Stellaris

Stellaris

Distant Origin
810 Comments
hydra 8 Jul @ 5:12am 
yep, doesnt work with gpm and planet diversity and also Sol System 1000 is overwritten
hydra 7 Jul @ 10:12am 
definetly overwitten by other mods, such a shame the concept is super interesting
saqib126 29 Jun @ 3:47pm 
Not sure why, might be a incompatibility with the other 50 mods I'm running, but having this mod installed along with them breaks the Biogensis Evolutionary Predators origin, meaning you don't get the homeworld modifier adding situation progress nor do you get the situation at all. The game still functions but the origin does not.
Snow27 22 Jun @ 7:42pm 
Does the distant origin sol trait recognize alternative versions of sol like the toxic god version?
mzilli  [author] 12 Jun @ 5:34pm 
@mhariz1993 It works on my end, try unsubscribing and resubscribing?
mhariz1993 12 Jun @ 3:54am 
This mod makes the Starlit Citadel origin unplayable as it makes the portal & the megastruc not spawned in the home system.

I tried having only this mod activated and i am correct, this mod is the culprit.
hydra 31 May @ 12:42pm 
I suspect this mod clashes with guilles planet modifiers, the relic world start doesnt seem to function correctly
Snow27 30 May @ 12:42pm 
I would like to be able to play certain origins, shattered ring for instance, without a parent civ spawning, I think that you should either tell me which files to edit to make that happen or add a variant of that origin that doesn't spawn a parent civ
Kucige 27 May @ 12:01am 
Hey, i made a german localisation for your mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3486686758 thanks for all your effort.
Nikal 20 May @ 12:12pm 
Also, a minor point, but I was somehow hoping the Vengeful Refugees would've spawned as a different, completely random species. :P
Nikal 20 May @ 12:01pm 
Just a heads-up: The country spawned from the Contested Capital origin does not seem to have "day_zero_contact = no" set.
mzilli  [author] 18 May @ 6:08pm 
@labgnome Okay I'll take a look, thanks for reporting!
labgnome 18 May @ 5:40pm 
It's also not restricted to the Sol origin, they don't get any of the distant origins.
labgnome 18 May @ 5:39pm 
No, that's the machine version of Void Dwellers. It doesn't seem to be a "compatible origin" anymore. Machines get unique versions of Void Dwellers, Subterranean and Ocean Paradise origins with different names, that have associated robot traits that go with them. It's possible there's a mod conflict somewhere, but it also didn't specifically list Voidforged as a compatible origin either.
mzilli  [author] 18 May @ 5:36pm 
@labgnome Is that from a mod? I removed compatibility with some mods in 3.14 since they were no longer being updated.
labgnome 18 May @ 4:06pm 
Voidforged seems to no longer get Sol as an origin option.
mzilli  [author] 14 May @ 6:36pm 
Updated to 4.0! Not a lot of actual gameplay changes but it should be properly compatible with the new version of Stellaris now. Plus lots of bugfixes and optimizations.
BroncoXeno2035 13 May @ 2:19pm 
I'm amazed that works at all, this is still on 3.14 Code
Janlitschka 13 May @ 1:11pm 
Hey the mod cuts down ALL pops on the start and I only have 100 pops (it should start with around 5k)
mzilli  [author] 11 May @ 11:05am 
Am working on updating this to 4.0, should be patched either today or tomorrow.
The Cream Cheese Wonton 11 May @ 8:17am 
@Janlitschka First it effects how many pops most vanilla origins start with, so they start with for example 26 pops instead of 2600 pops
second when i start the remnants origin i dont get the lost colonies situation
Janlitschka 11 May @ 1:19am 
What issues exactly?
The Cream Cheese Wonton 10 May @ 7:06pm 
I'm having issues with the remnants start
Seems to be compatible with 4.0 from my testing. I look forward to updating proper.
Janlitschka 6 May @ 10:41am 
Hey, how is the 4.0 Compatability? Thank you!
BroncoXeno2035 25 Jan @ 3:27pm 
I force spawned a Interstellar Refugees and Contested Homeworld Empire of the same grouping, and they both instead spawned an AI empire instead.
Hidvx 4 Jan @ 7:37pm 
Hello! What do I need to edit so the interstellar exiles do not necessarily spawn another empire with contested homeworld origina. The reasong being, I want my earth humans to use a more fitting origin (domes origins from planetari diversity) while the exiled humans still having the -100 opinion modifier. I am fine with chill modifiers that represent a small claim to the homeworld. I ask this ebcause if I spawn my earth humans with another origin, they get destroyed by the contested homeworld humans spawn in the same system (and also changing the planet class of earth). I mostly would like to edit it to not force a random spawn on the other end so i get a more versatile lore of my custom empires. Anyways, than you very much for your hard work!!
youtubitz 13 Dec, 2024 @ 9:54pm 
Would it Be possible to untie Interstellar Exile from Contested capital so one could Still use vengeful refugees (which could use a council Position) and spawn a Rival Nation in sol with another origin like Fear of the Dark or Under one Rule? or just free up the vengeful refugees instead?
Corset Lebelle 25 Nov, 2024 @ 2:37am 
is this updated to the current version ?
Celador 15 Nov, 2024 @ 6:23am 
@BroncoXeno2035 The remnant human empires that spawned are related to changed remnant origin. But I am not sure if they are the issue, just that Flusion is inside their empire and somehow being referenced all the time after they conquered and released it.
BroncoXeno2035 15 Nov, 2024 @ 5:59am 
@Celador, that sounds like an issue on Gigas end
Celador 15 Nov, 2024 @ 5:29am 
@mzilli Is this compatible with gigastructural? I've started as Mars ascendancy remnant, at some point a bunch of extra human remnants spawned, one of them interacted with Flusion from gigastructural and conquered everything around it, and conquered it as well (but then I guess it auto freed itself?), and I've started getting ctd's over and over again. Majority of crashes mention Flusion, but I am not sure if this one is responsible.
Skelentin 8 Nov, 2024 @ 5:10pm 
@mzilli Don't worry about it, I screwed up and didn't add the Distant Origin 1 and Homeworld 1 traits to the species.

@Danwar The fix worked, thank you for telling me.
mzilli  [author] 8 Nov, 2024 @ 3:31pm 
@Skelentin I'll take a look at this, thanks for reporting.

@tredavidson77 Probably; I just removed them so the error log would stop complaining about an "invalid origin". :P
tredavidson77 7 Nov, 2024 @ 11:02pm 
If there’s a successor to the nomads mode or similar mods still being updated, will you make this mod compatible with them?
Danwar 7 Nov, 2024 @ 7:17pm 
@Skelentin: Did you give the Interstellar Exiles and Contested Capital species the respective traits (Distant Origin 1 for the Exiles and Homeworld 1 for the Contested Capital)?
Skelentin 7 Nov, 2024 @ 5:52pm 
Created two counterpart empires, one Interstellar Exiles, one Contested Capital. Force-spawned just one AI empire in to test if it works, and the game spawned in two more - an extra CC and IE empire to correspond with my empire and the AI's empire. Am I doing something wrong?
Gravyboat 6 Nov, 2024 @ 8:42pm 
Update from my last comment regarding New Frontiers: mzilli's latest update seems to have fixed the issue!
topher.s.g 3 Nov, 2024 @ 2:55pm 
Seconding @BroncoXeno2035's question/suggestion. I love this mod but the worst part of it is when I have Contested Capital Empire A and Interstellar Refugees Empire B set up with paired traits, and the game decides to include only one and randomly roll a partner for it when the real/intended partner is *right there*.
Gravyboat 2 Nov, 2024 @ 10:44pm 
I just wanted to highlight an incompatibility with the Real Space: New Frontiers mod add-on. It seems that there's some conflict with Distant Origin and RS: NF that causes a CTD.

It's understandable if this isn't something that can be resolved due to the nature of either mod, but I figured I'd post a possible explanation for anyone experiencing crashes!
Hong Meiling 28 Sep, 2024 @ 10:43pm 
I'm not sure if this is a bug but in my game, my custom Human Lost Colony empire spawned but Sol III itself is completely empty. It's still a Continental World and not a Tomb World so they didnt nuke themselves, but there's nothing on the planet. No Pre-FTL civilisation, not even a pre-sapient species, it's just empty and ripe for the taking. The species screen still shows the Human homeworld as Sol III so I'm not sure what went wrong.
celtarican 24 Sep, 2024 @ 4:55am 
Hi! I wanted to ask if it was possible to add clone army to the accepted origins for distant origins?
BroncoXeno2035 9 Sep, 2024 @ 1:52pm 
Is there a reason FTP isn’t Distant Origin (Sol)?

Also, is there a way to force spawn so Interstellar Refugees and Contested Capital Empires of same number in Presets force Spawn the other?
tredavidson77 8 Sep, 2024 @ 9:39pm 
Is the real space incompatibility still a problem?
Ramos.C 19 Aug, 2024 @ 3:16am 
Is there a way to make the custom parent empire of Lost Colony to be advance Empire?
Nathaniel Herapen the Third 16 Jul, 2024 @ 3:36am 
Don't mean to be a bother, any expectation on the rework? This is my favourite mod.
1. creating galaxies solely claiming Earth as their home,
2. 'daisy chaining' lost colonies where planet 1 is 2's homeworld is 3's homeworld is 1's homeworld,
3. coupling lost colony with the Mars start to find out Earth next door is the 'long lost' homeworld,
4. Humanity came from Theia.
5. Individualistic empire turns out to be hivemind splinter group.
6. Somehow manipulating the empire gen order overriding the generation of a contested capital so any Origin can have vengeful refugees viaing for a ring-world or dragon guarded system (still not sure how that happens, seems inconsistent)

With the proposed rework I can imagine how much more I might mess with.

Thank you Mzilli for making and keeping this mod up to date over the years.
VA1t3N 13 Jul, 2024 @ 3:38pm 
Tried older version, it's still not working
VA1t3N 13 Jul, 2024 @ 3:38am 
Another bug (?). Occupied Homeworld empire starts with 0 pops of coquered species. Pls help, REALLY like your mod, but constant bugs trouble me a lot
VA1t3N 13 Jul, 2024 @ 3:32am 
Could it be that it doesn't work because the Homeworld 1 empire is AI?
VA1t3N 13 Jul, 2024 @ 3:22am 
Just to be sure I'm doing everything right. I created a Remnant Homeworld 1 empire, 2 lost colonies with Distant Origin 1 and 1 Contested Capital with the occupants having Distant Origin 1 as well. The subjugated species have their respective Dispant Origin and Interstellar Exiles, for that matter. For some reason, it works for Human Exiles, as they still consider occupied Earth as their homeland, but none of the Distant Origin empires do. Is that a bug or I messed somewhere?