the very first block of text that stars with this:

storm_size_multiplier = {
base = 1

Deleting entire file is also fine.
Minemoder Nov 30, 2024 @ 3:13am 
I moved it to the bottom, but unfortunately it seems that it only delayed the crash. If it is related to storms, I wonder if it has something to do with EHOF cohesive systems.
Celador Nov 29, 2024 @ 10:48pm 
@Minemoder You sure it was this mod, and not the unofficial patch? I also get a consistent crash around that date, and I found out that it was a file in his unofficial patch related to storm spawns. Never occurred to me to try and disable this mod instead. How far below did you move it?
Minemoder Nov 28, 2024 @ 11:05am 
I've gone back a few years, lowered the mod in load order and got your unofficial patch, and it now seems to work.
Minemoder Nov 28, 2024 @ 1:14am 
So, this mod seems to be responsible for causing a crash in the midgame, for me specifically 2379.06.13
I'm playing with other mods, but i've disabled most others that I can without the galaxy simply breaking to test, and am confident in saying it is this mod since disabling it allows me to advance past that date. Only issue with disabling it is the overlay for empires breaks.
Ariphaos  [author] Nov 21, 2024 @ 10:27am 
Before claiming it 'doesn't work' try reading the bolded notice at the top of the description.
Stern Nov 16, 2024 @ 7:14am 
Doesn't work , ,
__