Stellaris

Stellaris

Wild Space 3 Patched
268 Comments
Yohello  [author] 6 Oct @ 10:22pm 
ah hell nah, tmrw if Im not dead Im gonna delete it
Yohello  [author] 6 Oct @ 10:21pm 
I SWEAR I'VE DELETED IT LIKE 12 TIMES
Saint Marold YT 5 Oct @ 1:35am 
@pinenuts you can delete ws_test_mega in the mod files.
Pinenuts 2 Oct @ 7:10am 
Hello, AI empires keep building this "ws_test_mega" megastructure bases on stars. It seems like I can also build it, but I haven't tried. Looks like localisation files are missing for that.
Pants Shidding Man 56 25 Sep @ 10:36pm 
gotcha lol
Yohello  [author] 25 Sep @ 10:26pm 
Also I never figured it out in normal wild space lol
Yohello  [author] 25 Sep @ 10:26pm 
@Pants Shidding Man, no, was planning to add (code is there) but life got in the way and never finished the assets
Pants Shidding Man 56 25 Sep @ 10:18pm 
does this still allow building fortifications in wildspace like the OG wildspace 3?
Red2401 30 Aug @ 11:21pm 
Such regions are very cool
Laini 24 Aug @ 1:25pm 
Congratulations Yohello, and thank you for maintaining the mod up to now!
Pilgrim 24 Aug @ 10:20am 
Thanks Yohello
Mental Midget 24 Aug @ 3:40am 
Congrats on all your achievements, and thank you for all your work on this mod :ccThumbsUp:
Yohello  [author] 23 Aug @ 11:17pm 
I've finished my mid terms, finals, got a job for the Fall term, and patched the mod to add an option to change the astral rift behavior. After patching it I relised that I no longer have time to maintain this mod, I kinda also don't have time to play stellaris either... So if one of you guys has the energy to, please start maintaining the mod. It's actually kinda easy to understand the underlying code.

Next;
@Schneebguy Should work, when I rewrote this mod I rewrote it in such a way that it doesn't collide with anything, so there shouldn't be any sort of compatbility issues.
Should also answer your questions @Athena, should work with Shourded regions, @Saint Marold YT, I've tried to get stuff like that working for a few months (when I had time), and I couldn't figure out the right way to do it, besides letting people control systems...

@Pinenuts One has wild space enabled, one does not
Schneebguy 27 Jul @ 7:40am 
what version is this up to? is it working with the wilderness beta?
Athena 19 Jul @ 6:26pm 
That would realistic tbh, you'd think Wild Space would be more likely to have strange phenomena like astral rifts.
Saint Marold YT 19 Jul @ 2:56pm 
How about simply being able to explore astral rifts in Wild Space systems?
Pinenuts 15 Jul @ 2:18am 
Hello, what are the differences between Huge and HugeWild maps? Those two are from this mod.
Saint Marold YT 14 Jul @ 3:49pm 
I also wanted to try out the mod on my next playthrough with Shrouded Regions :D
Athena 14 Jul @ 3:47pm 
nbd! I hope you can fix that, but its not that big of a deal especially if you also don't own the DLC (like me). Do you think this is compatible with the shrouded regions mod? that would make for an interesting map with these both together.
Yohello  [author] 13 Jul @ 11:50am 
I dont have astral planes so Im just shooting in the dark aaaaa
Yohello  [author] 13 Jul @ 11:50am 
Dam it
Zero 9 Jul @ 10:23am 
Astral scars still spawn in wild space systems. Also, the launcher complains that the mod version is for 4.0 game.
Zero 9 Jul @ 9:36am 
Thank you very much for update. Gonna test it out soonish.
Yohello  [author] 9 Jul @ 1:10am 
Nvm, I put in another fix so should be good, cc @eqN, @Zero, @FrozenParagon
Yohello  [author] 9 Jul @ 12:58am 
Uploaded fix. But one important thing to note is that if another mod modified the astral_rift generation rift logic, the fix will break... The alternative was to make smth trigger every X amt of days, which imo would not be fun
eqN 8 Jul @ 2:53am 
Hype!
Yohello  [author] 5 Jul @ 12:12am 
I'll try to update Tuesday night ;-;.
I havent played for a while so might need to ask a friend about astral rifts lol
Zero 29 Jun @ 6:09am 
When you get to updating this mod, please make sure astral rifts stop spawn in wild space systems, since you can't do anything with them.

I played with this mod awhile ago, so apologies if that's fixed already.
eqN 20 Jun @ 10:25am 
Definitely praying for an update too. Thank you Yohello!
Spider 19 Jun @ 9:04am 
I miss this mod and really hope its gets updated someday.
Yohello  [author] 4 Jun @ 7:36pm 
@Eqqie, I made that to demo smth, it should've been disabled. I'll remove code and upload it later tn. Also there shouldn't be any techs (still working on them, will probs try and fix during my next coop term)
Tyrian 14 Apr @ 3:23pm 
Is the mod still maintained by any chance? I got some strange bugs like a dud megastructure called ws_test_mega which the AI loves to spam. The techs in this mod is also missing for me.
FrozenParagon 9 Feb @ 9:33am 
nice to see someone continuing the mod :)
Yohello  [author] 23 Dec, 2024 @ 11:13pm 
@Oldhip unsubscribe from the mod, open stellaris, close stellaris, then resubscribe to the mod. That should work?
Yohello  [author] 23 Dec, 2024 @ 11:13pm 
No problem Joshua.

Thank you, I'll add it to the description, and required mods for now. (person with crylic characters in name)
joshuajrutt 14 Dec, 2024 @ 2:29pm 
Can change council now for me. Thanks @Yohello! I love how this mod changes the exploration and defense game. Much appreciated.
Смэрть шахматист 13 Dec, 2024 @ 7:33am 
It looks like this is a game issue, not a mod. Storms usually don't work on non-standard maps. If someone needs it, it is fixed in the "Unofficial Ariphaos Patch (3.14)".
Смэрть шахматист 13 Dec, 2024 @ 6:07am 
@Yohello, When the mod is turned on, space storms do not work. Storms end instantly and their duration is 0.
Oldhip 3 Dec, 2024 @ 6:09pm 
cant get it to show up, do I need original
Yohello  [author] 28 Nov, 2024 @ 5:50pm 
Scared me for a second thinking that the mod broke again ;-;.
Th3oriesMan 25 Nov, 2024 @ 8:54pm 
@Broken_Empire - This indeed looks to have fixed things, thanks!

@Yohello - Thanks for keeping this mod alive!
Broken_Empire 25 Nov, 2024 @ 6:21pm 
Try unsubscribing and subscribing, it helped me
Th3oriesMan 24 Nov, 2024 @ 9:49pm 
Honestly not sure what's causing this as your mod's files don't look to reference anything in the council window or leaders unless I'm missing something (I do wear glasses so totally possible) - without WS3P loaded, council auto-populates their positions on game start, normally and I'm able to view a dropdown list to replace them (if I had the unity; which you don't at game start) - the other leader windows (fleet/science ship/planetary governor) - all work normally with WS3P running, just the council is effected.
Th3oriesMan 24 Nov, 2024 @ 9:49pm 
I seem to be running into the council bug myself, spent a few hours tracking down which mod was causing it. Only mods being ran at the moment (for testing) were the following:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1995601384

WS3P is loaded here in the LO

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3309894861
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3333729059
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2459102962

With WS3P loaded, the council doesn't auto-populate with your starting leaders and will not allow you to assign any as the available leaders window is empty as seen in the screenshots below:

https://gtm.steamproxy.vip/profiles/76561198117537316/screenshots/
Tad Baterbomb 16 Nov, 2024 @ 8:16pm 
Prayers and wealth to you, your family and your future children
Tad Baterbomb 16 Nov, 2024 @ 8:16pm 
YESSSSSSSSSSSSS Thank you so much dude
Yohello  [author] 13 Nov, 2024 @ 8:43pm 
Ok fixed, there was a missing exclamation mark in a file
Yohello  [author] 13 Nov, 2024 @ 8:25pm 
I've confirmed the bug exists, I'll start isolating for it
Смэрть шахматист 13 Nov, 2024 @ 5:45am 
joshuajrutt, Gestalts cannot choose counselors. What about them?
joshuajrutt 12 Nov, 2024 @ 6:32am 
Remove this mod, load game and select counselors, then reload with mod enabled. Totally works without issue. Even if it cant be fixed this isnt leaving my mod list :)