Stellaris

Stellaris

StarView
21 Comments
YeshuaAgapao  [author] Apr 22, 2021 @ 2:43am 
*Updated for 3.0.x
*Custom code for Dyson Sphere replaced with Gargantuan (4-ring) ringworld from Gigastructural Engineering Mod.
*Removed partial integration of Realistic Ships and Utopia Expanded mods
*Improved but still partial compatibility with NSC season 6.
Lucanoria Nov 5, 2020 @ 5:49am 
Hello, I really like your Fantasy mod,
I use it especially in singleplayer to mess around with some otherm mods.
The parts I like the most, are like the 10k Influence Cap and the Modified Space Stations.
But I have a little question, for multiplayer reasons I would like to have another Lite version of Starview mod without the Cluster, all the other serttings can stay as they are, but the system is quite op in mp. (sry for bad english)
YeshuaAgapao  [author] Nov 3, 2020 @ 8:58pm 
Updated to 2.8.x
YeshuaAgapao  [author] May 17, 2020 @ 11:53am 
Updated to 2.7.2.

Made tiyanki space whale, space amoeba home systems inside the extra-galactic open-cluster
发疯的法师 May 15, 2020 @ 10:05am 
Request Update 2.7(Sorry i don't speak english)
YeshuaAgapao  [author] Apr 18, 2020 @ 7:40pm 
Updated for 2.6.3
Fixed broken point defense mounts for dreadnought, battlecruiser, bulwark defense platform, citadel defense platform.
YeshuaAgapao  [author] Mar 23, 2020 @ 10:50pm 
**Updated to 2.6.1

**Added four new prescripted empires - Axiom, Skynet, Hutt, The Borg, Renamed Rome to Ravagers.

**Existing prescripted empires, as well as StarView are updated for origins.

**New and existing prescripted empires updated for this mod's increased trait point, ethic point, and civic allowances.

**36 buildings and bigger planet UI are no longer integrated. Strongly recommended to get UI overhaul dynamic and 84 buildings mods, but will work without.
YeshuaAgapao  [author] Feb 1, 2019 @ 10:00pm 
Updated version (shortened to 1000 characters; see change notes for everything):

*The starview cluster now spawns at all times. Mostly for comment request which I think I would like. An empire that uses the starview system initializer will start in it, and the cluster will have a wormhole connection to the original starting system and a hyperlane to an un-owned neighboring rim system. If no empire uses the starview system initializer, the starview cluster still spawns. With no external hyperlanes, and a natural wormhole to a random un-owned system in the galaxy that is not a hostile guardian, or empire_cluster marked system (accessible only by this wormhole or via l-gate).

*Branch offices can now have 20 buildings, 20 pops per building. Planets remain at 40 buildings and 5 pops per building.

Bug fixes:
*Dyson sphere will no longer be filled with blockers upon colonization
*Dyson sphere now has unlimited generator and agriculture districts
YeshuaAgapao  [author] Jan 20, 2019 @ 5:53pm 
Somebody has to have the Starview system iitializer in order for it to spawn though (player or AI). I see if I can make it spawn without someone starting in it next version.
YeshuaAgapao  [author] Jan 20, 2019 @ 5:52pm 
If you don't want to start in tehe cluster do not use the StarView System Initilizer and do not use the StarView country (the stripped-down version does not have the flaga nd does not have the init pre-selected).

Of the mods I use tactical ship sections and extra ship components 3.0 are working flawlessly except on the RS battlecruiser / dreadnought (aux reactor capped at dark-matter, new sections), or large / super-large defense stations (main and aux reactor capped at dark-matter). Extra traditions is working fine. Tiny outliner works fine. All the map graphics mods are working. Stellaris bank works.
Caro ⚧ Jan 20, 2019 @ 5:11am 
Really good work and I would love to play in a cluster. Is there a chance of a sligthly less OP Version in the future? (No Megastructures and reduced resources?)
TurtleShroom Jan 19, 2019 @ 3:48pm 
This Mod looks great, but how compatible is it? I want this in my galaxy, but I don't want to be moved or to play in it. Is there a version that simply fires an Event that spawns the star system once you begin playing?
YeshuaAgapao  [author] Jan 13, 2019 @ 6:44pm 
Removed changes in last revision to distant_stars_events.txt to add extremely_intelligent to the trait list for enigmatic dreams (enigmatic cache uplift). May have broken mid-game save, despite no change to any of the ratling events in the same file, but I am on the 2.2.3 beta branch. distant_stars_events.txt vanilla file is no longer being changed.
[StDb] Christian Jan 13, 2019 @ 5:16am 
the last ubdate broke the mod for me. it appear a window that "Ketling Plant Subdued". again and again. sorry for my English
YeshuaAgapao  [author] Jan 13, 2019 @ 2:04am 
I added documentation about the dyson sphere. It is meant to be in an 'unfinished' state.

The dyson sphere is not intended to be immediately colonized. You have to 'finish' it. 'Finish' is in the form of 25,000 energy, 50-year terraforming projects, per segment (there are 16, each a size-100 ringworld habitat). Terraforming pc_ringworld_tech segments (upgrade 4-colony built ringworlds to 8-colony, finish the dyson sphere) requires advanced megastructure engineering.

A fully built-out, enlightened, and terraformed StarView cluster will have 40 colonies - 24 planets and 16 ringworld habitats. 6 planets are 60+% habitable from the start. 6 other habitable planets. One primitive civilization. 11 terraforming candidates. One un-finished 16-segment 'dyson sphere'-ringworld.
[StDb] Christian Jan 12, 2019 @ 5:04pm 
but are some megastructure Bugs or?
[StDb] Christian Jan 12, 2019 @ 2:37pm 
very good work!
YeshuaAgapao  [author] Jan 12, 2019 @ 2:48am 
Starview cluster systems are now extragalactic! And you will start in this extragalactic cluster! Some minor side effects that cannot be overcome. Most resolve after just one game day. Some take a full game month. Everything should be resolved by the start of the second game month. Could not find a way to shut down the post-gen hyperlane connect to the galaxy, or to pre-explore the wormhole via script. The wormhole does work by normal rules though.
YeshuaAgapao  [author] Jan 10, 2019 @ 11:52pm 
Making good progress on extraglatic cluster and start. Cluster is fully code-generated. Homeworld is relocating. Still some bugs though.

Can't seem to pre-explor the wormhole. Game instists on creating a linking hyperlane to the root system to the nearest system in the galaxy. Might end up leaving it since there is no effect command to explore a wormhole and activate_gateway does not work. Easier to fix bugs like no initial ships or stations. Auto-create of starbase is working but forgot to remove the original one.

Only one player in a given game will get the starview system initializer. Most of it is generated in code, so if multiple selects the starview system initializer ,only one will get it and the rest will get their stub system.
YeshuaAgapao  [author] Jan 9, 2019 @ 9:38am 
I said it should be plot-wise but is not because I'm too lazy to code it (and wasn't possible prior to distant stars).

I've been looking at the distant_stars intializers and events and think I can do it - put the 12 StarView core and accessory systems outside the galaxy. I would keep the island of black holes, neutron stars, pulsars, orange star, and red dwarf star systems in the galaxy, to bufffer the link to the out-of-glaxy cluster. I tink the link will be natural wormhole.

I also need to keep it from spawning terraforming candidates within the red dwarf and orange star systems.
[StDb] Christian Jan 8, 2019 @ 1:52pm 
the Start System schould be out from the Galaxy right? but it dont work for me