Stellaris

Stellaris

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Decision Origins - Play with Multiple Origins FIXING -> Work in Progress
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21 Jun, 2024 @ 6:41am
8 Aug, 2024 @ 3:48am
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Decision Origins - Play with Multiple Origins FIXING -> Work in Progress

Description
This is a fixed & modified Version of the "Decision Origins - Play with Multiple Origins" Mod made by Destiny Phoenix.

Original Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2966266472


Although i changed a lot of code provided by the original Mod, the idea/concept belongs to Destiny Phoenix. I published this mod without his permission. If he wants me to delete this mod from the workshop, i will do so. If he wants my code to update his mod, he is free to do to so :*

Original Mod is not needed
..for this mod to work. If u run both, conflicts will appear.

Important:

This Mod is still Work in Progress. Its not finished yet, some origins already implemented might miss features and/or in rare cases might not work correctly (although i dont think i made game breaking/crashing errors). I will continuely be working on this mod and add features that in my opinion were missing in the original mod (or simply features i like, nothing drastic though)... same goes for u guys feedback.


Content & Content-additions

This mod lets u play with multiple vanilla Origins. Every Origin implemented by this mod can be activated ingame via an Edict (same name as origin).
After Game Start you will have one ingame year to decide with which origins u want to play with.
Ofc some origins are limited for some empire types (it makes no sence for exterminators to play with syncretic evolution, they would just kill the pops).

My version of "Decision Origins - Play with Multiple Origins" aims to overwrite as less as possible vanilla files, to make it potentialy more compatibel with other mods. (means i had to duplicate buildings/jobs/events with different names, instead of plain overwriting vanilla files, in many cases at least)

Im also trying to provide the player with more customization while trying to keep the setup not that annoying.

Implemented Origins - with some info

Please forgive me if i forget to implement some features of the according origin and report it to me :)

Origin Decision
Description/Infos
Prosperous Unification
  • Adds 2 districts & 4 pops and the Prosperous Unification Modifer to Homeworld.
  • The event that adds districts is very basic, if u think a certain district generation isnt fitting to ur empire, please report to me: What planet is ur homeworld? Which civics? Which government (hive, lithoid, machine...)?
Mechanist
  • u will get access to duplicate buildings of the robot assembly building line
  • 3 choices of how many pops u want to replace with robots
Syncretic Evolution
  • you'll have limited options to create your new secondary species
  • not avaible for all empire types that eat pops
Life-Seeded
    Post-Apocalyptic
      Remnants
        Galactic Doorstep
          Tree of Life
          • will add a lithoid & machine version later on
          On the Shoulders of Giants
          • it worked in playtesting, but my notes say theres more work to do
          Calamitous Birth
          • had to make a new ship for this sh**
          Resource Consolidation
          • only avaible for regular & individual machines
          Doomsday
          • should work fine, didnt playtest
          Necrophage
            Here be Dragons
            • spawns the dragon but does nothing more (it even doesnt protect u) i will fix this origin ...later !
            Ocean Paradise
              Subterranean
                Slingshot to the Stars
                  Overtuned
                    u might get duplicate pop traits in rare cases (vanilla overtuned origin pops)
                  Knights of the Toxic God
                  • to place the Order Keep you have to acitvate a planetary decision on the planet u want the Keep.
                  • to relocate the Order Keep you will have to activate the planetary Decision to relocate on the same planet the Order Keep is currently placed, after it is finished u can place it on any other planet u want to.
                  • you will now be able to choose settings within a menu to slightly adjust the origin (like habitat spawn, extra jobs, extra districts, etc.)
                  Riftworld
                  • ignored some events modified by this origin for now

                  Community Contribution

                  Please contribute Feedback in the assigned Discussions (Bugs in Bugs, Feedback in Feedback, Compatability in Mod Compatibility)

                  As im not a Modder and 'hell no' no programmer, i will heavily rely on Your Feedback, be it how the mod works, how the origin works, grammar mistakes or simply playtesting... or the mods description (my english is very germanized).
                  I really appreciate code reviews & code contributions. In fact i appreciate every feedback, so dont be shy. But i cant promise to integrate all your feedback, be it not being able to achieve what u suggested skillwise, or balancing the mod for all players (some features one person might like, but others wont).


                  In the Feedback discussion is now a list on in which order i plan to implement origins, if u want to influence which origin should be prioritised. please feel free to leave a comment in the discussion.

                  Documentation

                  You are kinda (un)lucky if u want to look at my code. I have made a readme.txt in the mods folder, where i wrote down infos how the mod kinda works, to-do list, folder & file structure. So if u want to take a look at it, the readme should provide you with an overview of what ive done. In most files i also wrote little #comments on what ive done, although i dont explain my or vanilla code.

                  Localisation

                  english - sadly me (bad english)
                  german - sadly me also (im natively confused)
                  russian - thanks to RiSC

                  Compatibility

                  Better Remnants Origin - yes

                  more idk, tell me


                  ~ List of overwritten vanilla files ~

                  ... full list is in the Discussion "Overwritten Vanilla Files / Mod Compatibility / Modded Origins"

                  Updates

                  Will i update this mod regulary? NO! I will not keep track of when a new stellaris update is released, so please feel free to ->spam<- the comment section down below when this mod needs an update ;) (i will definetly update this mod when i notice ur comments)

                  Other related bugs / Feedback & Mod Compatibility please in the associated Discussions.
                  Popular Discussions View All (4)
                  30
                  6 Feb @ 10:20am
                  PINNED: Feedback, wanted Features
                  chilllounge
                  9
                  4 Dec, 2024 @ 5:16pm
                  PINNED: Bugs, Fixes, Code
                  chilllounge
                  5
                  1
                  5 Jul, 2024 @ 6:37am
                  Russian localisation
                  RiSC
                  66 Comments
                  marco.medina 6 May @ 6:41pm 
                  This mod has given me so much fun. For me it's one of the best. Please update to 4.0.
                  BetaWolf 6 May @ 4:39pm 
                  Tried to run it with 4.0... even before taking any of the origin edicts I got the new player crisis capital building and some other districts that cost a lot of monthly food and advanced resources (mote, crystals, etc.). I wanted to run Necrophage with Riftworld and it's just a wild starting situation!
                  Deep Fried 22 Apr @ 5:54pm 
                  clone army is currently broken the clones decline even with sufficient clone vats
                  SomeofDeez 18 Apr @ 7:15pm 
                  how's the progress @GalaxisStark? I hope it goes well! :)
                  Nehebsis 1 Apr @ 11:22am 
                  @GalaxisStark, Happy to hear you are taking over the project! :D

                  As @Sarigom mentioned there is an issue with upgrading Chamber of Elevation to House of Apotheosis in the mod for the Necrophage origin decision. Changing "upgrades = { building_necrophage_house_of_apotheosis }" to "upgrades = { building_fzzz_necrophage_house_of_apotheosis }" in "...\common\buildings\fzzz_necrophage_buildings.txt" within the mod fixes the issue.

                  There is also a missing localisation for job_fzzz_necro_apprentice_plural within "...\localisation\english\fzzz_loc_stuff_l_english.yml". This is likely the case for other languages as well but I have not checked. Adding the following to the file on a new line will fix the issue:
                  job_fzzz_necro_apprentice_plural:0 "Necrophytes"
                  GalaxisStark 5 Mar @ 9:44am 
                  @Imperator of Rome it doesn't matter what I do next, the mod won't be published until I've completed all of them.
                  Imperator of Rome 5 Mar @ 9:42am 
                  @GalaxisStark do Under One Rule and Here Be Dragons next.
                  GalaxisStark 5 Mar @ 4:47am 
                  Small update: progress has been slow but much quicker recently. Several origins are implemented, and ones such as Ocean Paradise and Shattered Ring now spawn seperate systems so that everybody can use them.
                  Razgriz 10 Feb @ 12:46pm 
                  @galasxisStark Good luck lord Stark.
                  thelazygun2001 10 Feb @ 10:15am 
                  @GalaxisStark Good man