Stellaris

Stellaris

2.2 Stellar energy
29 Comments
JenkoRun 19 Jul, 2019 @ 2:30pm 
2.3.3?
Gryphonheart  [author] 2 Jun, 2019 @ 8:47am 
@Deadeye_7 The standard stars might have the energy, but anything new would have the base game's very low chance, since they're not in the mod.
Deadeye_7 1 Jun, 2019 @ 1:05pm 
does this work with any of the mods that add star types?
Gryphonheart  [author] 24 May, 2019 @ 8:51pm 
@Ankor Knock yourself out mate ;)
Ankor 23 May, 2019 @ 5:42pm 
Hey, I created an (admittedly unbalanced) version of your mod where I buffed the energy output of all the stars. Is it alright if I post it on the workshop? With credits to you and ShadowDragon of course.
Darn 7 Apr, 2019 @ 5:50pm 
Yeah I like the mod but it does cause the physics to be gimped a bit because I think it only spawns on stars and black holes so now you can only get it from black holes.
Gryphonheart  [author] 22 Jan, 2019 @ 7:20am 
It's possible. But I have no idea how. And I never liked that tbh. So I don't intend to do it.
RedFalconGamer 22 Jan, 2019 @ 12:24am 
I just had a thought. If I remember correctly, the original Stellar Energy mod made it so that you could get both Energy and physics from stars if there would've been a situation where you'd only get one or the other. Is it possible to recreate that feature, or am I just imagining things?
RedFalconGamer 21 Jan, 2019 @ 6:30pm 
Okay, thanks for checking. Maybe I just got really unlucky with my star drop spawns in my local area. Thanks for checking.
Gryphonheart  [author] 21 Jan, 2019 @ 3:15pm 
I just did a new game and went to year 2250 or so with the study the stars done way early, and had energy stars, not physics. So seems to be on your end mate
Gryphonheart  [author] 21 Jan, 2019 @ 11:54am 
That sounds weird indeed. I don't see that in my game. I know that research trumps energy tho, so sometimes you'll get research on a star instead of energy, but I don't see any reason why my mod would cause a bug like that where all stars do that. And I always do that event chain so i'dve noticed it by now. After all, I didn't add anything. I just modified the chances for energy drops. Maybe you have another mod that conflicts with it.
RedFalconGamer 20 Jan, 2019 @ 10:31pm 
Okay, um, I think I may have found a bug. I don't know if it's due to your mod or perhaps interractions with some other one, but ever since I scanned a M-class Star in the Study the Stars event chain, nearly all the stars I've scanned have given a drop of two physics, instead of energy. Do you know why this might be?
Gryphonheart  [author] 20 Jan, 2019 @ 9:25am 
@RedFalconGamer At the moment, no i don't intend to make a compatibility patch. But that might change... someday. Anyone else is free to do so if they want tho.
RedFalconGamer 20 Jan, 2019 @ 6:48am 
Oh, and also leave links to the compatibility patches in the description of this mod. That'd be very helpful, if you decide to go for that.
RedFalconGamer 20 Jan, 2019 @ 6:47am 
I am so glad someone re-made this! Also, question, any chance of a compatibility patch with mods like Real Space, or More Star Classes? If you do decide to make such compatibility patches, I'd greatly appriceate it if you could focus on the More Star Classes one first, since that's the mod I'm currently using. Thanks!
Gryphonheart  [author] 14 Jan, 2019 @ 2:28pm 
Good point about mods breaking. And yep, lackluster it is.
CaptainKampfkeks 14 Jan, 2019 @ 1:33pm 
True. I never cared about them either. I just had my game modded to death the last time, and since 2.2 broke almost all mods (again), it seemed like a good idea to take a break from mods and enjoy the base game again.

I must say it feels somewhat lackluster. (:
Gryphonheart  [author] 14 Jan, 2019 @ 1:31pm 
Meh, achievements are overrated IMO. I never bother with em.
CaptainKampfkeks 14 Jan, 2019 @ 1:29pm 
Damnit, you're tempting me to start modding my game again. And here I was hoping to hog some achievements first...
Gryphonheart  [author] 14 Jan, 2019 @ 12:44pm 
@CaptainKampfkeks Thought you would ;)
CaptainKampfkeks 14 Jan, 2019 @ 10:49am 
Nice changes. I'm looking forward to play with it.
Gryphonheart  [author] 13 Jan, 2019 @ 9:17pm 
Alright, so I'm changing the values a bit. After doing a playthrough, it didn't feel overpowered at all. So I've decided to change it to specify values for types of stars. Nothing complicated but here are the changes:

K-M-M giant stars can have 2 or 3 energy. They are the dimmest types of stars of the bunch.
F-G stars can have 3 or 4 energy. The sun is a G star so bright but not the brightest.
A-B stars can have 4 or 5 energy. They can be upwards of 20000 times more luminous than the sun. So yeah, energy aplenty.
T stars are new stars that emit more light now than when they'll stabilize into their main sequence, if I understood what I read right. So I put them like the A-B stars, so 4 or 5 energy too.

I upped the chance of getting 5 energy quite a bit too, as I saw only 2 in the whole galaxy in my playthrough, and felt there should be more. Since it's limited to only 3 types of stars, I felt it needed it. So you should see some.
Gryphonheart  [author] 12 Jan, 2019 @ 10:30am 
@CaptainKampfkeks Don't worry, you don't sound demanding ;)

It's something I've been thinking as well on my own. But for now I'll leave it as is. I wanna play a game fully to get the feel of the added energy balance wise before doing any additionnal modding on this. I really don't want to completely unbalance the game.

That being said, you could easily do it on your side. If you open the file for the mod, 01_stellar_energy_deposits, you'll see how it's made and how fairly easy it would be for you to mod it to your liking.
CaptainKampfkeks 12 Jan, 2019 @ 2:31am 
I see. Thanks for explaining. I'm glad it's already somewhat tied to star class. Well, if you ever want to augment the chances for high energy stars, I would not be opposed. ;)
This is your mod, however, and I don't want to seem demanding. If that's not what you want to do, then don't.
Gryphonheart  [author] 11 Jan, 2019 @ 9:14pm 
(2nd part) Now what i did is multiply by 1000 the base chances of energy being on a star. So 5000 weight for 2, 2500 weight for 3, 1000 weight for 4 and 100 weight for 5. So that guarantees thet there will be energy as the weight for 0 just can't compete. The star type modifiers affect those numbers. So a T star is 3 times more likely to get a high number than A or B stars, for example.

So some stars have a bigger chance to get 4 or 5 energy than others yes. But it's not fixed. It's chance. I could modify the file a bit to give more chance to high energy stars to get 4 or 5 by simply augmenting the chance modifier for those types. I don't have plans to do so, but it would be easy enough... i think. This is my very first mod after all so i'm still figuring things out.
Gryphonheart  [author] 11 Jan, 2019 @ 9:14pm 
@Velaroz Yeah, that makes sense.

@CaptainKampfkeks What i did is take the main file and modify the chances. What the file does is give a base chance, let's say as an example 1000 weight, to get 3 energy to a star. Now some stars have a modifier to that base number. K-M-M giant-T stars get a 1.5 modifier, so they actually would have 1500 weight. F-G stars get 1.25 so 1250 weight and A-B stars get 0.5, so 500 weight. These modifiers, which are the real ones in game, affect all energy numbers. So 2 3 4 or 5 have the same modifiers to K-M-M giant-T stars to get that number. I'm guessing that this additionnal chance, for most stars, was put there in the first place to augment the chance of having energy on a star in the first place.
CaptainKampfkeks 11 Jan, 2019 @ 5:50am 
Mod seems nice. Gotta ask tho, did you tie the energy to the planet class? If not, do you have plans to do so? Like, let's say the small, common stars give 2 Energy and the large, rare ones give 5?
Velaroz 10 Jan, 2019 @ 12:32pm 
I'd imagine it helps through early to mid game, since there are now a lot of modifiers for boosting the production of orbital stations.
Grace of Thule 10 Jan, 2019 @ 12:06am 
Thanks.