Stellaris

Stellaris

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

integerated better remnants mod
- fixed an issue where one event wasnt called

toxic knight origin
- replaced validate_and_repair_planet_buildings_and_districts by a custom modifier that adds temporarly building slots, to prevent buildings getting destroyed by swapping districts. now that i think about it, i might have to include this into more files, so next update will include this and i wont mention.

Update: 7 Aug, 2024 @ 2:09am

added subterrenean origin

file structure
- combined static_modifier files into one

Update: 7 Aug, 2024 @ 2:06am

forgot sth, so see update notes 11:09

Update: 5 Aug, 2024 @ 8:24am

remnants
- russian loc

Update: 5 Aug, 2024 @ 8:09am

remnants
- integrated the Better Remnants Origin Mod. If u started with the vanilla origin though u need to be subscribed to the original mod. although he allowed me to integrate the mod fully, i still want ppl to subscribe to his mod muhahaha
- made an event menu for remnants

Update: 4 Aug, 2024 @ 5:18am

toxic knight
- added follow up event; what happens if u have no system where u can spawn habitat
- fixed some issues which accured when toxic god spawned (like toxic god being a country & cant be attacked)
- fixed duplicate relics problem from defeating toxic god
- fixed some other minor issues

Update: 30 Jul, 2024 @ 5:39am

toxic knight
- after a long up and down i decided to overwrite vanilla districts
- the event chain is now accessible
- maybe fixed some stuff, i forogt. will be working on the origin until i get the habitat spawn correctly

Update: 27 Jul, 2024 @ 3:32am

knights of toxic god rewrite
- added evenchain to customize origin, added stuff like new demesne districts
- reworked how pretty much all of it works
- didnt playtest it yet. got a new pc and to transfer the data the easiest way for me was to just update the mod ... so the next update will be about making sure this origin works a 100%

overtuned
- should have fixed the issue where the automodding trait doesnt give the auto mod traits

localisation
- added english localisation to all vanilla languages, so people who play in eg. korean, see at least the english loc instead of pure keys like "fzzz_example_key"

Update: 7 Jul, 2024 @ 6:49am

clone army added
- didnt playtest & hope the core mechanics work!

localisation
- fixed some misstypes

Update: 4 Jul, 2024 @ 9:58am

took me long time but finaly

necrophage added


syncretic evolution
changed how species customizsation works, but it still doesnt work as intended.

mechanist
changed the customization event a bit

updated localisation