Stellaris

Stellaris

00 XReunion
46 Comments
PrismatrixRabbit Apr 11, 2023 @ 8:34am 
Update it pls
I love X3 very much, this mod done incredibly good too
Kaela Mensha Khaine Oct 12, 2022 @ 12:37pm 
Update please?
Working like right now?
Kaela Mensha Khaine May 18, 2022 @ 3:44am 
Is it work with 3.4?
让人脸扁的操作 Nov 29, 2021 @ 8:31pm 
What a long wait
It seems that it is still works in 3.2
Spiritouspath Mar 22, 2020 @ 8:20am 
update?
QuantumGhost Feb 9, 2019 @ 4:33am 
Will this mod be updated in the future?
Rohzdear Dec 27, 2018 @ 8:18pm 
Could it be possible to make this one of the possible Solar systems one can find in-game rather than a 100% certainty?
Rumor Oct 22, 2018 @ 2:04pm 
welp. That's a thing. So apparently if you fire off the L-gate (normal) first, this mod's things break down and can't be researched anymore. I'll have to wait a couple of years to see if it fires off again lol. As it is right now tho, its borked with the L-gate stuff open.
Red-Eyed_Gelynome Oct 14, 2018 @ 9:30pm 
Lovely mod but it got some bugs. Especially when you're using mods like End/Mid game Crisis manage / mutli crisis mods. After opening the L gates, I focused on finding the clues for this, after finding every clue, the tech/situation log is gone and the L gate is bugged out. Enemy nanite stops attacking and so on.
HuaLim Oct 13, 2018 @ 5:54am 
I have some question when I unsub this mod, it seemed that vanilla earth federation didn't showed up like normal. Any ideas, how to fixed it ?
SC_Reaper Sep 25, 2018 @ 9:21am 
@jtexasboyz Well it is a bit above the power curve of most stuff, which means it becomes less of a choice and more of a nescessity. Decreasing the income or increasing the cost would probably place it more in-line with both the vanille structures, as well as other mods. Decreasing the income would likely see it being a thing in the early-midgame, while increasing the cost would push it further into the mid-lategame.
TheEventHorizon Aug 10, 2018 @ 6:19pm 
We need to build a SPACE WALL to keep the XENOS out! I'll get O5 command to help me build it...

*Edit* turns out O5 wont let me build it so yeah... Just a fence will have to do...
-Dr. Jack Bright, Level 5 Researcher, Site-[Redacted]
Siatru Jul 22, 2018 @ 3:24am 
I think this mod bugged out in my current game. I was waiting on activating the terran jump gate till I was ready but some shmuck activated the L-gates first. So that was fine and dandy but somehow the special project to activate the terran jumpgate got removed for some reason. Now I'm stuck.
Zenny "The Technogeneral" Jul 18, 2018 @ 3:05pm 
Hello, everytime I try to open the Jumpgate to Earth (the project after finding enough clues), the game crashes via a runtime error. Do you have any experience if something like that happened before?
CaseBasket Jul 11, 2018 @ 7:12pm 
You played YOURSELF
jtbush00 Jul 8, 2018 @ 1:09pm 
What if I'm playing the United Nations of Earth?
Arsdor Jul 6, 2018 @ 1:32pm 
Hey, Vash, how did you exported models into game?
Artyomm101 Jul 2, 2018 @ 4:43am 
I am genuinely confused, I never found any insights, even tried console command to survey whole galaxy, did all the anomalies I can see, never found one earth insight, never went on the log and even tried forcing the game to be 2400, nothing still. I really want to make a roleplay of finding earth but hard to do when you just can't do it. I can find the jump gates all day though.
jtexasboyz Jun 22, 2018 @ 10:44am 
Could you make a lighter version of the Torus so people will stop bitching. Obviously they love it but too op to most. Good job though.
Jack Li  [author] Jun 15, 2018 @ 6:36pm 
@Vash I already made one lol
Vash Jun 14, 2018 @ 1:45pm 
I am genuinely surprised, and depressed that no one has thought to create a Planet Torus mod for this game, much like the Earth Torus from X'3. It's such a simple idea. We dont need a planet/(s) wrapped around an existing planet. But rather an early to mid pseudo mega build that would dramatically increase the value of an existing world of importance. Perhaps even give that world some serious ship building capabilities.

Why do we not have this?
功成不必在我 Jun 11, 2018 @ 8:04am 
Is this MOD compatible with multiple crisis MOD?

chashn2004(Leblanche) Jun 11, 2018 @ 6:10am 
do I need to start new game to see this anomaly?
jowe01 Jun 10, 2018 @ 2:58am 
Anybody experience the same bug (?) as I do (reported below already): " seems that with this mod, ship are no longer "gliding" along hyperlanes when travelling FTL. Instead, they instantaneously jump to the next sytem once their wind up time is done."Any solutions?
Bomb boy Jun 9, 2018 @ 2:58pm 
what command avtive the jumpgate in Observe mode
jtexasboyz Jun 9, 2018 @ 9:25am 
Cool Cool, Purge the Beast!
Jack Li  [author] Jun 9, 2018 @ 1:11am 
Just incase you have a bad luck= = for the random stuff= =, I just made the event automatically fire when end game crisis time is passed and any AI country gain control over any of these gates
Jack Li  [author] Jun 9, 2018 @ 1:10am 
@jtexasboyz Events will pop up randomly during your exploration, you can see the counter x/5 in your log view. When you finished 5/5, you need to gain control over one of these gates and then wait for 2 years for an event to open the gate
jtexasboyz Jun 8, 2018 @ 10:12pm 
They need to be purged!
jtexasboyz Jun 8, 2018 @ 10:11pm 
yeah i took the system 10 years ago and nothing has fired.
Jack Li  [author] Jun 8, 2018 @ 10:05pm 
@jtexasboyz survey the system and wait for th anomalies
jtexasboyz Jun 8, 2018 @ 11:06am 
I see the gates but no events, Where are they? They need to be purged!
⎛⎝muffin⎠⎞ Jun 7, 2018 @ 7:18pm 
ok
Jack Li  [author] Jun 7, 2018 @ 7:15pm 
#@?@?@?@?@?@! secure one Terran gate under your control and wait for a while
⎛⎝muffin⎠⎞ Jun 7, 2018 @ 7:21am 
Why didn't I trigger this event? All my anomalies have been investigated.....
Jack Li  [author] Jun 4, 2018 @ 2:52am 
@bert1984 That was an bug and I just fixed it
leo312 May 31, 2018 @ 11:30am 
awesome idea
Lazy Invincible General May 30, 2018 @ 11:26am 
Think we could have the terran gates or jumpgates replace the gateways in a mod please?
哪条狗盗我号 May 30, 2018 @ 11:24am 
oh dear,this is so nice.
bert1984 May 29, 2018 @ 7:20am 
ehm.... i may have an issue with your mod....
i find anomalys about terrans having been somewhere, so my geuss is those would get me those insights...... but i get no insights
in my current game i have had something like 10 of those anomalys and still need 5 insights to reactivate that gate.
jowe01 May 26, 2018 @ 5:33pm 
I seems that with this mod, ship are no longer "gliding" along hyperlanes when travelling FTL. Instead, they instantaneously jump to the next sytem once their wind up time is done. Is this intended?
Solzucht May 25, 2018 @ 3:07am 
Nice idea :) Not my piece of cake, but its neat.
Jack Li  [author] May 24, 2018 @ 6:57pm 
@iCeFrEnZy this is comptible to other mods. It is merely an extension for distant stars.
Solar™ May 24, 2018 @ 4:44pm 
Can you make this not require jump gates (don't want to have gates in uninhabited systems)
Chastity the Celibate May 24, 2018 @ 3:31pm 
Same question
Icen May 24, 2018 @ 11:58am 
So is this compatible with other mods? or its a stand-alone overhaul?