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I'll take it down if this one gets updated though :p
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.
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.
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).
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.
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.
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?
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.
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.
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).
https://steamcommunity.com/workshop/filedetails/discussion/1770473973/1635291505027689560/
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.