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SirBlackAxe

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Aug 13, 2021
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The Storm Cluster is a non-threatening mid-game crisis created for #MODJAM2022, intended to offer some exploration later in the game than normal. Several new wormholes will form during a galactic space storm, leading to an extra-galactic system cluster encased entirely within one massive nebula. Unique vanilla and DLC systems, including ruined megastructures and guardians, have a chance to be found in the Storm Cluster if they aren't already present in the galaxy. These unsurveyed systems also offer another chance to get anomalies to the first empires to reach them.

This mod does not require any DLC, but the more DLC you have the more non-generic systems will be available to appear.

Note: Due to scripting limitations, new graphics for the new nebula won't appear on the galactic map unless you reload the game or use the reload_graphical_map console command.



Compatibility
If adding this mod to a game that's already in progress, use the effect enable_storm_cluster = yes console command to allow it to fire. (effect disable_storm_cluster = yes will prevent it from firing.)

Overwrites:
  • common/
    • component_templates/00_weapons_critters_cloud.txt: Modified to add Storm Cloud Lightning as an upgrade to Cloud Lighting. (The file contains no other components)
    • game_rules
      • can_enter_system_by_jump: Modified to prevent ships from jumping into Storm Cluster systems during a space storm.
  • events/
    • fallen_empires_awakening.1: Modified to prevent the Deep Sleepers from awakening.
    • galactic_features.403: Modified to prevent the galactic space storm from ending until about 10 years after the Storm Cluster appears.



Patch notes for The Storm Cluster v1.11

Improvements:

  • Added a thumbnail by FirePrince.
  • Added non-English localization files.
  • Added a new icon for the New Wormhole notification.
  • Added a tooltip to the Subspace Emergence Aftermath event explaining how to make the nebula graphics appear on the galaxy map.
  • The mod no longer overwrites any weapon_component files except the one containing nothing but Cloud Lightning, which should make it more compatible with other mods.
  • Storm Cluster contents:
    • Guaranteed features which will spawn in random Storm Cluster systems:
      • An abandoned gateway.
      • A primitive civilization.
      • (Distant Stars) A broken machine world with a living metal deposit.
      • (Distant Stars) If the L-Cluster is enabled but hasn't been opened yet, it may contain an L-Gate and nanite deposit. Requires the Storm Cluster to naturally spawn a black hole system besides Cyclocus.
      • (Utopia) A shrouded world with a 3 Zro deposit.
      • Three out of five predefined colonizable planets:
        • Storm World: An Alpine, Continental, or Tropical world with the Wild Storms and Hazardous Weather modifiers, and many Tempestuous Mountain features.
        • Danger Zone: A planet with the Wild Storms, Hostile Fauna, and Unstable Tectonics modifiers, giving it a total of +20% all research, -25% habitability, and -15% happiness (if not terraformed).
        • Motherlode: A planet with the Asteroid Impacts, Asteroid Belt, and High Quality Minerals modifiers for a total of +30% minerals from jobs, -5% habitability, and +9 max mining districts.
        • Snowfort: An Arctic world filled to the brim with Massive Glaciers.
        • (Overlord) A relic world with a ruined orbital ring.
    • Two new custom systems are available to spawn in the Storm Cluster:
      • An asteroid system with many trade value deposits
      • A binary system with three colonizable planets with the Strong Magnetic Fields modifier, which will allow the owner to trigger the bugged Magnetic Miracle colony event by colonizing all of them.
    • Added a 10 physics deposit to the Eye of the Storm.
    • Terraforming Candidates in the storm cluster can spawn with additional planet modifiers.
    • Some special systems are now more valuable when spawned in the Storm Cluster, with more planets and/or additional deposits.
  • The Eye of the Storm starbase no longer uses shields or autocannons. Defeating it in battle should give you a chance to spawn debris for a tier 5 Cloud Lightning variant and Crystal-Forged Plating.
Bugfixes:
  • Fixed the Space Storm modifier in the Cyclocus system, which was being applied to the star instead of the system (and therefore having no effect).
  • The Deep Sleepers no longer automatically destroy the Planetary Shield Generator on their homeworld.
  • The Deep Sleepers can no longer be awakened by the War in Heaven.
  • The Storm Cluster situation now properly destroys itself when it finishes.
  • Receiving the Wormhole Stabilization technology from the Subspace Emergence Aftermath event now also allows you to order ships to explore wormholes even if you haven't had a ship enter a system with a wormhole before.
 
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v1.13 patch notes

Updates
  • The new nebula cloaking effect is now applied in the Storm Cluster.
  • The Deep Sleepers have replaced the Command Center building on their Citadel with a Dark Matter Listening Post, giving them cloaking detection in their system. Weakening their starbase isn't an ideal solution, however, so I'll likely revisit this.
  • Updated systems and effects to account for changes to pre-FTL civilizations in 3.7.
Improvements
  • Systems now take their spawn_chance and scaled_spawn_chance settings into account, which may sometimes prevent them from appearing even if they're available. scaled_spawn_chance treats the galaxy as if it's 1000 stars regardless of its actual size in order to keep the odds high, however.
    • The game log and the system flags on the central system track if any systems were available but rolled a null spawn.
  • AI empires are now more likely to research Wormhole Stabilization based on how many wormholes they own or if the Storm Cluster spawned recently.
  • If the mod is currently enabled but wasn't installed at galaxy generation, it will give you the option to activate it the first time you load the game in single player.
  • Precursor anomalies can now be found in Storm Cluster systems, and will be limited to undiscovered ones if possible.
    • This makes the cluster an excellent place to start your precursor event chain if you don't have it by midgame, such as when using the On the Shoulders of Giants origin.
  • Changes to unique Storm Cluster planets:
    • Habitable planets can no longer spawn in the Ruined Dyson Sphere or Superflare systems.
    • Motherlode now has a 1/11 chance to spawn with the Exceptional Quality Minerals modifier instead of High Quality Minerals.
      • This is the same ratio the modifiers have when spawning randomly.
    • Storm World now has a guaranteed Betharian Fields deposit, and is now slightly more likely to be Alpine than Continental or Tropical.
  • More systems enabled: The following systems can now appear in the Storm Cluster if they haven't already spawned and the corresponding DLC is active:
  • Certain systems are now modified from their base versions if they spawn in the Storm Cluster, primarily to make them more valuable or give them more chances to generate anomalies.
    • Many systems with guaranteed orbital deposits now add that deposit to any randomly generated ones instead of overwriting them, unless that risks causing district issues for a habitat built orbiting the planet.
    • Increased the minimum and/or maximum number of planets and/or moons in some systems.
    • A few stars/planets/asteroids with more valuable guaranteed orbital deposits can no longer generate anomalies, in order to prevent them from being overwritten. (For example, the 3 Rare Crystal deposit on Yormak's Heart and the 12 energy deposit in the High Energy system.)
    • Anomalies are no longer disabled on planets in the following systems: Loh, Time Loop World system, Tragula's Cross, Trin's Promise, Zanaam (Broken Worlds)
    • Orbital deposits are no longer disabled on planets in the following systems: Loh, Tragula's Cross, Trin's Promise
    • Great Wound: All black holes in the system are now allowed to have deposits, although they do still all prevent anomalies.
    • Sol system: If Toxoids is enabled Venus will be a toxic terraforming candidate, in addition to Mars being a regular terraforming candidate.
    • Trappist: The sizes and classes of the three habitable planets are randomized (although you still get one of each climate type).
    • Void Cloud System (void3_system): Number of Void Clouds increased from 1 to 3.
    • Added the hostile_system flag to Great Wound and Sanctuary systems, in order to deter suicidal Caravaneers.
    • Added the primitive_system flag to the Vacuum Collapse system.
Bugfixes
  • Storm Cluster systems should no longer spawn a second nebula object (in system view) in cases where the system initializer already creates one.
  • Second instance of Lost Swarm system removed from initializer list, making it no longer twice as likely to spawn as intended.
Compatability
  • Event overwrite for fallen_empires_awakening.1 now prevents fallen empires with the awakening_not_allowed from triggering a War in Heaven, instead of all Fanatic Pacifist fallen empires.
  • Removed overwrite of the system_blocks_sensors game rule, which was only needed for the cut Subspace Fluctuator starbase building.
  • Fixed "Corrupt Event Table Entry" error caused line in scluster_event_overwrites that wasn't commented out (by removing the entire commented out event).
  • Storm Cloud Lightning is now inheritable by released empires if Space Cloud Lightning is also modified to be inheritable, although I'm not sure if any mods actually do that.