Stellaris

Stellaris

Red's Colonial Sector
43 Comments
ranma100 Sep 8, 2024 @ 3:53pm 
still working!
daggra1 May 30, 2022 @ 11:23am 
Thanks for the help. I hadn't heard of otter editor, thanks for the recommendation.
RedRapture  [author] May 29, 2022 @ 10:58am 
As far as I am aware, there is no coding to prevent orbital deposits from spawning. You can consider it to be an asteroid field between the two, or you can use an editor such as the otter editor to remove the deposit.
daggra1 May 29, 2022 @ 9:17am 
Every time i start a new game now the barycenter invisible planet between Caprica and Gemenon always spawns a resource. Is there a fix that i can do to stop that? or is there and update coming that fixes that?
RedRapture  [author] Mar 10, 2022 @ 8:22am 
Thanks for the update, I'm waiting for mod updates before I play
ranma100 Mar 9, 2022 @ 4:31pm 
Still working fine with 3.3
jdkerley Sep 3, 2021 @ 11:56pm 
Took me awhile to get back to this. The broken world only happens when I start as a machine world as my home planet lol. It makes sense to have "consolidated" the resources for the machine world transformation. Not anything I think you can do about that. Still love the mod, thanks!
RedRapture  [author] May 3, 2021 @ 3:18am 
I double checked on Pallas and I'm not seeing it as broken.
jdkerley May 2, 2021 @ 11:36pm 
So I am still using this mod, I love it! But I've noticed the planet "Pallas" in the Alpha/Beta system has the "Terraforming Candidate" but its a "Broken Planet". Any ideas on how to fix this?
Uspeon May 15, 2020 @ 9:02am 
There are some named moons around those gas giants. There are Hebe and Nike, which orbit Zeus. Euboea and Iris which orbit Hera and, Kronos which orbits Hestia. That's all the gas giant moons I see listed on the Cyrannus system map, hopefully, it wouldn't be too much to add them in?
RedRapture  [author] May 15, 2020 @ 5:06am 
I can look sometime down the road to see if there are any named moons around those gas giants, yes. I think I checked when I made the mod but I'm not 100%.
Uspeon May 14, 2020 @ 7:32pm 
That's alright, it's still playable despite there now being additional planets added into the system whenever a certain origin like "On the shoulders of giants" is chosen for it. Have an idea but it'll acquire you to edit the mod slightly. You ever thought about adding some moons around the gas giants of the Cyrannus System, especially the ones in Alpha/Beta? Maybe the additional moon and planet were automatically added into the star system because there weren't enough spots for the origin's archaeological sites to form on.
RedRapture  [author] May 13, 2020 @ 9:35am 
Some of these origins spawn in systems close by to where you are. That is not something I can fix without breaking the origins.
Uspeon May 12, 2020 @ 10:19pm 
I've already done that and it didn't work, however I think I've found where the issue may be coming from. Tested the origin "On the shoulders of giants" on a couple of my custom civilizations using the same Cyrannus star system to find it creates the same additional planets. You could try to see if you're able to replicate that or not.
RedRapture  [author] May 12, 2020 @ 5:23pm 
Those are not programmed into the mod, nor have I been able to replicate the error after five different galaxy generations. The download may be corrupt. Try unsubbing and resubbing, see if it works.
Uspeon May 12, 2020 @ 12:56pm 
Hello RedRapture, I should've thanked you for fixing the small error mentioned a while back, one that dealt with Aquaria, having no planetary modifiers on it. So thanks for fixing it if it isn't too late to thank you.

Now I've come to you once again to let you be aware of another bug within your mod I've found. It involves the mysterious addition of two new planetary bodies, a small gas giant and rocky moon within the Alpha/Beta Cyrannus System. Named Islena and it's moon Haradas, I'm unsure whatever or not these were random names you have chosen for them or not? The planet Islena orbits around the center of the system between the Alpha and Beta systems, given the position the orbital ring is placed.
RedRapture  [author] Nov 24, 2019 @ 5:12pm 
@King Yanxa I could, but then I'd have to make them all tomb worlds.

On point, officially, Picon has 3/4's of its surface area covered by water. That's 75%. Our Earth is 71% covered by water, yet Earth is a continental world, not an ocean world. To me, an ocean world is 90%+ covered by water, as is mirrored in game by stellaris ocean worlds.

Aquaria is indeed a frozen ice ball, however the main inhabited continent is heated by geothermal vents. This isn't portrayed in game.

There's a lot of planetary mismatch between default stellaris and how the planets are. I am, however, working on a very lore-friendly version which will require a mod known as Planetary Diversity, which will portray the planets as accurately as possible. Unfortunately, I cannot add asteroid belts to binary star systems, so the equivalent belts will remain in Ragnar. This will be coming later on this year.
King Yanxa Nov 23, 2019 @ 5:43am 
This is fantastic, but do you have any plans to change the planet types to be a little bit closer to those shown in the series/lore rather than almost all being continental (Picon as an ocean world rather than continental, Aquaria as a frigid ice ball, etc.)
RedRapture  [author] Jun 8, 2019 @ 4:20am 
It works just fine. Someday eventually I'll change the numbers, right now though I'm busy working on the BSG shipset and getting everything sized out.
Dome92 Jun 7, 2019 @ 7:01pm 
Are you going to update this for 2.3.0? Is this even necissary because if I understand it correctly this Mod only adds an starting System and doesen´t change mechaniks?
wolfgirl360 Apr 26, 2019 @ 1:34am 
yup. works. so awesome
wolfgirl360 Apr 25, 2019 @ 9:48pm 
deos this work with 2.2.7 ?!!!!
RedRapture  [author] Apr 24, 2019 @ 12:00pm 
@Beneficarum
Far as I can tell, Paradox overlooked the issue of lighting for planets when they put in the binary star coding. This issue happens in every multi-star system I've seen.
Beneficarum Apr 23, 2019 @ 11:25pm 
Hi! Thank you so much for this mod. I have been playing with this mod since I bought the game 3 months ago.
I noticed some weird planet illumination in Cyrannus systems. For example, the side of Picon that faces Helios Beta is illuminated while the other face that faces Helios Alpha is completely dark, while Helios Alpha is much closer. Is there any way to fix this (non)issue? I looked at planet initializer files but found nothing that determines which side is illuminated. Is this happening because of the game engine rather than mod itself? Thank you for hearing me out.
SAS Feb 9, 2019 @ 7:54pm 
Thanks, and great work!
RedRapture  [author] Feb 9, 2019 @ 5:37pm 
Yes, I used it yesterday, it's just fine.
SAS Feb 9, 2019 @ 10:16am 
This should still be working fine with the new patch right?
RedRapture  [author] Jan 29, 2019 @ 2:06pm 
Much better, thanks. Fully recovered with only a slight cough lingering.
ranma100 Jan 29, 2019 @ 8:47am 
Thanks for looking into the problem. I hope you feel better after your illness.
RedRapture  [author] Jan 28, 2019 @ 2:51pm 
Alright, after a bout with pneumonia and getting a new job up and running, I got the time to examine this mod. The Aquaria issue has been resolved, it was an issue of { placement.

As for the issue about Aerilon, the planets in the Cyrannus Sector have been left without district scripting so that each playthrough will have the system develop differently, thus increasing replayability. I hate to say it, but that seems to have just been a crappy RNG inside the galaxy generation for Aerilon. Pray harder to RNGesus next time and he will answer your prayers, brother! Joking aside, I can't do anything to fix that.
ranma100 Jan 27, 2019 @ 9:13pm 
In my current game Aerilon has no districts except for housing districts. Otherwise a very nice mod.
Freygea Jan 17, 2019 @ 5:40pm 
Really enjoying this mod. I am also now re-watching the series for like the 20th time Bah. : )
RedRapture  [author] Jan 17, 2019 @ 2:56am 
I'll look into it this weekend.
Uspeon Jan 17, 2019 @ 1:12am 
Glad to find a system mod that is up to date with the current game, so think you. Been waiting patiently for either Yakez's Cyrannus system mod to be updated or for one be created since I've enjoyed the game a lot while playing as a small but complex star nation with 14 habitable worlds. Already tested the mod out, finding it's just as similar as the one I played with before so thank you again. However, I've found one bug that's been bugging me a little, not sure if anyone has this problem but here it goes.

While surveying the Helios Gamma/Delta System, the only thing I've found out of place is Aquaria, when surveyed doesn't show any of the planetary modifiers such as Spiritualist attraction. Instead of appearing on Aquaria, they appear on Helios Delta. Hopefully, you have time to have a look at this and hopefully fix it. I theorize the coding might be slightly off since Aquaria appears as the last planet from Helios Delta so you might missed something there.
RedRapture  [author] Dec 6, 2018 @ 5:47pm 
Updated for 2.2. Ragnar will be your empire's crown jewel. You'll see in game what I mean.
RedRapture  [author] Jun 8, 2018 @ 12:37pm 
To cut down on the system spam, and make it more in line with the actual show's systems, instead of four separate systems for Alpha, Beta, Delta and Gamma, it's now Helios Alpha/Beta and Helios Delta/Gamma, two binary systems orbiting a common barycenter. Ragnar is now out there, floating around those two somewhere, waiting to be your one stop shop for all your anchorage needs.
RedRapture  [author] May 22, 2018 @ 12:27pm 
Updated for 2.1.0! You can now see the sexy binary and trinary star systems in the Cyrannus sector! See the stunning Helios Triada, with its 3 massive stars orbiting each other. Also, asteroid belts now appear instead of being broken.
RedRapture  [author] Apr 7, 2018 @ 12:28pm 
Updated for 2.0.*! Yakez did some awesome coding work on his original mod, tailoring it for 2.0. I took it, ran with it, and edited his mod to make it like you're living on the ashes of the twelve colonies of kobol. Same planet changes you're used to (Picon is continental. 75% water? That's just like Earth, and we're continental.), with a slight shift to lore mentions.
RedRapture  [author] Dec 8, 2017 @ 11:59am 
You're welcome. Lemme know if you want me to set this to friends only.
Yakez Dec 8, 2017 @ 10:55am 
Nice to have credits of original mod
RedRapture  [author] Oct 21, 2017 @ 11:37am 
Starting homeworld is Caprica, in keeping with the series showing that caprica is the capital.
NovaStarX Oct 21, 2017 @ 12:55am 
could see this mod being useful, now that the BSG shipset has been made
NovaStarX Oct 21, 2017 @ 12:55am 
starting homeworld is still gemenon yeah?