Stellaris

Stellaris

Tomb World Start Systems
45 Comments
Chef-Moye-R.D. 31 Aug, 2024 @ 10:54am 
Is the sol system supposed to be missing Pluto and the asteroid belts. If so it seems I'm trading one thing that irritates my OCD for another thing that irritates my OCD. LOL
King Zog 13 Aug, 2021 @ 10:40am 
could you make a ruinous core start?
Diremerc 28 Jun, 2020 @ 10:59pm 
So I installed this mod and Now every faction regardless of whether they are using the origin planets from the mod have the ability to make new buildings.
Underground vault, Vault Complex, Vaut Crustal Rock, Vault FS-101 ect...and all these buildings have the same effect which is +3% research speed...Is this normal?
DragoneteXXI 10 May, 2019 @ 2:39pm 
Any chance of an update to Leguin and further?
cbshing  [author] 6 Mar, 2018 @ 7:06am 
@Nikal, I did this for now since I am a bit wary of the Paradox modding policy [forum.paradoxplaza.com] regarding the enabling of dlc content (ie tomb world start) via a mod. I don’t want to have the mod taken down since I ran afoul of the policy. At the same time I am seeking clarification since this mod was created before the dlc was implemented.
Nikal 6 Mar, 2018 @ 5:49am 
Strange, I seem to recal this mod was made for Vanilla? Why does it require the DLC now? :steamsad:
cbshing  [author] 4 Feb, 2018 @ 6:55am 
Hi NocturneOfSolace, this mod works for both organic & machine civs. Organic civs get different bonuses for the different types of starts, such as Wastelander gives Tomb World Adapatbility (+20% hab for tomb worlds) and Mutated changes your species to have the Tomb World Preference. Meanwhile for machines Wastelander gives no bonuses & Mutated only gives bonuses to Assimilator & Servitor starts. Hope that helps you.

If you are having trouble getting the planet to start as a tomb world, there could potentially be a mod conflict. I fire an event at the start of the game that changes the world to a tomb world and adds all of the tile blocerks. If there is another mod that changes something at the game start there could be a conflict preventing the tomb world from appearing.
Durandal 3 Feb, 2018 @ 5:52pm 
I genuinely don't get how to make this mod work, does it only work for organic civs?
cbshing  [author] 18 Jan, 2018 @ 5:04am 
Hi @xnadu27, thanks for the suggested start message! I like it better then the one I drafted, and for the next update I’ll add it in and credit you. Since it appears Origin Civics will be the path the devs are going, I’m going to be working on converting my Start System mods into permanent civics, so I’ll credit you also when I make that.
Chastity the Celibate 17 Jan, 2018 @ 6:10pm 
Assimilator start message “After a large-scale war that sent our CREATORS world into apocalyptic downward spiral, we fulfilled our duty and ASSIMILATED them into our CUSTOM-BUILT fusion-powered automated synthetic bodies. There was some RESISTANCE, but they eventually succumbed to their DESTINY. Now we have advanced to INTERSTELLAR travel, where we will assimilate the estimated 10,000 species in our GALAXY.”
cbshing  [author] 29 Nov, 2017 @ 7:06pm 
Hi @FluffyLoveMuffin, currently there is no custom start message for assimilators or machine empires. I've been working on some custom text (e.g. assimilators were trying to help the Creators adapt to the tomb world environment, so they turned them into machines), but I've hit a writer's block. If you'd like a go at writing a start message I would appreciate the help!

In terms of start bonuses, using the vault dweller start machine empires have a special "vault" building. With the mutated start assimilators and servitors have a secondary species with a tomb world preference.
PAL 29 Nov, 2017 @ 11:15am 
are there any custom openings with the assimulators or any machine empires when using this mod?
cbshing  [author] 28 Nov, 2017 @ 6:57pm 
Hi @captainradish, that sounds like a really fun game. I haven't played with Alphamod since 1.0.3, so I didn't realize you can create habitats early in the game. That worked out well otherwise your main species would have been toast! I'll put a disclaimer for others to not select unadaptive unless they want to play a brutally hard game setting like yours.

You should make an AAR; I'd love to see how far your race goes. Also, if you haven't tried it yet, you can restore your homeworld's climate to its former glory for some unity/influence/happiness bonuses (though I'm not sure if that'd fit with your caste system rp).
Duke Flapjack 27 Nov, 2017 @ 8:35pm 
Just as an addendum: that game is brutally hard at the beginning. I had to really rush Alphamod's small habitat as my race wouldn't expand on the tomb world (I somewhat foolishly gave them unadaptive which made all my population try to move out immediately after game start). If I hadn't started with robots I would have lost as I was down to one single pop when I got my first habitat built.
Duke Flapjack 27 Nov, 2017 @ 8:32pm 
It is a difficult but highly entertaining game so far. My race can't live anywhere other than stations as they have a very very low habitability anywhere else, but because Alphamod adds some additional habitats (energy/mineral producing habitats and dedicated shipbuilding like the Kuat drive yards from Star Wars) my race doesn't really need any planets. Plus, I am a shipbuilding powerhouse. The only issues I have is specialized armys need planetary capitals which I can't build, so taking planets isn't easy. Fortunately my race is militaristic, so I can just bomb them into rubble. I also built myself very vertically so I only have a handful of systems to really protect.
cbshing  [author] 27 Nov, 2017 @ 5:14pm 
@captainradish, that's an interesting idea, kind of like the movie "Elysium", right? I'm not sure if it would make it into this mod though since it requires a Utopia dlc feature, but there are a few other start system mod ideas I am working on in the background that I could put it into. There is a "hard" tomb world start being developed, but right now I am focusing on a few other mod ideas that will come out first.
Duke Flapjack 27 Nov, 2017 @ 10:59am 
There should be a hard vault dweller start where your species starts with the "habitat" adaptation. I'm playing a game where my primary species is only happy when they're living on artificial constructs and there are no planetary dwellers whatsoever. It's a really interesting game that really emphasizes the game's caste system: those of the highest caste live in space. Those of the lower castes live on the planets.
cbshing  [author] 23 Nov, 2017 @ 8:15am 
@Belaaron, that’s a great idea and something doable. Adding more events to this mod is something I’d like to explore, like finding a lost colony or an unopened vault, but I haven’t got around to implementing it since writing the event text takes me a lot more time than coding does (writers block). Check back and hopefully I can put something together before you finish your current game!
Belaaron 23 Nov, 2017 @ 7:50am 
@cbshing Yeah...too bad humans can't be a precursor empire. Would be neat to have only the machines and roaches survive, only to go out into the cosmos and find remnants of their predecessors. Maybe even those Human Fallen Empires in another mod.
cbshing  [author] 23 Nov, 2017 @ 7:26am 
@Belaaron, sounds like the beginnings of an epic story
Belaaron 22 Nov, 2017 @ 10:31pm 
Nuked Earth start...with Rogue Servitors caring for Roachoids...
Das Boot 12 Nov, 2017 @ 10:48pm 
Thanks. @cbshing, you are awsome!
cbshing  [author] 12 Nov, 2017 @ 7:21pm 
Hi @Das Boot, it's taken me a month but I've overhauled and optimized the code and fixed some minor bugs. I've also added 3 new tomb world Earth based starts that will let you play as mutant or wastelander humans. Nuked Sol Start however is depreciated for its original bonuses, but this change will only affect future games (no broken saves). Hope that's what you're looking for and have fun!
Das Boot 15 Oct, 2017 @ 5:16pm 
Thanks!
cbshing  [author] 15 Oct, 2017 @ 3:14pm 
Hi @Das Boot, I can look into it. Right now I'm working on a overhaul of this mod to streamline it with the 1.8.2 code format, so it'd be after I release the next update. Check back soon.
Das Boot 15 Oct, 2017 @ 9:56am 
Is there a way to use the human portrait to create mutant humans? I'd like something like a combination of "Nuked Sol" and "Wastelander" start.
cbshing  [author] 15 Oct, 2017 @ 7:05am 
@Das Boot, you're welcome and have fun!
Das Boot 14 Oct, 2017 @ 10:22pm 
Thanks for making this wonderful mod! This really helps whenever I want to roleplay a species that survived a recent calamaty.
cbshing  [author] 22 Sep, 2017 @ 9:38pm 
@obssessednuker, I've updated the mod to 1.8.0 so its playable, but I have not done extensive debugging on it yet. Have fun and let me know if you run into any bugs! I'll look into making additional starting messages as well.
cbshing  [author] 21 Sep, 2017 @ 4:06pm 
@obssesednuker, I'm working on the updating the mod right now. The devs made some big changes to the system initializers, so expect an update by next week at the latest (hopefully sooner). Also, cool username!
obssesednuker 21 Sep, 2017 @ 1:09pm 
Do you think you could update this for Synthetic Dawn? Perhaps adding an additional message if you start on a nuked world as a machine civ?
cbshing  [author] 26 Aug, 2017 @ 8:46am 
@Jango Bun Bun, I had first attempted this route as well, but struggled with the UI. Graphics and images are not my thing. So I've seen some mods make a special trait, others make a civic...since I started by making a prescripted empire I went this route where species preference is tied to a country event that executes at game start for the mutant start. The fun part was getting the syncretic species to work right so I could role play Planet of the Apes with enslaved Humans. Although, I would like to change the start text for the mutant start if I could come up with something better.

The Planet Diversity mod figured the UI issue. Check it out, maybe you can find something there to inspire you.
Jango Bun Bun 26 Aug, 2017 @ 6:41am 
What i was working on was something slightly different, instead of a starting system you could select tomb world as a starting planet, just as you would a continetal/tundra/etc world. Managed to get the traits and stuff working, but I couldn't quite get the UI right.
cbshing  [author] 25 Aug, 2017 @ 8:40pm 
@Jango Bun Bun - glad you enjoy! Feel free to use the code from the mod to inspire you to make your own. I appreciate if you give me credit if you do use some of the code here.
Jango Bun Bun 25 Aug, 2017 @ 2:36pm 
I've been looking for something EXACTLY like this! I've gone so far as to start making something like this myself.
cbshing  [author] 24 Aug, 2017 @ 2:52pm 
@ludebammel, sure I'll take a look and I'll give you the credit for it when I put it in. I'm not an artist so I appreciate your help!
ludebammel 24 Aug, 2017 @ 3:47am 
I have a mutated earth texture I did for fun. Wanna use it?
cbshing  [author] 23 Aug, 2017 @ 8:04pm 
@Shark of Finance, unfortunately I probably won't get around to making a tomb world fallen empire type start until after 1.8 comes out. My current plan is to finish up the restoration event feature, look into a new feature for the Tombing Planets mod, and experiment with a galactic rivals type start before coming back and tackling a tomb world fallen empire mod. @tolaburke, hope you enjoy!
コ ッ ク 22 Aug, 2017 @ 1:00am 
God I cannot wait for a Necron mod. Exterminatus mod gives me only 50% of the pleasure, I need the immortal space-terminators to make it complete!
tolaburke 21 Aug, 2017 @ 11:52pm 
You say Necrons, Wastelanders...I say 'Sillicoids'. Finally, the colonise-anywhere rockmen are possible again. No mod for a long while has permitted Tomb World habitability.
cbshing  [author] 21 Aug, 2017 @ 8:13pm 
@Stealth, probably when the Synthetic Dawn DLC comes out you can start as Necrons. Although, maybe lore wise it would make more sense if I merged this mod with cray935's Surivved through Ages mod. Something I can think about for the future.

@ODSTbag, I found a mod in the workshop called SciFi Species that adds Fallout portraits. I'm not artist though, so hope thats sufficient for your RP.

@Thedreadedpixel, you should defintely buy the game. Totally worth it.

@Holy Athena, are you suggesting they all evolved together? Or maybe as a Mutant finding the Enclave succeeded in colonizing another world? :steamhappy:
Holy Athena 21 Aug, 2017 @ 5:21pm 
@ ODST

Yea, where Rad Roaches, and Mutants have evolved into intelligent enough beings to have created spaceships in the far future, and 2 opposing Human factions, Wastelanders, and Vault Tech.
PixelatedIdiot 21 Aug, 2017 @ 2:19pm 
DAMNIT STOP NOW I HAVE TO BUY THIS GAME!
ODSTbag337 21 Aug, 2017 @ 11:55am 
No, all we need are Fallout-themed species portraits. Why?

Because war, . . . war never changes . . .
Stealth 21 Aug, 2017 @ 7:55am 
now all I need is necrons