Stellaris

Stellaris

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All Systems Spawn
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1.374 MB
9 May, 2023 @ 10:20am
12 May @ 11:42pm
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All Systems Spawn

Description
What it says on the tin. Spawns all systems, launches all caravaneer fleets, and edits the <spoilers> event to make sure both <spoilers> spawn.

My Main Stellaris Mods
=============================

These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
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These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.

Supporting Me
=============================

I now have a Patreon:

[patreon.com]
53 Comments
Old Ben 25 May @ 10:01pm 
Thanks for the suggestion. I had to switch to the Steam Beta and was finally able to delete it from there....cheers
Ariphaos  [author] 25 May @ 5:55pm 
@Old Ben no idea, but you should be able to go to the root of the Stellaris > Workshop and go to your subscribed items from there, and remove it that way.
Old Ben 25 May @ 5:31pm 
@Ariphaos
Do you know who created the mod "Another All Systems Spawn" ??
It appears to have been somehow removed from the Stellars mod listings and now it remains stuck in my workshop mod list. I placed a comment in the mod discussions trying to get some help from a modder to remove this mis-behaving mod from my list but so far no help...
Ariphaos  [author] 15 May @ 12:11am 
Well, it was my fault having a useless file in there in the first place.

I realize why I put it in - was playing around with making a mod to force stuff to spawn close to the player, beginning with the Guardians and Holy Worlds.
Nathaniel Herapen the Third 14 May @ 4:04pm 
Thank you, it must be because the hivemind is coded so unique compared to the original five, And that 4.0 is very different again from 3.14.
Ariphaos  [author] 12 May @ 11:44pm 
For some reason the FE system file was in there, I'm not sure why but is gone now.

Updated. This won't work on 3.14, unfortunately.
I can confirm that this mod prevents the brand new fallen Hivemind triplets from spawning in, not sure why but it is.
Ariphaos  [author] 5 May @ 8:46am 
@waddysjunk this won't contain the new systems until I have updated.

It looks like 99% of the changes are just to harmonize spawn chance, so it should work otherwise, but I can't make a guarantee until it's updated.
waddysjunk 5 May @ 8:19am 
would this still work after dlc
Ariphaos  [author] 2 Dec, 2024 @ 2:28pm 
@Toast unless there is some system I missed, which I kind of doubt.