Stellaris

Stellaris

262 ratings
Paint a Galaxy
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File Size
Posted
Updated
4.461 MB
Jul 23 @ 7:56pm
Aug 28 @ 9:53am
5 Change Notes ( view )

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Paint a Galaxy

In 2 collections by Oatmeal Problem
Oatmeal Mods
9 items
Paint a Galaxy Community
10 items
Description
Paint your very own galaxy and play in it!

IMPORTANT: read the instructions

This mod does nothing on it's own. You use it alongside the Paint a Galaxy web app[oatmealproblem.github.io].

  1. Subscribe to and activate this mod
  2. Paint, generate stars and hyperlanes, and download the txt file in the web app[oatmealproblem.github.io]
  3. Open this mod's folder
    • Find this mod in your "Mod Library" in the launcher (there's a search at the top)
    • Hover over the mod and click the 3 dots to the right, then click "Show in Folder"
  4. Open the folder "map", and inside "map" open the folder "setup_scenarios" (you should now be in the folder containing a file named "PUT_YOUR_GALAXY_HERE")
  5. Copy the txt file you downloaded to the "setup_scenarios" folder
    • Note: if you ever unsubscribe from this mod, your custom galaxies will be deleted, so you might want to keep a copy elsewhere
    • Alternatively, you can create your own mod; see the instructions in the pinned discussion
  6. Run the game, and select "Painted Galaxy" (or whatever name you chose in the app) as your galaxy size when starting a new game
    • I recommend that you do not use Imperial Fiefdom, Broken Shackles, or Payback origins. See known bugs below.
    • I recommend disabling this mod if you're not playing on a painted galaxy (the fixes I make for static galaxies could cause bugs in random galaxies)

Known Bugs (will fix)
  • MSI (Broken Shackles / Payback antagonist) does not fully spawn
  • Imperial Fiefdom overlord does not fully spawn
  • If you have multiple preferred spawns, the player always spawns in the same one (might fix, not sure if possible)

Caveats (minor issues, won't fix / not fixable)
  • Large galaxies (roughly 1700+ stars) require a mod that adds more star names (such as Just Star Names)
  • Sol doesn't get specific neighbors, eg Alpha Centauri, Barnard's Star
  • The "Advanced Neighbors" galaxy setting has no effect (if advanced AI empires are enabled, they can neighbor the player)
  • All precursors are "on" regardless of galaxy settings (but the mod Precursor Selection does work)
  • Some things need to create additional solar systems, so you'll see some in-game that were not in the online map painter (guaranteed worlds, marauders, fallen empires, some events). Some of these are vanilla behavior, some of these are fixes for static galaxies:

Compatibility
  • For Stellaris 4.0
  • Should be compatible with most mods
  • Modded origins that change homeworld planet class or guaranteed habitable worlds might have minor issues; please report if you encounter anything and I will fix for popular mods
  • If you are using a mod that adds galaxy shapes, you must select a vanilla shape (eg elliptical) for the Painted Galaxy size option to appear
  • Modded precursors are not directly supported, but will work if you use Precursor Selection
  • Mods that edit common/fallen_empires have minor incompatibilities (I only know of Ancient Cache of Technologies and Ethics & Civics: Bug Branch; I will coordinate with these authors to fix)
  • Modded event chains that rely on "neighbor_system" initializers will not work. This is generally rare. I have fixed / verified the following mods:
    • Gigastructural Engineering and More
    • More Events Mod
  • If you are using a mod that changes the core (eg Gigastructural Engineering), don't paint stars there

Sharing
Feel free to share and upload the galaxies you create, and feel free to manually edit them further to your liking. You should mark this mod as required, otherwise your subscribers will experience issues with incorrect homeworlds (I prefer you not simply copy this mods code into your mod, since that could lead to conflicts if release fixes/updates). Credit and linking is appreciated.

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Popular Discussions View All (1)
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Aug 16 @ 3:52pm
PINNED: Guide: Create Your Own Mod
Oatmeal Problem
146 Comments
Natsu_Zirok 1 hour ago 
True, the total counts.
It would also be nice to make it so that several wormholes lead to one system (Or make a separate mod with integration into PaG? Hmm), like L-Gates
Oatmeal Problem  [author] 3 hours ago 
@Natsu_Zirok as for you feature requests:
Symmetry tools are planned :)
"And add the meter of current stars, spawn points, nebulas, wormholes." can you elaborate what you mean? You just want to see the total counts?
Oatmeal Problem  [author] 3 hours ago 
@Natsu_Zirok that's my bad... should be fixed now for new downloads
You can redownload your map, or if you want to fix your already downloaded map, search for all instances of the text (without the quotes):

"} random_empire_init"

and replace it with (without the quotes):

"} initializer = random_empire_init"
Natsu_Zirok 3 hours ago 
I am sitting now and do not understand what is wrong.
It seems that the last update has broken Spawns and Preferred Spawns.
I just don't throw me in Preferred Spawn, and bots - to other points ...
And once my capital was in the same system as the drones with the strength of the fleet 2k
For the sake of interest, I checked whether the problem is in my mods - no, not in them.

Errors in log:
"Unexpected token: =, near line: 440" in file: "map/setup_scenarios/galaxy.txt" near line: 440
"Unexpected token: random_empire_init_01, near line: 440" in file: "map/setup_scenarios/galaxy.txt" near line: 440


Well, the request is to add a mirror for generating/adding stars and hyperlinia symmetrically
And add the meter of current stars, spawn points, nebulas, wormholes.
Please:wololo:
Dusty_plant Aug 28 @ 11:24am 
thanks for the awesome mod!:steamhappy:
Oatmeal Problem  [author] Aug 28 @ 10:24am 
Updated with fixes for most of the known bugs!
- Guaranteed habitable worlds now spawn
- Ratling event chain now fully spawns
- Advanced AI starts now spawn
- You can no longer start right next to special / hostile systems (requires new map download from web app)
- Duplicate materialist FEs no longer spawn (and hivemind FE can now spawn)
- Marauders now spawn with all 3 systems instead of just 1
- Precursor event chains now work

@Xin I have a to-do to investigate the underlying behavior more thoroughly. Potentially, I can change that so the max AI spawns equals the number of spawn points minus 1 (reserve one for the player). More research needed, so not putting anything in the description or discussion yet
Xin Aug 23 @ 11:35am 
I'd kiss you rn If I could. Thank you so much. I'd appreciate adding this to the mod description or as a discussion for new people :Suzukasan:
Oatmeal Problem  [author] Aug 22 @ 8:59pm 
@Xin alternative, open up the txt file in a text editor. Near the top, you'll see a line:

num_empires = { min = 0 max = 27 } #limits player customization; AI empires don't account for all spawns, so we need to set the max lower than the number of spawn points

Edit the "27" in that line to "41". For a single player game, I think there's still enough of a "buffer" there.
Oatmeal Problem  [author] Aug 22 @ 8:55pm 
@Xin the max number of AI empires determined by the number of spawn points on the map, but it will always be less (2/3). This is a work around for some bugs in static galaxies (empires that aren't counted as AI empires use those spawn points too, and there will be bugs if it runs out of spawn points to use).

If you want 35 AI empires, you need at least 53 spawn points. If you're just using the randomly generated spawn points, you need about 1800 stars for that, but you can use a smaller map if you manually add spawn points.
Xin Aug 22 @ 7:30pm 
Hey! Love this, but just a little curiosity: How many amount of Stars do I need to spawn 35+ pre-made custom empires? I've made a custom map with 900 aprox stars, with 41 spawn slots. But in-game, I can only submit 27 empires max. Any way to know how many stars do I need to increase the maximum capacity? :Suzukasan: