Stellaris

Stellaris

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Origin System
   
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2 Jul @ 2:32pm
2 Jul @ 10:16pm
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Origin System

Description
A collection of very overpowered custom systems

--This mod includes the following custom systems--
Origin (starting system)
Tenebris
Superstar
Trinary Drain
Subspace Sinkhole
Twin Sinkholes
Galactic Wonder
Crystal Star
Ultra Toxic
Machinreium Ibexuma

All systems will spawn near the starting system Origin. These systems will not spawn in a normal game, and will only spawn if the player chooses Origin as their starting system (Or has a custom AI empire that uses this start). The vast majority of the objects in each of these systems will not spawn with anomalies, but may still feature digsites. A few of the objects may have anomalies

Please note i am very new to uploading workshop content, and new to modding Stellaris. There may be some issues!

THIS MOD DOES NOT REQUIRE DLC, despite using dlc assets. Although be warned, it is possible the Machine Age dlc is required in order to repair the ruined Arc Furnace, and it may or may not spawn if you do not have this dlc

-----Descriptions-----

---Origin---
Origin is the starting system, with its star being a Viridescent Lightbringer. This star strips armor from all ships in the system. Orbiting close to it is Ghoul Stone, a large tomb world. Beyond the tomb world is an asteroid belt of 4 evenly spaced asteroids. Beyond this asteroid belt sits Supergaia, a massive gaia world orbited by Verdantis (a smaller gaia world), and the players starting world. Past these is Faraway Anomoly, a large Shrouded World orbited by Dull Green Rock, a small Toxic world. At the fringes of the system is Far Flung Light, a small class B star

Supergaia as well as Verdantis both feature a number of rare planetary features, such as Fuming Bogs, Crystal Forests, Dust Deserts, Berthian Fields, and Alien Zoos. All other objects in this system have randomized deposits

---Tenebris---
A medium sized black hole with a Viridescent Lightbringer inside it, giving the system an intense aura. Within this system sits one planet, Gate To Hell, a large Ecumopolis. Tenebris features a deposit of 10 Dark Matter, while the star within it, Death Core, features a unity deposit. Gate To Hell features a number of ecumopolis exclusive rare planetary features. Gate To Hell may spawn with an anomaly

--Superstar--
A massive class B star with 30 energy output. In the far reaches of this system sits A Rift In Spacetime, an Astral Rift with no noteworthy features

--Subspace Sinkhole--
A massive black hole, orbited by a massive shattered world. This shattered world is orbited by a very small Barren world, and very small Molten world. The black hole in this system features a deposit of 10 Dark Matter and 1 Physics. The shattered world has a deposit of 10 Alloys and 10 Minerals, while the small barren world features 8 minerals and 1 alloys. Lastly the molten world, which has a ruined Arc Furnace, and a deposit of 3 alloys and 5 minerals that becomes available upon repairing the Arc Furnace

--Crystal Star--
A large Astral Rift sits in this systems center, with a massive 15 rare crystal deposit. This system features 2 asteroid belts that each have 4 crystal asteroids. Each asteroid has a deposit of 1 rare crystal deposit
Notes: One of the central asteroids will have a wonky name. I have no idea why

--Trinary Drain--
An anomalous system with a large tomb world at its core, and 3 large black holes surrounding it. Each black hole has a deposit of 3 dark matter and 1 physics. The central planet has no noteworthy features, and may spawn with an anomaly

--Twin Sinkholes--
A system of 2 medium sized black holes, both orbiting an empty center. Both black holes feature a deposit of 10 dark matter and 3 physics

--Ultra Toxic--
At the center of this system sits a massive toxic world, with a Viridescent Lightbringer inside of it to give a unique aura to the system. The main planet is orbited by 2 smaller Toxic worlds, and a medium sized tomb world further out. The star, Ultra Toxic, features a vast unity deposit. The main planet, Core Of Virid Death, features a deposit of 5 society, while each of the smaller toxic worlds features a deposit of 2 society. The tomb world in this system may spawn with an anomaly

--Galactic Wonder--
At the center of this system is a large Gaia world, orbited by 3 small class B stars. Each of the stars has a deposit of 7 energy. The central gaia world may spawn with an anomaly

--Machinereium Ibexuma--
A large pulsar sits in this systems core, with a deposit of 5 physics. Orbiting it is a large shield world with a living metal deposit. The shielded world is orbited by an ai world with a nanites deposit. On the fringes of this system sits Stellar Remnants, a brown dwarf star
7 Comments
Saobie  [author] 6 Jul @ 10:23am 
Of course! Once i figured out how to spawn these objects (despite not having the dlc) i went hog wild. Especially with the Viridescent Lightbringer, as it is a sorely underused asset. The visual appeal is top notch, and the armor stripping effect can be used to great advantage if you play your cards right. Even with the Toxoid dlc, only one such star exists in the galaxy. And although i dont use other modded systems (Beyond whats in the big mods, like Gigastructures), iv never heard of other mods making use of these objects

Iv been continuing to try and find more creative ways to use these objects
Cyph the Terrible 6 Jul @ 6:35am 
Green stars for a green Bio Hive. Thank you for adding systems that start off with the Viridescent Lightbringer, such a lovely shade of green for a unique star.
Saobie  [author] 3 Jul @ 2:23pm 
Since the release of this mod iv added an 11th system, and buffed several deposits to be even higher. I have my own reasons for doing so, but im worried about updating the mod to the version i use, as other players may find these changes to be too much. Would like opinions on this; would you guys like to have further buffed systems? Or perhaps feature the newest system, Grave Of The Stars (VERY wip!)
Saobie  [author] 2 Jul @ 3:55pm 
I am quite new to modding Stellaris unfortunately, i have yet to figure out how to have these custom systems spawn independently from the original starting system :/ As far as im aware, there are no overwrites. These should all be unique systems that do not replace any others, although it is not tested with origins that change the players starting system or adjacent systems, so there could be issues!

As for the armor stripping, yep several of the systems do that. I really like the aesthetic of Viridescent Lightbringers, and beyond that in the normal game only one such star exists. While it is true this may make for a less than stellar initial start, as you will likely want to move ship production outside of the starting system, i personally find it worthwhile. The systems themselves offer immense resource bonuses, a few of them stripping armor is a small price to pay in my eyes
ranma100 2 Jul @ 3:34pm 
Interesting. It seems like half the systems destroy armor.
eqN 2 Jul @ 3:32pm 
This sounds super cool! Based on the description, I imagine there is no overwrites?

As for the spawning of these systems being limited to strictly the one Origin (starting system), I imagine some players would ultimately love it if there was an option to have all of these systems instead spawn randomly in the galaxy, perhaps?

Excited to dive in and check this out in game, regardless. Thank you!
Saobie  [author] 2 Jul @ 2:55pm 
Notes: I apologize for a lack of screenshots. Steam claims every screenshot i take is too large :/