Stellaris

Stellaris

Sphere Grid
29 Comments
Exterminieren Jun 1, 2023 @ 9:02pm 
poe chad i see
Médecin Sans Frontières Jan 22, 2023 @ 8:12am 
Mod is really great but is there a way to take some others traditions tree? After 3.6 update you are not able to get synthetic path.
Insane Bad Idea Person Sep 14, 2022 @ 9:24pm 
Can we get the source code on github or something? I'd be interested in taking a look, maybe the lag is being caused by all the nodes being rendered at once? idk
Chroma Jul 12, 2022 @ 9:12am 
This mod is a super cool concept! Only issue I find, which you already have read from other users, is the major performance dip when viewing the sphere grid window. If playing singleplayer this isn't as much of an issue, but I wouldn't find it as such in multiplayer, which I haven't tested and don't even know if this mod supports.

I don't know too much about modding, and you are still working on this mod I know, but without taking your current sphere grid design into consideration, what if you made smaller size grids and redesigned the layout to work with less nodes? I don't know if it would improve performance, but may be neat to see different size sphere grid options to use for different playthroughs. Just an idea.

Hope to see more of this!
Sir Rebral Palsy Jun 10, 2022 @ 11:30pm 
I just checked and it is compatible. It has the grid tradition as one tree, and the other tradition trees added by Gigastructures as well. Definitely excited to play with this! Thanks!
Sir Rebral Palsy Jun 10, 2022 @ 10:44pm 
Looks really cool! Guessing it isn't compatible with Gigastructural Engineering as that adds traditions?
LMULMC Nira Jun 10, 2022 @ 6:33pm 
The lag is fine, not like it effects gameplay, the lag is only there when the node is open and it is more than manageable so I think you can get away with leaving the laggy parts of it as is.
BeeMan Jun 10, 2022 @ 2:02pm 
Very cool, look forward to trying it out once/if the Gestalt issue gets ironed out! If you need ideas for interesting more interesting nodes, Expanded Stellaris Traditions by Girion has a lot of interesting and thematic effects implemented.
Ep3o Jun 7, 2022 @ 2:30am 
No problem! This will make a video too :) Love these sort of mods so keep it up.

I think the lag is something that will always be brought up unfortunately, one of those things that doesn't really effect gameplay but it's always there and people are used to smooth gameplay!

Yeah that's true, I think replacing some nodes with stuff from old tradition tree and moving it down to per 50 pops for any nodes left could make the tree feel more interesting and faster early game!

I think there's great potential here, didn't even realise you also did the fresh start mod too, loved that one too!
Male Maldives  [author] Jun 7, 2022 @ 1:37am 
@ep3o thanks for the feedback (and also for the fresh start showcase =) ). The spiritualist blockage is probable a bug I need to fix/redesign. The other comments are also something I need to address. I'm just not to sure how much use this mod will be with the lag issue. (I think it is pretty manageable too, but feedback has been pushing me the other way).

Also, the extra job per 100 pop is pretty tame, but the reason that those exist is because they stack, so 2 nodes of 1 job per 100 pop = 1 job per 50 pops. So a decent amount of those nodes and you are onto something. But you are still probable right that it is a bit to slow for the start.
Kartblaster9987 Jun 6, 2022 @ 9:33am 
oh yeah that'd be sick
Ep3o Jun 6, 2022 @ 3:59am 
Enjoyed this mod, was quite fun to make my way round the tree and have more choice of customising my empire as the game goes on.

Only issues are the lag, which you're aware of. But a main one that bothered me is that I had no way to get the things that you unlock via the old tradition tree. Such as research subsides, more trade policy options etc. Would be cool if these were added to some nodes! This would also make the tree a bit stronger early game, found a lot of nodes just gave me extra jobs per 100 pops, which wasn't useful early game.

I also for some reason couldn't get to the border nodes via spiritualist so had to go all the way to my other node (egalitarian) which then allowed me to start going round the boarder

Overall, fun mod would recommend. Lag is manageable as it's only when the screen is open!
Slimurgical (Stormy) May 20, 2022 @ 3:57pm 
@hjames30 you'd most likely need to add in new nodes via a patch mod of your own making
hjames30 Apr 21, 2022 @ 8:58pm 
is there no way to patch this for gigastructural
lyra_tcm Apr 20, 2022 @ 1:29pm 
I would imagine the issue with performance comes from the amount of checks that are done.
inorder to help this i would recommend using a variable to count how far away the user has moved in each direction, this would reduce the number of checks for the main spars, and the main of shoots could have the same.

i think the tradition could be made effecitve by making there be less different directions, around the edge the traditions could be made more joined up to the main route but and less to each other so only a check need to be made for that main node.

lastly you could stop people from going more than 1 direct though the tradition so there wouldn't need to be check both ways halving the number of checks in most places.
Im not very good at explaining things so let me know if what im saying doesnt make sense
grizz Apr 5, 2022 @ 12:32pm 
very interesting looking mod :Blessing: gonna be keeping my eyes on this one
Male Maldives  [author] Mar 30, 2022 @ 1:03pm 
@LoardFaet and @Keylior Thanks, I am glad you are liking it. If I can't fix the lag I'm not sure it is worth the time polishing up the node modifiers though. Maybe a future patch will improve performance and I can beef it up.
Male Maldives  [author] Mar 30, 2022 @ 12:59pm 
Yep this 1 giant tradition slot will replace all the others. There is no need for extra slots. And yes other mods that touch the traditions UI will break this mod.
henk Mar 30, 2022 @ 12:46pm 
I am a little bit confused, is this to replace the normal tradition tree slots (asin I don't need to use Lots of Traditions) to give all the different Tradition mods a place?

I assume correctly ther will conflict with Lots, or any tradition UI mods?
Keylior Mar 28, 2022 @ 1:13pm 
I've been trying out this mod and i really like the idea of the starting point.

You can really shape your empire on how you wanted it to be.
LordFaet Mar 28, 2022 @ 7:13am 
Man I love the idea of this. Gives me real PoE vibes, and I love the idea of continuously building in a certain way rather than just, "Hmm, which tree which I put points into until it's done." Really cool thing I wouldn't have expected for this game.
Jerun Mar 24, 2022 @ 3:18pm 
there is a small problem with the connections, these are all connected to the pacifsten node and therefore you can not get to the outer trees.

thanks for this project. i find it super nice that the perk nods take in strength the more you have taken from the nods belonging to it.

would also have a screenshot of the bug.
Male Maldives  [author] Mar 23, 2022 @ 7:10am 
I am looking into performance, but only solution seems to be scaling it back.
Kartblaster9987 Mar 22, 2022 @ 9:31pm 
could use optimization if plausible, opening society management with this monster enabled drops my fps to the single digits
Male Maldives  [author] Mar 17, 2022 @ 7:16am 
Sorry, Gestalts don't work yet.
Foxe Mar 17, 2022 @ 7:10am 
Are Machine Traditions in this Grid, as I have the Synthetic Dawn DLC
Unpixelled Mar 16, 2022 @ 7:01pm 
Yeah, I did mean in regards to the GUI, it would be cool to see that be a thing but I understand it would take a lot of development to get it working.
Male Maldives  [author] Mar 16, 2022 @ 6:52pm 
The gui would have be reworked (I barely got it working as is). But other then that the only problem is figuring out what content to put in the nodes, but that should be the fun part.

(If you meant other tradition groups and this grid, it would be a gui rework again)
Unpixelled Mar 16, 2022 @ 6:47pm 
Is it possible to have multiple tradition trees with these grids?