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Splinter Colony Ver 4.0
   
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File Size
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1.663 MB
13 May, 2022 @ 2:45am
15 Jul @ 3:37am
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Splinter Colony Ver 4.0

Description
Hotfixed with Stellaris ver 4.0.

It is an updated version of "Splinter Colony", an event mod made by Aequinoctis.
You don't need the original one or my older update patchs ("splinter colony ver 2.3 patch" , "splinter colony ver 2.8 patch"or "Splinter Colony ver 3.0 patch")

If you play Stellaris at ver 3.3 (or older), this mod will have issues. Try older patches instead of it.

How to start:
Any one country met below conditions will be asked whether to start the whole event or not.

Conditions:
- isn't AI empire.
- isn't gestalt consciousness empire.
- isn't machine empire.
- isn't necrophage empire.
- doesn't have Lost Colony origin. Note: with Life-Seeded or Void Dwellers origins, climate preference will be randomized.
- doesn't have fanatic purifiers civic.

Known issues:
-Splinter colony could spawn neighboring system with Xenophobe FE.

Languages:
English and Japanese are supported. Other language settings have fallback text (written in English).

There might be other unknown issues, I suspect.
Detailed bug reports are always welcome.
Popular Discussions View All (1)
2
28 May @ 5:38am
Bug reports
Nikal
27 Comments
FebHare  [author] 28 May @ 5:39am 
@Nikal
I fixed created countries have all first contact chances.

About CoM and the splinter colony, they both are The Chrysanthemum descendants. So I am content with the status quo (the splinter colony takes CoM name and vanilla one change its name).
FebHare  [author] 26 May @ 5:49am 
@Nikal Thank you! I'll dig about it.
Nikal 19 May @ 10:17am 
Apparently there should be a "day_zero_contact = no" in the create_country code block.
Nikal 19 May @ 8:31am 
Also, I console-switched to the Splinter Colony and noticed an odd issue with them immediately getting to research first contact for the entire galaxy.

I'm guessing this would speed up how fast empires find out about one another, ultimately leading to odd behaviours with empires which were supposed to be hidden, and speeding up how fast the galactic council is formed. Probably not intended.
Nikal 19 May @ 7:00am 
I liked to abuse the pre-scripted spawning of the CoM when a human empire uses the Sol system. They make for good antagonists. It'd be great if the mod picked a system other than Deneb, so that initalization still worked. 👍

Anyhow, posted some more error messages in the discussion section. Don't think they do much, but just in case. 😅
FebHare  [author] 19 May @ 3:15am 
@Nikal If you play as UEN and there is both the Splinter Colony and CoM, the Splinter Colony will have CoM name and the later is changed to random other empire. System names won't be changed, so there are two Deneb.
If you play as non-UEN and there are UEN, the Splinter Colony and CoM, nothing special happen.
Nikal 18 May @ 2:47pm 
Seems to be working now. I'll give it a couple of more spins to be sure.
I haven't checked the code, but does the Splinter Colony always spawn in Deneb? Does it prevent the Commonwealth from spawning if the UNE is present?
FebHare  [author] 18 May @ 7:32am 
@Nikal Thank you for report.
I figure there is no system which splinter_is_hyacinth_candidate_system will be yes.
I updated just now. It is hard to confirm, but I think it will work.
Nikal 18 May @ 6:40am 
My logs keep getting spammed with an issue by splinter_hyacinth_settlers.

[code]
[14:51:53][trigger_impl.cpp:1193]: Script Error: Invalid context switch [space_owner] from *DIFFERENT SYSTEM NAMES* [galactic_object], common/scripted_triggers/scripted_triggers_splinter.txt:15 @ in scripted trigger splinter_is_hyacinth_candidate_system at file: events/splinter_events_arkship.txt line: 1650, Scope:
type=galactic_object
id=225
opener_id=4294967295
random={ 0 2365055693 }
random_allowed=yes
root=
{
type=fleet
id=167772579
opener_id=4294967295
random={ 0 2365055693 }
random_allowed=yes
from=
{
etc.
[/code]

I checked the Star Systems in game and found nothing there.
FebHare  [author] 29 May, 2024 @ 6:43am 
@Tivaaky1 Update for Stellaris 3.12 is ongoing, and I noticed the issue around Synthetic Fertility. I am blocking the origin when I read your post... but I am considering a different option, removing Pathogenic Genes Trait from Arks descendents.
Yes, Pathogenic Genes Trait is an aftereffect of the Harbinger Plague! And Arks descendents are free from it and won't vanish out.