Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
however now i think the problem may be that i'm trying to use the mod on 3,14
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
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.
@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.
There may be continued tomfoolery around the planetary administration building and you get occasional unemployed pops on the move.
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.
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.
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.
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.
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.
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
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