Stellaris

Stellaris

2.6.1 Rubricator System Spawning Corrections
36 Comments
Col. Hathi Jun 20, 2024 @ 6:25am 
I don't really know all that much about what I'm doing, and maybe it's not even really needed, but I've attempted to update the mod ^^ Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=3271528710

I'll take it down if this one gets updated though :p
napamathguy Jul 4, 2021 @ 3:59pm 
Also, how do you follow an author?
napamathguy Jul 4, 2021 @ 3:58pm 
I've seen the thread where you wrote the two console command strings (plus the follow-up command string to use as necessary to attach the archaeological site).

Can those command strings be modified to create other unique systems (guardians, "unique" systems, etc.)? I like to "turtle up" (pick a cluster of systems, fort up the choke points, use gateways to expand out), so I wouldn't mind being able to add extra sites to the mix.
TwilighttKitsune Apr 25, 2021 @ 7:25pm 
I can confirm that they have actually managed to break the event further in 3.0. Current game the game is either hell bent on pawning the system as a one hyperlane system connected to a marauader empire or if it doesn't stick it to the marauder empire. it'll stick it something like 20+ hyperlanes from where I research the anamoly deep in territory that I can't even see in the fog of the unknown or whatever they call it.

Really wish paradox would get their head out of their butts on this event and I'm wondering if the goal is to troll players with such an awful design. It doesn't need to be cute and try to spawn the system far away from the anomaly. Make it one or two systems out. Don't let it connect to hostile empires or systems that have marauders or other hostile entities and call it a day.
Wealthy Aardvark  [author] Apr 24, 2021 @ 6:18pm 
That's good to hear. I haven't had time to delve into v3.0 yet
Arathel Apr 24, 2021 @ 6:13pm 
Looking at the source, it seems fixed with 3.0.x, they implemented something similar to your original changes.
Col. Hathi Mar 28, 2021 @ 6:21pm 
Appreciate the update, whatever it was
Professor H. Farnsworth Dec 22, 2020 @ 3:46pm 
From my understanding the Rubricator should always spawn near the player Empire, but out of 10 recent games I've had it spawn twice.
First time it decided to spawn in a system, that then was converted to the Fungal Parasite event (yeah, that one with 0.5% spawn chance), which meant it was put inside AI territory instead, the other time it spawned 4 systems away from my start.

I'd say it's still horribly bugged. Especially if you run with mods like More Events Mod which drastically reduces the chance of it spawning (sadly).
WHR | TMaekler Nov 24, 2020 @ 12:45pm 
Is this now fixed in the base game or do we still need this fix?
Wealthy Aardvark  [author] Jul 17, 2020 @ 4:36pm 
Ah, that's just a holdover from the previous versions. When the anomaly was introduced in v2.3 it wasn't limited to only happening once in multiplayer sessions. Other players could get the anomaly to spawn, but then the game would get weird when trying to spawn multiple versions of the Rubricator home system. My mod limited it to only happening once so that weirdness could be avoided.

They corrected that as part of the 2.6 rollout, but I kept it in there just in case the change reverted in the official v2.6.3 release for some reason. It hasn't, so the next time I update the mod I'll remove it.
WHR | TMaekler Jul 15, 2020 @ 12:08pm 
I was wondering if you could give me a quick explanation for why you have a separate txt file in common/anomalies for the rubricator. I am trying to understand the modding and was wondering why you have that extra file which contains a snippet of code already containted in the 93_anomaly file. Thanks in advance.
Wealthy Aardvark  [author] Apr 7, 2020 @ 10:25am 
No update necessary for the v2.6.3 beta. I'll revisit when we get the official v2.6.3 patch.
fireham Mar 31, 2020 @ 3:24am 
Thank you :)
Wealthy Aardvark  [author] Mar 28, 2020 @ 10:19am 
You could create your own mod to do so. The event you'd want to modify is ancrel.4018 , and you'd want to delete the entire after = { } section (which contains the destroy_colony = yes section).
fireham Mar 27, 2020 @ 11:18am 
Do you know if theres anyway i cant prevent the shard from instantly decolonizing? I can't find a mod to it but maybe theres an easy way.
Zag14 Mar 25, 2020 @ 7:48am 
thanks for updating your mod!
Col. Hathi Mar 21, 2020 @ 7:05am 
Will do.
Wealthy Aardvark  [author] Mar 21, 2020 @ 6:37am 
Alright, updated. Let me know if you have any problems.
Col. Hathi Mar 21, 2020 @ 5:36am 
Right, awesome. Thanks ^^
Wealthy Aardvark  [author] Mar 21, 2020 @ 5:28am 
Oh, I see! Their new code is actually a little better about making sure the system spawns so I will be updating the mod hopefully within the hour. When I'm done, yes, this mod will be superior to the base v2.6 code and should keep the Rubricator system from spawning in faraway/hostile territory.

The Rubricator system, with or without this mod, spawns near the system where you found the anomaly, so if your actual territory is far away from the anomaly it's probably best if you wait to spawn it so you can be sure you have time to claim it.
Col. Hathi Mar 21, 2020 @ 5:21am 
I'll be sure to do that if that happens, but it hasn't happened yet.

What I want to know is whether I can safely use this mod in 2.6.* and reduce the chance of the rubricator spawning in weird faraway places or in hostile territory?
Wealthy Aardvark  [author] Mar 21, 2020 @ 5:18am 
If you're playing in v2.6 and it still failed to spawn *without this mod*, you should go submit a bug report! I haven't seen anybody else report that yet and it'd be a great help
https://forum.paradoxplaza.com/forum/index.php?forums/stellaris-bug-reports.941/

fill out this form
https://forum.paradoxplaza.com/forum/index.php?applicationform/stellaris-bug-report.10/form

Be sure to upload some before/after saves too if you can, that'll help out a ton in figuring out where the code is wrong. If they already have to go in and change the code, it becomes much more likely I can petition them to address the hyperlane issue as well.


v2.6 also reduces the chances of the Rubricator spawning and makes it exclusive to one player.
Col. Hathi Mar 21, 2020 @ 5:08am 
I actually didn't get it to fix the issue with it not spawning ^^ I got your mod because it bugged me that it spawns too frequently IMO, and making the event chain exclusive is bound to help with that. Also just seemed silly to spawn more than once. My buddy wants the mod because it keeps ending up in weird faraway locations and/or hostile territory too often.
Wealthy Aardvark  [author] Mar 21, 2020 @ 4:33am 
You actually caught me in the middle of examining their code. The v2.6 patch fixed 95% of the problems this mod addressed. The Rubricator system should no longer fail to spawn.

Unfortunately they didn't implement code to make sure that the Rubricator system spawns with a hyperlane to the system the code runs player accessibility checks on; it'll just connect to whatever star system is the closest. This means it may still fall into the hands of another empire or just spawn with a connection across a gap in the stars so you can't get at it quickly. :-/

Strictly speaking nobody needs to use this mod anymore but I'll update it for people who want that edge case covered.
Col. Hathi Mar 21, 2020 @ 4:10am 
This doesn't need an update, right?
Wealthy Aardvark  [author] Nov 3, 2019 @ 1:46am 
Yep, and if you use the exploit that allows your science vessel to do other things while also excavating then you can potentially travel quite a far distance without having to deal with the popup on your screen the whole time. I've thought about addressing these exploits with some more changes but haven't yet bothered.
nighthawk Nov 2, 2019 @ 11:37pm 
If you didn't know - you can move the science vessel after the event pops up that will create the system and if you sustain clicking the button until your ship has moved to a different system you can actually "save scum" this event until it spawns (mostly) where you want, as for every system the outcome will be slightly different.
The same thing happens with the dragon that will spawn later on. If you move the science vessel doing the excavation way from your relic world and into - let's say some other empires home system, the dragon will spawn there (since it is trying to eat the science crew).
Wealthy Aardvark  [author] Aug 30, 2019 @ 7:49pm 
@Bloodranger118 Post was too long to put it here in the comments, so I made it a Discussion. Here's some help for you.
https://steamcommunity.com/workshop/filedetails/discussion/1770473973/1635291505027689560/
Wealthy Aardvark  [author] Aug 30, 2019 @ 6:55pm 
If you haven't already done the special project after the anomaly that starts it all, then this mod can still help your existing game. Beyond stopping the anomaly from appearing multiple times in multiplayer games, the outcome of that project is the focus of this mod.

But it sounds like you're asking for after you've completed the special project. There probably is a series of commands that would reset the chain, but I haven't tried looking for it or testing it.
CammyB118 Aug 29, 2019 @ 3:03pm 
im really confused, so i understand the causes but can this fix a game already started? I continued playing without realising how good it is, is there a specific command i can stick in to restart the event?
Bad Alien Jul 8, 2019 @ 9:03pm 
Thank you! I hope this bug is fixed.
ShinyNobody Jun 27, 2019 @ 12:22am 
i solved the problem somehow it startet to work randomly sry for the inconvenience
Wealthy Aardvark  [author] Jun 26, 2019 @ 4:54pm 
@Herr Madedictus Made Sent you a friend request, looking for a screenshot/save game for me to examine.
ShinyNobody Jun 26, 2019 @ 3:10pm 
strange for it does not work the system is still far away behind border from another empire
Spaghetti Hands Jun 17, 2019 @ 6:58am 
Thank you for the fix!
Gavril Jun 16, 2019 @ 8:45am 
Another mod I didn't even know I needed until I saw it! Thank you!