Stellaris

Stellaris

172 ratings
Wild Space 3 Patched
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42.483 MB
9 Sep, 2022 @ 9:53pm
18 Jun @ 8:53pm
16 Change Notes ( view )

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Wild Space 3 Patched

Description
## Might need
Namelist(Cybrxkhan's Assortment of Namelists for Stellaris): https://steamproxy.net/sharedfiles/filedetails/?id=682691478

## Changes
No planes spawn in Wild Space so should fix a lot of random issues
No anamolies should be able to spawn, as `prevent_anomoly` exists, and is set to `yes`
Has russian localisation
Wild space generation was heavily modified
Everything relating to the core was removed, might add it in as a seperate mod
Hyperlanes to 'wild space' change every few years

## Known bugs
If you have 1k+ systems, the game will run out of names, download a namelist mod for that

This mod WAS simply a patched version of Wild Space 3 by PrettyAverage https://steamproxy.net/workshop/filedetails/?id=2503707495. During the 3.9 update everything broke, and I decided to rewrite the mod as patching it was not worth the effort, old saves will doubtfully work
Popular Discussions View All (2)
22
18 Jun @ 8:51pm
Please report bugs here
Yohello
2
29 Oct, 2022 @ 8:13pm
l_russian
tzverg
201 Comments
Yohello  [author] 8 Jul @ 3:26pm 
@SVH Niceeee, Im exicited to see how it works out, GOOD LUCKKKK!!!!!!!!!!
Yohello  [author] 8 Jul @ 3:25pm 
@LNSS I'll see if I can bias it to spawn near the rim, and yes. I've just left it as is, as it doesn't occur enough for it to be a big problem.
LNSS 7 Jul @ 7:37pm 
Is it normal for some empires to spawn in the middle of nebulae? That makes them islands surrounded by empty wild space system and messes up with their AI I think.
SVH 6 Jul @ 11:34am 
Hey I was actually working on modding the AI to work better with Wild Space
LNSS 26 Jun @ 3:03pm 
Please add wild space to the Galactic Core and the Galactic Rim. That was so cool back then.
Maschinenmensch 22 Jun @ 7:13am 
Thanks for taking the time to work on this mod, it's great fun :steamthumbsup: !
Also, though I can't really mod myself, just want to say if you stop having as much time in the future, that's totally fine.
Yohello  [author] 20 Jun @ 7:35pm 
@Zero shifting lanes only fires when set to enabled, otherwise performance would plummit ;-;.
@Rhinlord I think the files for something along those lines are done, I just need to model the asset, soooo aaaaaaaaaa
@Baka Racker Thank you!!
Baka Racker 20 Jun @ 5:13pm 
@Yohello Thanks for what you've done maintaining this so far! Good luck at school!
Rhinlord 19 Jun @ 7:31pm 
I would love the ability to claim specific empty systems purely for sectors. I currently have 3 sectors where i should only have one due to a wild system. I love the mod but this is annoying
Zero 19 Jun @ 2:22am 
Hm, I think I always tested this mod with shifting lines being set to off? Or is event fires regardless?