Stellaris

Stellaris

Realistic Stars
150 kommentarer
Mythril Sage 5 dec, 2021 @ 20:39 
Please update this mod. I really love the different feel it brought to the game.
The13Inquisitor 3 jun, 2021 @ 0:59 
Yeah, this mod doesn't work now.
Xealot 5 nov, 2020 @ 7:52 
It would be really appreciated if you update this mod. cheers!
crgzero 5 jun, 2020 @ 5:42 
@Colonel Kernel so you're complaining about a mod breaking your game that hasn't been updated since 2018..... Genius!!
Colonel Kernel 21 maj, 2020 @ 23:57 
breaks the game after first month, causes homeworld and probably other worlds to lose all their districts causing there to be no resource extraction or cities to live in
Guluere 21 apr, 2020 @ 19:48 
Dead mod
Skanderbeg 23 mar, 2020 @ 13:25 
make mod compatible with latest version pls
pipo.p 17 jan, 2020 @ 15:46 
Yes, there are also a few changes that impact gameplay and lithoid lines that aren't included.
Sadly, this mod is no more compatible with the latest version of the game.
Silverheart97 11 sep, 2019 @ 19:41 
So this mod somehow breaks ringworlds. They generate/build with each segment size 50, instead of size 5. (My understanding is that they used to be size 50 in 2.2?). I tested this by building a segment with the mod off (no problems) and the mod on (had the problem). Anyway pls update cause I love this mod but I really don't want the ringworlds any more OP than they already are! lol
willplace99 8 jun, 2019 @ 3:45 
please update
Dant3r  [skapare] 7 jan, 2019 @ 20:21 
@ZJK None that I am aware of.
ZJK 7 jan, 2019 @ 18:56 
Is there a compatibility patch out there for this mod and Planetary Diversity?
Dant3r  [skapare] 21 okt, 2018 @ 9:22 
@1018459753 No, it only looks that way in the pics because that's how the default galaxy looked back when I released the mod.
1018459753 21 okt, 2018 @ 8:20 
Can it turn the Milky Way background into an orange and green one instead of the usual grey one?
Dant3r  [skapare] 1 aug, 2018 @ 17:25 
@EnderDragonFire Yep, gameplay over everything. The main reason gameplay-wise was because I think exploration is more engaging with some knowledge for planning instead of just pure randomness. Just like you can focus on black holes for physics research, you can focus on K, G and F stars for new empires to contact. Adding M stars would defeat this as they are so incredibly common.
Hariti Khatri 1 aug, 2018 @ 12:15 
Yeah, they don't have ideal conditions. However, they do have an exceptionally long lifespan, so if a biosphere did develop, it would have a much longer window to evolve complex lifeforms. I can see why you discluded it, however, since they way stellaris works, if you allowed it, there would be nations around lots of red dwarves, rather than red dwarf empires being a relative rarity.
Dant3r  [skapare] 1 aug, 2018 @ 11:13 
@EnderDragonFire Well, I am no expert, but from what I read, the development of complex life seemed very unlikely: very low energy, extremely unstable luminosity, all water easily evaporating from the planet in just a billion years. Just because they can develop a biosphere doesn't mean it's a good enough environment for the development of complex life.
Hariti Khatri 1 aug, 2018 @ 0:13 
Out of curiosity, why did you disclude class M stars from bearing sapient life? Most models predict that such stars could support biospheres on planets very close to the star, just not as well as brighter stars could.
tweedlecat 16 jun, 2018 @ 1:54 
iron man?
Dant3r  [skapare] 12 jun, 2018 @ 10:03 
@Aeryl Nice catch, the bug seems to be in vanilla too.
Aeryl 11 jun, 2018 @ 22:46 
Hey, I noticed a small bug. The trinary empire start system (random_empire_init_05) does not have any prescripted neighbor systems! They should be added to empire_initializers.txt at around line 662. Thanks for the great mod!
Dant3r  [skapare] 26 maj, 2018 @ 11:59 
Ok I updated the mod.
Anketh 26 maj, 2018 @ 4:12 
no, crash at start
io 23 maj, 2018 @ 16:54 
Will it work ok with 2.1?
Anketh 22 maj, 2018 @ 10:57 
since today the mod did´nt function anymore, do you update it?
Dant3r  [skapare] 17 maj, 2018 @ 10:56 
@Xeth This would just cut down on player's options. Where you build a dyson sphere would simply become an obvious choice. It could also potentially break gameplay balance too much. Thanks for the suggestion though!
Xeth 12 maj, 2018 @ 2:14 
The mod is called scaled megastructures
Xeth 10 maj, 2018 @ 13:11 
Heyho i saw a mod for Dyson Spheres (Different stars -> Different Size Different Build requirements, Different energy production.) I realy love the idea of the mod Since the Dyson Sphere around a B class star would be a project wasting unusual amounts of Minerals like 6000000 or 600000 i dunno but generating about 27000 or 270000 energy per month. I loved the Mod idea but i dunno if it is compatible with realspace 3. a mod i realy like. Nethertheless i will look up the mod and post it here and so that you can ask the other author to add it in your mod or not. However you like.
Dant3r  [skapare] 21 mar, 2018 @ 9:39 
@In_The_Motion If you do publish it, I'll even link it in the recommended mods section. But you should ask the creator of Planetary Diversity for permission before publishing since you will be using his files.
falhxer 21 mar, 2018 @ 6:33 
blessing upon u :), i will give it a try, then can i publish here the link ?
Dant3r  [skapare] 20 mar, 2018 @ 19:06 
@In_The_Motion Take both mods and combine the files, only file that should be conflicting is planet classes. Use planetary diversity "planet classes" not mine. You can also change the star sizes in planetay classes to the values of my own mod, that way you won't miss on anything. I won't do it myself because I am not intersested in mantaining and updating compatibility patches with other mods, but I wish you good luck.

@Max Yeah I can do that, I keep legacy versions of my mods so it's not a problem, I read your comment ages ago but I couldn't upload right then and I just sort of forgot.
falhxer 17 mar, 2018 @ 7:02 
any idea on how make a comp patch ?
falhxer 17 mar, 2018 @ 7:02 
i think is incompatible with planetary diversity
Joker 12 mar, 2018 @ 14:44 
Thanks so much for this, fantastic!
Max 2 mar, 2018 @ 4:26 
Great Work! Please release the 1.9.1 version again (the mod updated without any order from me). I don´t like 2.0, my savegames are ruined and the Game is less free than before.

Regards
Maximilian
Kizami 21 jan, 2018 @ 21:29 
Aw this is one of my favorite mods and i may be planning to collect achievements. ;P
Anyway thanks for the quick repply. :)
Dant3r  [skapare] 21 jan, 2018 @ 21:26 
@Smashplayer no, sorry.
Kizami 21 jan, 2018 @ 21:21 
Was this mod achievement compatible?
Dant3r  [skapare] 20 dec, 2017 @ 11:37 
@Nightscales Well I have no idea how mod load order is sorted in Stellaris. If my mod loaded first and then Planetary Diversity, the game would not crash. Something might have changed the load order and that is why it is crashing now.
Nightscales 20 dec, 2017 @ 11:05 
Well, I'm sure I've used your mod before along with Planetary Diversity and didn't get any crashes in previous versions. Too bad then, perhaps someone can make a compatibility patch for your mods.
Dant3r  [skapare] 20 dec, 2017 @ 9:41 
@Nightscales Planetary Diversity. As I described on the section above "Incompatible Mods", any mod that adds or changes planet types is in conflict with this one.
Nightscales 20 dec, 2017 @ 9:16 
Your mod causes a crash for me upon starting a new game. Other mods I'm launching with it are Planetary Diversity, Stellar Energy and Stellar Expansion (with SE Strategic Resources, Terraforming and Terraforming Extreme). Maybe that can help narrow down the conflict.
falhxer 19 dec, 2017 @ 7:50 
yeah, you are right, too bad i have 126 to check which is one is the problem, awesome mod btw
Dant3r  [skapare] 18 dec, 2017 @ 14:58 
@Revenge_arrives_silent Just updated. I did not find any differences in 1.9 that could warrant an error. Maybe some robot planet stuff but I doubt it. Check for uncompatible mods if the problems persist.
Dant3r  [skapare] 18 dec, 2017 @ 14:29 
@Revenge_arrives_silent Thanks for the heads-up. The mod is working well for me but I will still check the code and update the supported version.
falhxer 18 dec, 2017 @ 6:47 
like i said, isnt working, too bad, .-.
Solzucht 18 dec, 2017 @ 6:46 
is it not working or does it just show up as outdated? thats a difference dear sir :)
falhxer 17 dec, 2017 @ 11:34 
too bad isnt working with 1.9 awesome mod...
Vali Blackmoon 8 okt, 2017 @ 10:04 
Kk no worries was just wondering.