Dux’ Abundant Initialisers

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Author: Duxatious

Last revision: 23 Jul at 22:47 UTC (1)

File size: 1.27 MB

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Description:

Hello there, this is my take on an "All Unique Systems" mod.

Q: "There are so many already, why do we need yours?"
A: "Mine includes Dugar."

Highlights:
Dugar
All Caravaneer Fleets.
Ultima Vigilis and Chosen (Chosen will spawn if you set no AI empires, but won’t if you set the difficulty to easiest.).
Unique Primitive systems (but not a lot of primitive Origins, they’re handled by generate_pre_ftls, not by initialiser.)
Guarantees Voidspawn, and that it hatches.
A new event that lets you make FEs friendly to space-fauna, meaning they won’t attack them and they’ll survive long enough for you to see them.
Great Khan won’t be attacked by FEs or AEs.

Any and all feedback is appreciated. if you have encountered any galaxy generation issues then please don’t hesitate to mention them in the discussion thread below.

It handles:

relic_system_1 (Mini Galaxy Relic)
relic_system_4 (OmniCodex Relic)
mechanocalibrator_system (Mechanocalibrator Relic)
star_lifting_system (?)
vechtar_zavonia_system
big_rip_system (Abandoned Observation Post)
time_loop_world_system (Prikki)
toxic_planet_toxic_moon
shattered_world_system
asteroid_system
hostile_init_mining_drones (Big Mining Drones Fleet)
hostile_init_amoeba (Space Amoeba, Large pack)
hostile_init_void_cloud (Void Cloud System)
ice_system (Ice System)
high_energy_system (High Energy System)
guardians_init_hatchling (Voidspawn, 100% chance of hatching)
great_wound_system (Void Cloud Home System)
primitive_robot_system (Rage Virus Chain)
superflare_system (Superflare Star System)
collapse_system (Vacuum Collapse System)
old_foes_system (Old Foes System)
scavenger_system (Scavenger Bot System)
living_planet_system (Sea of Consciousness System)
elderly_tiyanki_system (Tiyanki Matriarch)
ratling_1_1 (Junkheap Ratlings, spawns two other systems)
distar_crystal_system (Simple System: Crystals)
distar_pod_system (The Caretaker System)
distar_phaseshift_system (Phaseshifted Planet.)
distantstars_init_00 (Non-guaranteed L-Gates)

hauer_system_initializer (Hauer System, Modified to not spawn in is_fe_cluster)
mega_shipyard_init_01 (Ruined Mega Shipyard)
planet_with_too_many_moons_system (Shallarian System with Xenohphobe FE guardian)
wenkwort_initializer
solarpunk_01 (Helito)

Hostile System Initializers, not listing them all. Crystals, Amoebas, Mining Drones, Cloud Entities, Tiyanki, Privateer Conglomerate even if you have Apocalypse.

All Enclave systems except that secret one. This includes the ruined ones for Shroudwalkers, Salvagers, and I think one Curator one.

guardians_init_stellarites (Stellarite Devourer)
guardians_init_dragon (Ether Drake)
guardians_init_horror (Dimensional Horror)
guardians_init_dreadnought (Automated Dreadnought)
guardians_init_hive (You call this a Guardian?)
guardians_init_technosphere (Infinity Machine)
guardians_init_fortress (The Befuddling Bunker)
guardians_init_wraith (Spectral Wraith)

Wasted some time making Marauders a bit more "already guaranteed to spawn."
I.e. I improved nothing.

Guaranteed all 3 Caravaneer Fleets, added third fleet-launch timer of 55 years.
megacorp_matter_decompressor_init_01
megacorp_strategic_coordination_center_init_01
megacorp_mega_art_installation_init_01
megacorp_interstellar_assembly_init_01

quantum_catapult_init_01
orbital_ring_init_01

I left the Imperial Fiefdom vassals alone, as they seem comfortably scaled to size.

Guaranteed your favourite purple paragon.
legendary_leader_start_site
Sadly Murmuring Monolith is handled by events, not initialisers.

Primitives are still affected by the setting in World Generation.
Guaranteed a worthless mudball named Sol spawns. Crack it and you might get a wormhole.
sanctuary_system
pre_ftl_deneb_system
pre_ftl_shattered_ring

special_init_06 (Guardians of Zanaam)
special_init_07 (Crystal Lair, home of Shards of Obsidian)
crystal_manufactory_system ("Crystal Manufactory version of Basic 4" What?!)
trappist_initializer (It’s a trap!)
parvus_system
polaris_civilization
fumongus_init_01
ghost_ship_system_initializer_01

I didn’t touch the Ultima Vigilis or Chosen initialisers, I instead modified the event that handles their spawning.

locust_system_initializer_01 (Modified to not spawn in is_fe_cluster)
Holibrae_initializer
debris_belt_initializer
the_star_mall_initializer

unique_system_initializer_01 (Federation’s End, looks a bit clunky with the habitat update)
unique_system_initializer_02 (Larionessi Refuge)
unique_system_initializer_03 (Zevox – Shrouded planet and arc site nearby)
unique_system_initializer_04 (Fehnrax’s Stand – Ancient Battlefield 1)
unique_system_initializer_05 (Zhanrox’s Rest – Ancient Battlefield 2)
unique_system_initializer_06 (Afari – Ancient Battlefield 3)
unique_system_initializer_07 (Tragula’s Cross – Triple Planet 1)
unique_system_initializer_08 (Trin’s Promise – Triple Planet 2)
unique_system_initializer_09 (Loh – Triple Planet 3)
lone_defender (Modified to not spawn in is_fe_cluster)

dyson_sphere_init_01 (Ruined Dyson Sphere)
science_nexus_init_01 (Ruined Science Nexus)
sentry_array_init_01 (Ruined Sentry Array)
ring_world_init_01 (Ruined Ring World)

fallen_shrouded (A failed Holy World)

3.11.1:
Tragula’s Cross – Triple Planet 1
Trin’s Promise – Triple Planet 2
Loh – Triple Planet 3

3.12.3
ruined_arc_furnace_system

3.12.5
Added DCC_backup_game_start.txt to alter UNE, FTP, and CoM.

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Revisions:

Old revisions of this mod are available below. Click the link to download.