Stellaris

Stellaris

154 ratings
Isolated Origin
3
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.019 MB
2 May, 2020 @ 3:39pm
12 May, 2020 @ 3:30pm
2 Change Notes ( view )

Subscribe to download
Isolated Origin

Description
This mod starts the player out in an isolated area of the galaxy.

Your homeworld will be in a cluster of star systems that is only accessible through wormholes, L-Gates (if you have Distant Stars), and occasionally, through hyperlane routes that are blocked off by isolationist Fallen Empires and/or Marauders. Until someone develops wormhole tech, you'll be completely isolated.

Unlike the "Extragalactic Cluster Start" mod, your starting cluster is *within* the galaxy, generated along with the rest of it, and can therefore contain any of the unique systems that can randomly spawn during galaxy generation.

Despite the name, this isn't actually implemented as an Origin at the moment. Instead, it's just something that happens any time you start a new game with the mod active. I had initially intended to implement it as an Origin, but decided that it would be better to allow people to combine it with other Origins.


COMPATIBILITY:
Should be compatible with pretty much everything, apart from other mods that rearrange the hyperlane network (see below), or otherwise conflict with the basic concept of this mod.
Mods that add new Fallen Empires, or change the behavior of the existing ones, might lead to some unintended situations. Shouldn't be anything game-breaking, though - most likely, the only consequence would be that your cluster might not be quite as isolated as it's meant to be. And it probably wouldn't be too difficult to add compatibility with those mods; let me know if you encounter any such issues, and I'll look into it.
This mod was designed for single-player mode, and hasn't been tested in multiplayer. I suspect using it in multiplayer would cause every player to start out in their own isolated cluster, but I can't be sure.


KNOWN ISSUES:
It's been brought to my attention that certain console commands can sometimes cause the game to freeze or crash if executed while this mod is active - specifically, 'effect' commands that alter planet deposits and modifiers, as well as 'run' commands (which execute externally-stored scripts).
- Recommended workaround: Save your game before executing any console commands. If a command freezes or crashes the game, deactivate the mod before reloading and trying again (or just quit, deactivate the mod, and reload before executing the command in the first place). No need to reactivate the mod afterwards - it does all its magic before control is handed to the player, and doesn't have any further effect once the game has started.


TECHNICAL DETAILS:
Here's how it works, for those who are interested:
First, it finds the midpoint of every hyperlane route between your homeworld and the homeworlds of your closest neighbors (not counting non-playable empires like Fallen Empires and Marauders).
Second, it removes all of the hyperlanes at those midpoints, apart from those with one or both ends in systems that are owned by a non-playable empire.
Third, it removes any remaining hyperlane connections between your cluster and the territories of any Fallen Empires that don't always keep their borders closed, making sure that this doesn't cut them off from the rest of the hyperlane network.
It also actively tries to preserve any hyperlane routes through non-playable empires that *do* always keep their borders closed, since, in my opinion, that can make things more interesting.
Fourth, it runs some checks and procedures to find any systems outside your cluster that have become unreachable, and reconnects them to the hyperlane network.
Last, in order to ensure that you're not completely isolated for the *entire* game, it checks whether your cluster contains at least one wormhole, at least one abandoned gateway (unless you've disabled gateways), and (if you have Distant Stars) at least one L-Gate. If not, it spawns them.

I've refined it to the point that unintended situations (such as star systems becoming unreachable, or the player's starting cluster still having open hyperlane routes to the rest of the galaxy) are very rare, but they're still theoretically possible. If you notice anything like that happening, please report it as a bug, and if possible, send me screenshots and a copy of your save file.
Popular Discussions View All (2)
10
20 May, 2021 @ 12:17pm
Bug Reports
Uroshnor
4
12 Sep, 2021 @ 11:34am
Cant load with this mod
ghoulstatic
50 Comments
Lewisharrison141 31 May, 2023 @ 8:42pm 
is it possible someone else could take it upon themselves to continue this mod?
jgroves13 26 May, 2023 @ 6:00am 
any word on an update to this awesome mod?
The Elder One 2 Apr, 2023 @ 3:16pm 
I had a game where it was a very large cluster (20-30 stars) and a Ravenous Horde empire was in it with me. I loved that it happened like that, though I thought for sure it was a glitch at the time. Loved it.
玄鸟 17 Mar, 2022 @ 2:05am 
I like the concept and hope someone will update it
Lalset_Type00C 1 Jan, 2022 @ 6:06pm 
What do I need to change to make it work with the current version?
Guardsman Pius 26 Nov, 2021 @ 2:24am 
Update Please
Hydra 1 Oct, 2021 @ 3:48pm 
damn so sad this mod dosent work anymore
jgroves13 22 Sep, 2021 @ 6:26pm 
sure wish this would update
still wont work with new edition
ПТИЦ 20 Sep, 2021 @ 4:08am 
Is it possible to make the galaxy divided into several such independent clusters?
Singularity Mechanics 25 Aug, 2021 @ 8:50pm 
I am having the same issue, only with this mod enabled. This is an excellent mod that I really love, any chance for an update?