Stellaris

Stellaris

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No Clustered Starts
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18 May, 2016 @ 9:11pm
5 May @ 6:35am
57 Change Notes ( view )

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No Clustered Starts

Description
◢ Uniform Empire Spread

On the Game Details screen, set Empire Placement to Clusters.

Updated for v4, if that is not the latest version please post in the comments! It is likely to continue working even if the launcher complains.

The latest and past versions of the mod can also be found on Github: https://github.com/Potawto/no-clustered-starts/
Some old versions can be found on the Workshop, links below.

If you don't get good results using the mod in multiplayer, start the game in singleplayer and host the save.

◢ Other minor changes

This mod also makes the following 3 slight changes:
  1. All galaxy shapes are enabled for small and tiny galaxies. No effort has been made to clean up the generation, so the shapes may be a bit messy.
  2. Allows you to select 0 empires on the Game Details screen à la Singleplayer Game by oriramikad.
  3. Allows you to select more than the standard number of empires and fallen empires.

These changes only affect the galaxy options screen. These changes were made to allow people to play with this mod despite compatibility issues with other mods that made these changes.

Additionally, the old map/galaxy/base.txt file is still in this mod. It might cause warnings in the Stellaris logs during startup but I have not seen it cause any problems, as the game no longer uses it as it was replaced by galaxy_shapes.txt. Leaving the file in makes the mod easily compatible with many more older versions of Stellaris without extra work by users.

◢ Updates

This mod is very likely to work for future patches without a mod update, so after a major patch (or a beta update) try using the mod even if the launcher yells at you for using an out-dated mod. Mod updates still continue to come if only for the compatibility flag. I might be slow and forgetful, though, so leave a comment.

There are old versions of the mod available for earlier versions of Stellaris:

I have made a version to work with Hydra's More Galaxy Shapes, it can be found here: https://steamproxy.net/sharedfiles/filedetails/?id=3428784612


◢ How does it work

This mod functions by changing the cluster mechanic. It sets the number of clusters to 1, the center of this cluster to the center of the galaxy, and makes it almost as big as the galaxy. This puts all empires in the same cluster. The next thing it does is set the distance between empires much higher than normal to try to force the game to place empires as far apart as possible.


◢ Compatibility with other mods

If you have a mod that adds galaxy shapes and want them to be compatible with this mod, give me the names as they appear in the code (eg: spiral_3) and I will add them.

The mod is unlikely to be compatible with any mod that affects the galaxy map, including number of stars. Specifically, the mod is incompatible with any mod that edits the base galaxy shapes file (map/galaxy/galaxy_shapes.txt, this used to be map/galaxy/base.txt) or any of the galaxy size files (map/setup_scenarios). If you want to use an incompatible mod, I recommend making local edits to that other mod: explanation of how to do this can be found in the pinned discussions.


◢ Other mods that disable clustering

To help with this, here are a few mods that do what this mod does and more!


◢ A note on the screenshots

The screenshots featured above are almost but not perfectly accurate. The empires currently are not spread perfectly uniformly, but with some variance. This variance is much lower for elliptical galaxies than other shapes. This was a compromise to prevent gamebreaking bugs under some circumstances. This could be tweaked now that galaxy sizes are separately configured, but I have not done so. The screenshots are also from a time when borders were blobby circles instead of around individual stars.
Popular Discussions View All (5)
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14 Feb, 2021 @ 4:33pm
Archive
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7 Jun, 2016 @ 7:16pm
PINNED: Files changed by this mod
Taw
6
7 May, 2017 @ 2:53pm
PINNED: How to make local changes to the mod
Taw
1,293 Comments
Taw  [author] 17 May @ 11:28am 
Federation origin empires always spawn right next to each other, even with this mod, is what I mean.
Taw  [author] 17 May @ 11:27am 
Some origins do get special treatment for those special related empires (the federation one, for example). I'm not sure, but I think those empires are treated as a single object for the purposes of galaxy setup. This seems to be true for the federation origin, but it's possible other origins behave differently. I haven't looked into how they work, but it's probably spelled out in the game files.

There are two console commands that work: observe and communications. "communications" used to be much more visually clean but I use "observe" these days.
Dragonissa 17 May @ 12:21am 
Could it possibly be the origin as well? I used payback which i assume puts MSI nearby. I can try in sp.

How did you get the view of the placement? The no fog of war.
Taw  [author] 16 May @ 4:26pm 
Bottom line: if you aren't satisfied with the results in multiplayer, create the game in singleplayer and host the save. This is an annoying workaround, but it's the best I can offer. There is nothing about the mod I can change to make it work any better in MP vs SP, as far as I know.
Taw  [author] 16 May @ 4:26pm 
Some people's problem with multiplayer is with mod loading, Steam workshop, the launcher, or something like that.

However, I can't say that it works for sure in multiplayer. With my testing, it seems to mostly work. Empires are more spread out and are not technically clustered, however settings seem to be ignored or altered when creating a game in multiplayer.

Checking the save games, it is very obvious that only one cluster is created (this is good) but I can't easily check if the game is respecting the empire spacing, if it's respecting the ideal distance, if its respecting the minimum distance, or if something else is going on. Without writing a script (I have not), I just have my eyeballs, the galaxy map, and ShareX.

My eyes cross looking at galaxy map after galaxy map. Maybe the different MP cluster options make a difference, maybe they don't.
Dragonissa 16 May @ 9:25am 
Is it confirmed to work in co-op? Tried and it was just clustered.
14 May @ 4:21pm 
Can confirm its a vanilla bug, its mentioned in the most recent hotfixes, though its kind of a mess. The fix causes your game to lag a LOT, and there is no alternative right now. In the most recent hotfix post, they promise a new patch addressing it on Thursday. Tomorrow! 5/15/24 @KaiJackson @EclipsedStar
EclipsedStar 13 May @ 2:29pm 
@Kai Jackson
Highly doubt it's this mod. I'm pretty sure that's a vanilla out-of-sync error introduced in v4.0 that Paradox is still trying to patch.
Kai Jackson 11 May @ 10:52pm 
Definitely is one of the mod that should be integrated to vanilla. I need a help about something though,
After playing quite some time around 2250's in multiplayer with my friends and so, game starts to crash, a resync problem every month and the file becomes unplayable after that. Is it because of the number of empires we're adding f.e(In tiny(200) we're adding about 12 bots, and in small(400) we're adding 24 bots) or is it because of something else ?

the crash usually happens about after 2230's and it goes like this, Resync Playername_COUNTRY_RESOURCES. etc. and keeps doing it every start of the month so it becomes an unplayable save file.

I don't have experience in this field so if anyone knows the answer can someone help us play with this mod ? is it about the number of empires?, network issues? or something we don't know.
Taw  [author] 9 May @ 2:04am 
Yeah, exactly, Almost every Stellaris update since the mod was created required no changes to the mod, only a change to the "compatible version" number in the metadata. It has no effect on the functionality of the mod, it only tells the paradox launcher what version it was made for.

One of the more dramatic updates was recently when Paradox suddenly added a "v" to the beginning of the game version.

You can view the changelog here in the workshop, it's next to the pictures at the top. I think I've done a good job keeping them clear and accurate. If it mentions the compatibility flag and nothing else then the mod is functionally identical to the previous version.

This is how most version checking works, in any game, if you can show me a launcher that checks compatibility heuristically or something I would be impressed and interested.