Stellaris

Stellaris

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Extragalactic Cluster Start
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2.298 MB
16 Feb, 2020 @ 10:00am
19 May @ 12:34pm
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Extragalactic Cluster Start

Description
Start in an Isolated Extra-Galactic Constellations
This mod takes the excellent constellations from Extra Galactic Clusters and makes it possible to have any of them as a starting location for your civilisation (Note only the Constellation, not the contents). You can also spawn the other EGC's for your civ to later find and explore.

It is done via a new Origin: Extra-Galatic Cluster.
If your civilisation takes that then a menu will appear on game start for you to customise your cluster. The AI never will.

Options
  • Constellation Shape
  • Starting System Initaliser (Sol, Deneb, Random, Ring World)
  • Guarantee that strategic resources and specific stars for Giagastructures will spawn
  • Access to your cluster? (Wormhole, the L-Gate Network)
  • Multiplayer support for upto 2 players to start in clusters

Gameplay
Your civilisation will move into its new cluster home on day 2 to avoid issues with galaxy generation. Select your options then start time, the game will freeze and lag while it generates the cluster, which might take a while on large galaxies, be patient, it will start.
original point in the galaxy where the evidence of their passage was left.

Your constellation will not have precursors. If you want to learn about your precursor civilisation you will need to get back to your
You can Experimental Subspace Navigation your science vessels to your old home system (and L-Gates if selected), that is deliberate. Be warned the AI expands towards your home cluster quickly as it has a glut of nice planets and resources.

If you select for the rest of the Extra Galatic Cluster to spawn in they will spawn in over time in the first year, to avoid galaxy generation issues. This means you will get lag and freeze spikes until about August when the last one, Hexagon, spawns. Hexagon spawns at the edge of the addressable universe so you may need to hide the outlier to select it.

This mod was also inspired by Isolated Cluster Start

In multiplayer Player 1 should take the regular EGS origin, player 2 should take the "Mulitplayer EGS" origin. See here for details.

Compatibility
No vanilla files were harmed in the making of this mod, but as it does a lot of work shifting a colony will have issues with other mods that do the same or things that add planet classes at starting

  • This mod is incompatible with things that change the planet/system start, there is a long description why in the discussions section
  • It is compatible with Planetary Diversity planet starts, except for tidally locked. It will cheerfully ignore the PD "habitable planets to be same type instead of exact match" option.
  • Compatible with Guillis Planet Modifiers.

My Other Mods

HELP! I DIED ON DAY 1
This is most frequently caused by a modded species home planet, I have to code every home planet manually. If you are a non vanilla, non planetary diversity planet type for your homeworld preference then I can't set it when you move. Post a comment letting me know the planet type and which mod it came from and I'll add it.

Bug Reporting
The only way to achieve a lot of the effects is with a large amount of copy and paste code, so if you have a bug I really need to know the following information, even something so trivial as Spawning Kerbals or not falls down an entirely different branch of the cluster generation and so may have bug where the non kerbals don't.
  • What cluster you started with
  • What your starting world was
  • Whether you have gigastructures stars enabled and the Kerbals enable
  • What class your original starting planet was
  • What other mods are you using

Localisation

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Popular Discussions View All (6)
6
5 Dec, 2021 @ 1:26am
Multiplayer
Draconas
4
4 Jan, 2024 @ 8:55am
PINNED: What actually happens?
Draconas
1
22 Jun, 2024 @ 8:56am
Help! Mod just doesn't seem to exist when i start the game.
Draconas
906 Comments
Lights 26 May @ 9:26am 
Ah well, thanks for looking!
Draconas  [author] 26 May @ 1:31am 
Ok, I've had a look at the code:
Astral rifts do not spawn in what is known as the "empire cluster" which is a tag put on the nearby stars to a starting system. This basically indicates to the game "do not do screwy stuff in these systems because it can screw over a player"
Your extra galactic cluster systems all count as empire cluster, so ithout overriding vanilla rifts are going to have to be like precursors and stay in the main galaxy.
Lights 25 May @ 7:23am 
Thanks!
Draconas  [author] 24 May @ 12:52am 
ooooh, unusual, I will have a look.
Lights 23 May @ 7:28pm 
Thanks for this mod! Is it possible to get astral rifts to spawn naturally? They don't seem to appear in the cluster at all.
Hazard Maks 23 May @ 10:47am 
Hey. First of all, love the mod. I've been looking for something similar and so far only the EHOF start offers that, but it comes with its own plethora of bugs.
Second, is it possible to have larger clusters than what we already have? I usually play on huge galaxies so the clusters turn out pretty small.
Draconas  [author] 19 May @ 12:38pm 
Update today:
Got pops moving again, so no longer lose their traits
Your fleets of bio ships will now also get moved
Capital building sorting now works for machines and hives.

This weekend I will investigate ringworld starts, but with the ringworld changes I might end up giving up and using the vanilla one, which will DLC lock ringworlds behind Federations.

PDX has also updated void dwellers such that it operates out of some triggers and based on flags now rather than checking the origin, so I will have a gander about if i can add habitats back. They will also be DLC locked if I do.
Scott 18 May @ 1:27pm 
@Nyx For me the crash on Day 5 was caused by a conflict with NSC. I do not know why.
TaurusBull13 14 May @ 4:29am 
biodrones/beastmaster civic
Draconas  [author] 14 May @ 1:46am 
Sub species, yep that's a bug, I had to swap back to pop creation because the move pops command has been removed in 4.0. Will ask around for a work around.

Not a clue about the amobea, because I just teleport all your ships. What civic? I'll try to figure out why if it's not caught in the move code.