Stellaris

Stellaris

Sol System 2.0
54 Comments
Malignant  [author] 2 Dec, 2023 @ 6:34pm 
@Imperator Um... zoom in maybe?
Imperator of Rome 2 Dec, 2023 @ 5:11pm 
Venus and Europa I get, but why Pluto and Eris? What about Ceres, Callisto, Ganymede, Io, and Titan?
Einherjar 30 Jan, 2022 @ 12:30pm 
Will this mod get updated in the future? Would be really nice. ^^
James Fire 13 Jan, 2019 @ 7:33pm 
If it was made correctly for what the description says, that should be impossible.
Dragov 19 Jun, 2018 @ 2:13pm 
It would seem that this mod is somehow causing Red Giant stars to not spawn in game causing whole systems to be unclaimable.
Solar™ 31 May, 2018 @ 11:02am 
@echo seven if you read the description of planetary diversity, you would know its compatible with everything
Davor 31 May, 2018 @ 10:49am 
Maybe Planet Diversity needs to make a patch to be compatible with this?
Echo Seven 31 May, 2018 @ 2:28am 
Would love this to be compatible with Plan. Diversity
Malignant  [author] 26 May, 2018 @ 9:13pm 
I'll have to look at what makes Planet Diversity and see if I can make a more minimal mod. On a Space Engineers kick lately.
CrazyJoeV4 26 May, 2018 @ 5:07am 
So this is my favorite mod that alters Sol System but it doesn't work with my other favorite mod Planet Diversity. Just curious if you'll be making a patch or not
El Brando 14 May, 2018 @ 10:53am 
There will be an update?
Malignant  [author] 1 Apr, 2018 @ 3:33pm 
I don't believe it will work for Star Trek. Once I have time this week I will make this an independent file.
timdraco 1 Apr, 2018 @ 1:41pm 
will this work with startrek new horizons?
Solar™ 27 Mar, 2018 @ 9:46am 
Can you make this an independent starting system so it dosent override the vanilla sol?
mikey202 17 Mar, 2018 @ 4:31am 
I can confirm it works with 2.0, but the Fallen Empires don't spawn (or rather, they do, and then they all de-spawn on the second day); nothing else is affected.
Malignant  [author] 12 Mar, 2018 @ 4:36pm 
i don't know, they changed so much, I need to make a stripped down version that doesn't touch any other files.
Lenny 12 Mar, 2018 @ 6:27am 
Hi, does your mod work with 2.0? I'm hoping to try it.
Malignant  [author] 4 Mar, 2018 @ 8:02pm 
Thank you! I'll check Planet Diversity and see what I can change.
Davor 4 Mar, 2018 @ 6:59pm 
I found my conflict. What over rides this mod is Planet Diversity. I don't know if this will help Malignant or Librarian Moarfistin. Trying to help the best I can since I am liking this mod. Hopefully this info will help. :steamhappy:
Malignant  [author] 4 Mar, 2018 @ 6:56pm 
It's not updated or checked against any mods yet, so I need to remake a more simplified version.
Davor 4 Mar, 2018 @ 6:35pm 
Do you have other mods Librarian Moarfistin? I just reinstalled Stellaris and trying out mods. I found this worked at first then installed more mods and found out it doesn't work anymore. Now I am going one by one to see what mod is conflicting with this.
Dr Kill 9 Jan, 2018 @ 2:50pm 
Somehow it's not working for me. I'm getting normal Sol, only surrounded by systems with huge mineral deposits. It also breaks ringworlds (sanctuary, cybrex alpha etc.)
Malignant  [author] 7 Jan, 2018 @ 9:29am 
It's supposed to be accurate, not balanced. Also, you won't be able to develop all those minerals for awhile without hte energy reserves. The system is capable of supporting multiple factions.
Razorfire 31 Dec, 2017 @ 10:42pm 
Im bookmarking this - cant wait to try it. But I fear with so many files being modded, it will conflict with my numerous other mods. Rep all the same!
Malignant  [author] 28 Dec, 2017 @ 9:49pm 
I don't know, but this uses several file overrides so if you have any of the base files edited as opposed to modded overrides you're going to have a problem plus any mod that changes Sol is going to conflict.
enigma 28 Dec, 2017 @ 8:01pm 
Yep, I did. On and off and the other mods too... I dont know why its not working. Maybe because I have the other Sol Mods installed, which I also de/activated for testing. The only thing i didnt try was deinstallation of a mod/the mods instead of deactivation.
Malignant  [author] 28 Dec, 2017 @ 3:34pm 
So far you're the only one, I don't know what to tell you. Did you try turning it off and back on again?
enigma 25 Dec, 2017 @ 5:36am 
That doesn't work for me. While other start systems - even additional versions of the sol-system - are working fine, your overwrite isn't changing anything. Also when I disable every other mod I use I still get the original sol system ingame.
Chunkinator 23 Dec, 2017 @ 12:44pm 
This mod is just what is needed after watching "the expanse", thanks for making it.
Malignant  [author] 22 Dec, 2017 @ 4:16pm 
Overwrite.
NullMagic 22 Dec, 2017 @ 4:06pm 
Is this an overwrite of the sol system? or a separate system that can be selected? If it's the former would it be possible to get a secondary version that simply adds this as another possible starting system?
Malignant  [author] 19 Dec, 2017 @ 12:05am 
Running a new playthrough, Warp-Only, made Warp-I cost 1000 power, allowed all other FTL tech to appear after Phys Lab II with Wormhole rare. 50 years in and the first Warp II drives are starting to appear. So far, it's been the best pre-warp expereince for me so far in this game and it plays very well with Sol System 2.0 giving Mars enough time to rebel before FTL.
RulerOfDiscord 18 Dec, 2017 @ 10:17pm 
@christopher crayven - the only mods that allow achievements are strictly cosmentic. Something like the UI rework or Tiny Constructions would allow achievements.
Malignant  [author] 18 Dec, 2017 @ 6:53pm 
Ringworlds: Scale 20 pushes them out and seperates each section so you have to adjust the orbit from 45 to 22.5 for each section, this mod already does that.
Malignant  [author] 18 Dec, 2017 @ 6:52pm 
I'm playtesting for stability issues, so far no issues with the asteroids, other than I never have enough energy for all the minerals which seems realistic to me.
Stahlseele 18 Dec, 2017 @ 3:39pm 
With that many asteroids, should you not also be getting some asteroid bound thingamajigs? Like, the asteroid sighted . . EVENT! THATS THE WORD I WAS LOOKING FOR! Or is there no way to make those bound to this? i mean, there is quite a lot of those asteroid based events in the game already after all . .
Generic 18 Dec, 2017 @ 5:44am 
UI mods generally don't disable achievements, because they don't actually change the game.

By the way, what does the ringworld scaling refer to? Does it have more than 4 sections?
jjmalyen 17 Dec, 2017 @ 7:30pm 
Many thanks!:steamhappy:
Malignant  [author] 17 Dec, 2017 @ 9:49am 
If you find any mod that does not disable achievements, let me know. This mod drops about 120 minerals in your starting system because of all the asteroids along with enough planets for 3 starting empires. It could be seen as a cheat.
Christopher Crayven 17 Dec, 2017 @ 9:46am 
Does this mod disable achievments?
Malignant  [author] 17 Dec, 2017 @ 5:04am 
If anyone has any asteroids or other objects they want added, let me know. I'm thinking about putting Eros asteroid in there between Mars & Earth, but not sure if it's needed. Having Pluto as a starting arctic might be an interesting playthrough also. I like gene modding my humans and then letting them rebel all across Sol.
Malignant  [author] 17 Dec, 2017 @ 5:00am 
Yes. I'm sad about the dev's lack of having a second belt option, but at least we can put some little clusters of asteroids around out there. Because they are not static objects, having a complete belt would probably crash everyone's system if I did.
Exc4l1buR 15 Dec, 2017 @ 12:20pm 
bc all those celestial bodies are nearly as awesome as the kuiper belt would be ;)
Exc4l1buR 15 Dec, 2017 @ 12:17pm 
Is this the new version of the mod i criticised for missing the kuiper belt?
Malignant  [author] 14 Dec, 2017 @ 8:15pm 
I have a seperate file that incorporates downscaled ships, plus downscaled stations including the new humanoid ships. Ships are at 40% scale, stations are at 50%. This also halves the base weapons range. I can make this an all in one if people would prefer.
Malignant  [author] 14 Dec, 2017 @ 8:14pm 
Updated 1.9.1; I'm in the middle of making some changes to misc and starting systems still. Sol is basically completed. Barnard's Star is a template system right now with an asteroid field in the first planet slot.
Malignant  [author] 13 Dec, 2017 @ 7:40pm 
I'm expanding the overall size of the systems now and adding in some starting ringworlds for fun. System size is still limited to 450, but with the scale adjustments it looks so much bigger.
Vincente Steele 13 Dec, 2017 @ 7:34pm 
You might be able to get away with using modifiers (triggered or static) for what you're looking to change.
Malignant  [author] 13 Dec, 2017 @ 4:08pm 
Note on asteroids: Many of the cluster groups have asteroids with a "." for their name, you can rename asteroids by clicking on them if you have a station built on them.
Malignant  [author] 13 Dec, 2017 @ 4:07pm 
Misc pre-gen systems are a little wonky, I need to make some adjustments. I've found it's fairly easy to change sublight speeds in defines, but weapon ranges are a bit trickier. If anyone has a recommendation for good pre-gen or starting systems, let me know and I can add them in.