Stellaris

Stellaris

Keplers Binary Systems
41 Comments
Texan214 8 Mar, 2019 @ 7:54pm 
I know I don't expect them to, but they maintain older versions for those of us that do not like newer changes. The new jobs and district system in 2.2 made the game unplayable for myself and others so we just reverted to PDX supported rollbacks. I'm okay with playing older versions I enjoyed versus the newer less flexible versions PDX is now moving forward. The game is now on its 3rd director. I and other happened to like the FIRST directors vision and that ended at 1.9.1. We aren't asking them to revert anything, most of us just rolled back to an early version and have been modding to support that. Thanks for your hard work and cheers!
Kepler68  [author] 8 Mar, 2019 @ 6:52pm 
also they are not going to revert all their hard work. Try and think of a way they could change the current systems to fix what you hate lol
Kepler68  [author] 8 Mar, 2019 @ 6:50pm 
added to list of things to do over the summer.
Texan214 8 Mar, 2019 @ 6:47pm 
The need would be for people that rolled back to v1.9.1 or older. Before paradox f**ked the game up with 2.0 and 2.2. A surprising amount of people including myself are running pre 2.2 or pre 2.0 versions.
Kepler68  [author] 1 Jun, 2018 @ 5:38pm 
i cant spell :P
Kepler68  [author] 1 Jun, 2018 @ 5:38pm 
yep. plus its depreciated sooo ¯\_(ツ)_/¯

you can take over if you want, i dont see a need for it now that vaniulla has binary systems
Jadefire 1 Jun, 2018 @ 4:38pm 
I'm going to guess this mod will conflict with 2.1 pretty bad?
paulo 15 Dec, 2017 @ 4:27pm 
Thanks! :steamhappy:
Kepler68  [author] 15 Dec, 2017 @ 4:20pm 
i havent been maintaining this module, so 1.9 support will take a bit of effort. ill get it ready and updated for christmas though :)
paulo 15 Dec, 2017 @ 4:19pm 
Update for 1.9.0, please!
Kepler68  [author] 22 Aug, 2017 @ 6:28pm 
go for it! just take the planet and particle files from M class, but take the lighting and plazma from B class
Adventurer32 22 Aug, 2017 @ 6:27pm 
I think the mixing of star classes would be a cool idea for a new mod like "New star looks" they wouldn't be very realistic, but try mixing a class m and a class a star, it looks pretty neat, I think quite a few people would download it.
Kepler68  [author] 22 Aug, 2017 @ 6:22pm 
yup. the glow itself is correct, but the lighting and plasma are both referencing the system star class as opposed to the planet star class
Adventurer32 22 Aug, 2017 @ 6:20pm 
Ah, I see what you mean, it doesn't look HORRIBLE, although it does look strange, sortof half of the original color and half new color.
Kepler68  [author] 22 Aug, 2017 @ 6:16pm 
just select the star in a non-ironman save and type
"planet_class pc_b_star"
Adventurer32 22 Aug, 2017 @ 6:14pm 
And what's the command to change a star into a different class star?
Adventurer32 22 Aug, 2017 @ 6:14pm 
Ok, thanks for the info
Kepler68  [author] 22 Aug, 2017 @ 6:13pm 
its kinda possible, but looks horrible. due to how the stars are rendered by the game they will all use the same surface color instead of the correct coloration. try trning an M class star into a B class with console commands to see what im talking about.
Adventurer32 22 Aug, 2017 @ 6:11pm 
I've been playing a new stellaris playthrough with this mod (aong with a few others, notably the two galaxies mod) and I'm wondering, would it be possible to have the twin stars in a system sometimes be different colors? I think that would be much more interesting, as well as realistic.
Kepler68  [author] 22 Aug, 2017 @ 2:24pm 
yup, orbited by 2 stars.
Adventurer32 22 Aug, 2017 @ 2:24pm 
Ok, thanks, so in a wide one bc its where the barycenter is, I would get a ring world centered around space?
Kepler68  [author] 22 Aug, 2017 @ 2:21pm 
ringworlds do act derpy, due to how they are rendered and how the event fires they end up in the center of the system around the barycenter. it works in wide binary systems but close ones end up with the ring going through the stars
Adventurer32 22 Aug, 2017 @ 2:19pm 
Also, what about ring worlds?
Kepler68  [author] 22 Aug, 2017 @ 2:08pm 
the last time i tried it did it correctly, im not 100% sure though so my advice is to make a backup
Adventurer32 22 Aug, 2017 @ 2:07pm 
Can I build a Dyson sphere around a star in binary star system, and if I can, will it look weird?
Kepler68  [author] 9 Jun, 2017 @ 8:46pm 
1: yes
2: no, tried it andf it broke
3: no, the whole galaxy is generated at start :(
Fishkeeper01 9 Jun, 2017 @ 8:27pm 
Got some questions... Does this work on 1.6? Do Binary Systems show on the galaxy map as Binary (two stars, 1 location)? Will this update saved games if we haven't explored much/at all yet?
Kepler68  [author] 17 May, 2017 @ 11:44am 
no problem. thanks for telling me about the mod thing too :D. (PS: in one of my events the stars are renamed. just change the A to I and B to II and so on. permission is given to edit it ;))
joseph_anthony_king 16 May, 2017 @ 10:38pm 
Actually I see this is the default rule for naming moons. Hope you don't mind but removed the "far" binary systems and plan on including your mod in my "Forward Humanity" mods... with appropriate credit of course! Thanks for your work! :steamhappy:
joseph_anthony_king 16 May, 2017 @ 10:07pm 
Hi Kepler! Great mod but I had a question, for the far binary systems is it possible to alter the naming rules so that the planets are named with Roman Numerals such as I, II, III, etc.? If not that can a space be placed between the name and the ordinal? For example it would be Raskamir A, Raskamir B, Raskamir C? Thanks!
Vithralia 17 Apr, 2017 @ 6:38am 
Loaded up a new game and primitives are spawning fine now. Thanks :)
Kepler68  [author] 16 Apr, 2017 @ 6:19pm 
fixed
Kepler68  [author] 16 Apr, 2017 @ 4:06pm 
yeah thats probably it. i didnt realise i needed to update the primitive code (dangit). ill fix that as soon as possible. sorry :)
Vithralia 16 Apr, 2017 @ 4:03pm 
I found a bug where many pre-ftl civs will spawn without a name when this mod is enabled. After looking through the files, I've noticed that the system initializers for the primitive civs are still setting the primitive_feudalism and fragmented_nations governments for them, which might be the issue?
Kepler68  [author] 10 Apr, 2017 @ 2:07pm 
updated :D
Kepler68  [author] 10 Apr, 2017 @ 1:53pm 
trying to find dev version of the mod so i can update this. removing version warning, adding russian localisation thanks to Lord_Assaultーさま, reducing primitive chance to normal levels, cleaning up initializer code, and fixing part of the naming system thanks to mzilli
Philadelphus 8 Apr, 2017 @ 7:59pm 
Ah well, it's still cool. Maybe we can get Paradox to add such functionality to vanilla some day. :)
Kepler68  [author] 8 Apr, 2017 @ 7:52pm 
no its not. it changes the game balance slightly which disables achievements. :steamsad:
Philadelphus 8 Apr, 2017 @ 7:50pm 
As an astronomer, I really like this! I just got Stellaris, and was wishing it had binary star systems. Is it Ironman compatible?
Kepler68  [author] 8 Apr, 2017 @ 2:32pm 
it shouldnt, though ive been meaning to remove the warning but my dev version of the mod seems to have vanished...
also be careful with megastructures in binary systems, i dont know how they will react yet
Ray 8 Apr, 2017 @ 2:18pm 
Does this need to be updated for it to work with the current version?