Stellaris

Stellaris

Extragalactic Cluster Start
931 Comments
Eshminima Jun 28 @ 5:38am 
I am not seeing the ring world start?
idkynot Jun 28 @ 1:03am 
hey so uh how do i install a github mod on stellaris?-_-
Draconas  [author] Jun 16 @ 11:33pm 
Scroll through the comments for a link to my github on the last 3.14 version.
idkynot Jun 14 @ 10:51am 
legacy version pls (3.14)
idkynot Jun 14 @ 8:36am 
which really sucks
idkynot Jun 14 @ 8:28am 
tried it didn't work
however now i think the problem may be that i'm trying to use the mod on 3,14
idkynot Jun 14 @ 8:22am 
ok
Draconas  [author] Jun 11 @ 11:11am 
So that sounds like the mod is completely stuffed and not working, try unsubbing and resubbing to make sure steam hasn't wrecked you.
idkynot Jun 11 @ 4:52am 
ignore the third thing i figured it out
idkynot Jun 11 @ 4:50am 
2 issues:
1) my population and vessels(science,construction and military) do not get moved to the cluster
2)no wormhole spawns in the cluster
also how does the op system work
Draconas  [author] Jun 9 @ 7:53am 
You could hack it in relatively easily, offhand I have no idea how the starting relic world copes with no farming districts.
You can probably console command it by waiting until the move has happened then using the effect change_pc = pc_relic followed by effect reroll_plant = yes

Am I going to add it: no, as non-standard starts require a lot of coding to work and maintain in the general case.
[Yetti]DOODS-666 Jun 9 @ 6:14am 
How difficult code wise would it be to add relic worlds as part of your starting system options? I like to rp as the remnants of a fallen empire the defended the galaxy from the last crisis and formed this final bastion separate from the galaxy and feel relic world would fit rp wise. I usually console command the rubricator into the cluster but always feel cheaty doing that
Estellus Jun 8 @ 11:44am 
You can combine this with the multiple origins mod, just be aware that the 'extra' origin decisions aren't comprehensive, so you can't combine this with just anything and things can get a bit...weird. Should work fine with stuff like Riftworld and Starlit Citadel at the very least.
Nilrem Jun 8 @ 7:45am 
any way to start in a isolated cluster but take another origin ?
Draconas  [author] Jun 7 @ 12:53pm 
@ferguson interesting and unexpected, I'm glad you solved it,

@Myyddraal You can't anymore, they were increasingly broken, when we got to 4.0 I would have needed to completely redo them (they were almost entirely the original code from the Extragalactic clusters mod) so I have removed the functionality entirely.

I am hopeful that in future I will be able to re-add Ringworld and Void Dweller home systems without many vanilla overrides, but if I do they will be locked behind Federations DLC as they will operate like PDX origins, not like my custom ones.
Myyddraal Jun 7 @ 11:39am 
also, maybe i'm missing something, but how do i get other clusters to spawn in?
ferguson_bobby2000 Jun 7 @ 9:31am 
I was having trouble with dying on day 2 using the gigastructural engineering, some trait mods and this. By putting the mod to the end of the load order it is solved.
Estellus Jun 7 @ 6:29am 
You are a gentleman and a scholar.
Draconas  [author] Jun 6 @ 2:35pm 
Basic version update to 4.0.15 is now up.

There may be continued tomfoolery around the planetary administration building and you get occasional unemployed pops on the move.
[Yetti]DOODS-666 Jun 6 @ 4:20am 
Day 2 death on Ocean and arctic worlds. Luckily have a day 4 save on one of them to restart (EHOF glitched and bombed me with notifications)
ScHyMeMe Jun 5 @ 9:23am 
@Draconas :crtgoofy: Thank you ever so much, this is the single most important mod for me !!
Draconas  [author] Jun 5 @ 9:13am 
Thanks all

4.0.15 has made a crap ton of changes including changing syntax on several script commands. It's like 4.0 all over again. Which is a bit rude for a minor patch.

It's broken a bunch of my mods and while I didn't see anything in the patch notes that should break egs your experiences tell me that they did.

I don't have time to look at anything until the weekend and will try to get a fix up as soon as I can.
Estellus Jun 5 @ 8:32am 
+1 report, death on day 2 when using a Continental (Forest) world start.
Samael Jun 5 @ 7:15am 
same for me, game starts normal and my empire is killed when the move is supposed to happen, this is after the 40015 update....
Myyddraal Jun 4 @ 9:18pm 
i keep dying even without special planets on day 2. I'm on continent, just regular continent world.
Lights May 26 @ 9:26am 
Ah well, thanks for looking!
Draconas  [author] May 26 @ 1:31am 
Ok, I've had a look at the code:
Astral rifts do not spawn in what is known as the "empire cluster" which is a tag put on the nearby stars to a starting system. This basically indicates to the game "do not do screwy stuff in these systems because it can screw over a player"
Your extra galactic cluster systems all count as empire cluster, so ithout overriding vanilla rifts are going to have to be like precursors and stay in the main galaxy.
Lights May 25 @ 7:23am 
Thanks!
Draconas  [author] May 24 @ 12:52am 
ooooh, unusual, I will have a look.
Lights May 23 @ 7:28pm 
Thanks for this mod! Is it possible to get astral rifts to spawn naturally? They don't seem to appear in the cluster at all.
Hazard Maks May 23 @ 10:47am 
Hey. First of all, love the mod. I've been looking for something similar and so far only the EHOF start offers that, but it comes with its own plethora of bugs.
Second, is it possible to have larger clusters than what we already have? I usually play on huge galaxies so the clusters turn out pretty small.
Draconas  [author] May 19 @ 12:38pm 
Update today:
Got pops moving again, so no longer lose their traits
Your fleets of bio ships will now also get moved
Capital building sorting now works for machines and hives.

This weekend I will investigate ringworld starts, but with the ringworld changes I might end up giving up and using the vanilla one, which will DLC lock ringworlds behind Federations.

PDX has also updated void dwellers such that it operates out of some triggers and based on flags now rather than checking the origin, so I will have a gander about if i can add habitats back. They will also be DLC locked if I do.
Scott May 18 @ 1:27pm 
@Nyx For me the crash on Day 5 was caused by a conflict with NSC. I do not know why.
TaurusBull13 May 14 @ 4:29am 
biodrones/beastmaster civic
Draconas  [author] May 14 @ 1:46am 
Sub species, yep that's a bug, I had to swap back to pop creation because the move pops command has been removed in 4.0. Will ask around for a work around.

Not a clue about the amobea, because I just teleport all your ships. What civic? I'll try to figure out why if it's not caught in the move code.
Allein May 13 @ 3:14pm 
It also kills your Amoeba on transfer if you selected the civic that gives you domesticated space Amoeba rather than normal ships and theres no way to get them back until you can capture new ones in the mid game
Allein May 13 @ 3:10pm 
It doesn't keep the subspecies upon transferring to the cluster. Meaning if you play a rogue servitor and have some custom biotrophies with traits for your build... well say goodbye to them and hope you're happy with randomly generated biotrophies
brick_mann1 May 13 @ 11:01am 
Ok nevermind, I removed some other random mods and now it works so this mod doesn't seem to be the Problem. Sorry for the disturbance.
brick_mann1 May 13 @ 10:02am 
Hello, I am running into the problem that the game just ends after I unpause. When I go into the game I set the settings in the selection dialouge and then unpause the game. It then lags for a couple of seconds (which is expected) and then it just goes to the game over screen.

I am using a couple of other mods, but none of them should change anything about the starting Planet so I don't think that's it (I initally played with planetary diversity but removing it didn't fix it either). When I go into spectator mode it also seems like the Planet that I was supposed to be moved on did generate, but I just don' get moved (but I'm not completly sure about that)

My Settings:
Hex Cluster
Gigastructural Stars: yes
Guaranteed strategic resources
L-Gate connection
random star system
default distance modifier fix setting
Nyx (She/Her) May 11 @ 1:13pm 
which, happy (unsurprising) news, the 3.14 version still works!
Nyx (She/Her) May 11 @ 1:12pm 
Not sure if I did, but it stopped crashing after I removed one or two mods...and also backdated to 3.14 :P
Draconas  [author] May 11 @ 1:46am 
No worries hope you find the culprit!
Nyx (She/Her) May 10 @ 4:46pm 
nevermind, testing without this even installed shows it's not this mod
Nyx (She/Her) May 10 @ 4:29pm 
Hexagon, Random Trinary, Guaranteed Resources, Wormhole, No Gigastructures Stars
Nyx (She/Her) May 10 @ 4:28pm 
ran through it a second time and it was reliable at day 5, interesting
Nyx (She/Her) May 10 @ 4:16pm 
interestingly, after successfully moving to the Hexagon cluster on day 1, the game crashed after ~day 5. unsure if it was 100% related to this mod, since I do have others and some that are old, but, worth noting I think
Draconas  [author] May 10 @ 2:09pm 
Afraid so, 2 of them were completely broken, as in not spawning correctly anymore, the rest flooded the error log.
Nyx (She/Her) May 10 @ 1:14pm 
When you say the original Extra Galacitc Clusters have been removed, do you mean the extra ones you can set to spawn? If so, kinda sad to see that go, it was one of the best parts of the mod
Draconas  [author] May 7 @ 9:33am 
Heya, I am not doing a backport of this given 4.0 is out, hilarious a lunch as it is.
If you are despite to play a 3.14 game and use this mod, you can pull the 3.14 code from my github.
This link is to the last 3.14 version: https://github.com/draconas1/stellaris-extra-galactic-start/tree/e4040feabb6fc30c1bba9f24c7078fbb20852cfe
idkynot May 7 @ 3:13am 
can you please make a version of this for 3.14?