Stellaris

Stellaris

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Flesh-Rooted Hive Mod
   
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7.824 MB
2 Jul @ 1:01pm
1 Aug @ 1:51pm
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Flesh-Rooted Hive Mod

Description
Flesh-Rooted Hive Mod Description
Delve into the depths of cosmic horror with the Flesh-Rooted Hive origin mod, where your hive mind transcends simple chitin and synapse to become an immense biomass entity rooted deep within worlds. As the Flesh-Rooted Hive, your colonies sprout colossal living structures, weaving together flesh, roots, and sinew to harvest the very life force of each planet. While your ships are strengthened by regenerative hulls and potent biological weaponry, your empire’s connection to decaying worlds slows technological progress outside biology, forcing you to adapt through growth and consumption rather than innovation.

Establish Flesh Root Colonies to strengthen your foothold across the stars, then upgrade them into powerful Flesh Root Nexuses, which amplify pop growth, food production, and drone efficiency on their worlds. Further ascend by transforming these nexuses into Flesh Root Thrones granting even greater growth, production, and planetary bonuses.

Finally, unlock the Throne of Flesh Eternal Ascension Perk to achieve the pinnacle of biomass dominion: constructing the Flesh Root God Nexus, an ultimate capital upgrade that doubles the effects of the Flesh Root Throne, massively enhancing growth, production, unity, naval power, and biomass supremacy across your empire. Whether you seek to spread your tendrils across the stars or simply stand as an unyielding monument to life’s darkest evolutionary paths, the Flesh-Rooted Hive will leave the galaxy trembling in awe and terror.

(if you are using another mod manager, it will most likely appear there as "civic test")

(ALSO, big thanks to https://steamhost.cn/steamcommunity_com/id/Daemon__kitty/ for the Biogenesis DLC which enables me to utilize biological shipsets)

🩸 Features
✅ New Origin: Flesh-Rooted Hive – become an empire of living biomass rooted into the worlds you conquer
✅ Unique Ascension Perk: Throne of Flesh Eternal – unlock your ultimate terraforming form
✅ New Planet Class: Flesh-Rooted Hive World – a horrific biomass world type
✅ New Planet Class: Barren Ocean - grants varying food deposits as you harvest the resources from the depths
✅ New Trait: Fleshly Roots – gained through your origin for terrifying adaptation
✅ New Planetary Decisions:

Plant Flesh Root Colony

Upgrade to Flesh Root Nexus

Evolve into Flesh Root Throne

Transcend into Flesh Root God Nexus

✅ New Resource: Biolytic Mass – The lifeblood of your empire. Produced from deposits, decisions, and buildings. Required for:

Terraforming into Flesh-Rooted Hive Worlds

Branch deposit upkeep

Planetary decision upgrades

Future military projects and growth enhancements

✅ New Building: Biolytic Weaver Sapling (creates biolytic weaver jobs and increases pop growth)
✅ Upgrades to Biolytic Weaver Sapling -> Biolytic Weaver Shoot -> Biolytic Weaver Trunk -> Biolytic Weaver Canopy -> Biolytic Weaver Godseed
✅ New Jobs: Biolytic Weavers – Hive-exclusive workers that convert food and biomass into further growth potential.
✅ New Deposits & Upgrades: Each tradition branch grants escalating planetary bonuses
✅ Custom Tradition Tree: Branches of Plenty, Spires, Dominion, Shadows, and Harmony
✅ New Music Track: “Dirge of the Flesh Garden” – A haunting ambiance (track: Frightmare by Jimmena Contreras) to accompany your rise.
✅New Armies:Rootling Strain (Basic)

Sproutkin Strain

Barkguard Strain

Thornkin Strain

Godseed Warden (Elite)

Defense Army: Biolytic Warden

✅New Event: "The Bloom Beneath": A strange resonance pulses from the crust of our cradle-world. Deep beneath the subdermal layers of the biosoil, a fibrous mass has awakened—throbbing, whispering, blooming. It is no natural formation.\n\nThe Hive's synaptic feelers report a surge in ambient bioelectric activity. Fungal membranes and tendril colonies have ruptured into the surface, forming massive organic protrusions that exude an intoxicating pheromone—a call, a lure, a hunger.\n\nWe do not remember planting this seed. Yet it remembers us.\n\nThe Bloom offers us a choice: to nurture it, to dissect it, or to destroy what we do not understand.

✅Based on your choices, you advance through an event tree- with each choice deciding the fate of the Bloom Beneath the surface of your world!

✅Flesh Rooted Hive Namelist for planets, names, ships, and armies

✅New Building: Data Spindle (creates biolytic weaver jobs and boosts society research)
Popular Discussions View All (2)
10
24 Jul @ 12:01am
Feedback and Bugs
superbat775
2
30 Jul @ 7:59am
Ideas for Future Features
superbat775
69 Comments
superbat775  [author] 1 Aug @ 5:22pm 
Also, i do know the third option on the story event doesnt do what its supposed to- it worked until it decidied it didnt want to.

Next update i will fix that, as well as advancing the story even further!!
superbat775  [author] 26 Jul @ 4:50pm 
As far the armies, i will add that to my to do list for the next update.
superbat775  [author] 26 Jul @ 3:37pm 
It should appear as a terraforming option if you have a) the origin and b) the Flesh Throne AP
Cyph the Terrible 26 Jul @ 6:18am 
How do I make more Flesh Rooted Hive Worlds? I got the Flesh Throne AP and the associated tradition that adds the branches, but I can’t seem to make Flesh Rooted Hive Worlds. I was able to use the decision to plant saplings, upgrade them to Nexus and get to God Throne thing through AP. Also, I only had Rootling Strains available to recruit but when I got my capital to the God Throne deposit, I was finally able to recruit Godseed Wardens but not the other army tiers besides Rootling.
Cyph the Terrible 25 Jul @ 4:43am 
May I suggest possibly contacting the Universal Resources mod author for compat? Biolytic Mass will not appear with Universal Resources active, allowing players to see other modded resources.
superbat775  [author] 24 Jul @ 9:45am 
And thanks!
superbat775  [author] 24 Jul @ 9:10am 
1. The second Origin is a WIP. I had started to work on it awhile back, but then I realized I need to do my best to flesh out this first one first, and then i will go back and begin to add the second one.

2. Im still trying to figure out the proper references for certain modifiers because in the latest update they had changed their names around a litte.
Theobald 24 Jul @ 8:45am 
Very promising mod in any case !
Theobald 24 Jul @ 8:32am 
Nice ! I suppose the second origin is still WIP ?
By the way, if the tooltip for the main Origin is correct, why are the modifiers so small ?
superbat775  [author] 24 Jul @ 8:05am 
Fixed!