Stellaris

Stellaris

Celestial Remnant - An Overpowered Roleplay Origin
68 Comments
Vysache 1 Jul @ 3:50am 
An Update would be nice :)
wjw_wrsnk 4 Feb, 2024 @ 3:25am 
needs an update
Maschinenmensch 4 Nov, 2023 @ 1:01pm 
Nice
wjw_wrsnk 30 Sep, 2023 @ 8:36am 
needs an update
Fire4Offence 21 May, 2023 @ 10:41pm 
Needs an update
Wizard_Savant 6 Apr, 2023 @ 1:24am 
Mod looks fun, will have to try it to see if anything has broken in recent times.
Vysache 15 Oct, 2022 @ 9:52am 
@red-eyed_Fairace: i still have the problem with the empty colonies, is it possible to fix it? Thanks
CHFern 5 Sep, 2022 @ 8:27am 
Does this like, work with ZOFE? It seems like the type of thing to kinda blend with that mod.
barricadedpurifier 2 Sep, 2022 @ 9:01am 
ah ty for clearing the confusion
Red-Eyed_Gelynome  [author] 2 Sep, 2022 @ 9:00am 
Only rulers. Meaning ai cyborg rulers too.

@harlock77: ill try rechecking everything by tom afternoon
barricadedpurifier 2 Sep, 2022 @ 8:56am 
Before I sub to this, I read the description and I'm kinda confused. Does this mean that only the leader will get the cyborg trait? Or does it mean that only rulers with the trait get immortality?
Vysache 27 Aug, 2022 @ 11:17am 
Is it normal that now in Neighboring Systems the Colonies don't have repariable Buildings anymore? Without them there is not enough gases and particles :(
Kail 4 Jun, 2022 @ 11:04pm 
In the launcher, it still says the game is for version 3.0.
I think it's working okay, I'm using it right now to try. Was just wondering what was up
Red-Eyed_Gelynome  [author] 4 Jun, 2022 @ 10:45pm 
This is updated to 3.4 already, I forgot to update the description. lol. Also which menu are you referring too?
Kail 4 Jun, 2022 @ 10:25pm 
On the menu, it still says this is for 3.0. As well, at the top of the description, it says "For Stellaris 3.0", though your most recent comment and the changelog say it was updated just a couple days ago, for 3.4.
Is it just a bug in the menu, that says the mod is outdated?
Red-Eyed_Gelynome  [author] 2 Jun, 2022 @ 10:08pm 
Updated to 3.4: Changes:
-Fixed trait bug preventing new games
-Nerfed: happiness from Celestial Monument from 5% to 3%
-Nerfed: Removed crime rate reduction from monument
-Buffed Celestial Dimensional Resources Fabricator by a bit
-Renamed Celestial Archives to Celestial Grand Citadel
----Celestial Grand Citadel: similar to the Celestial Archive but also gives the following bonuses:
----Planetary bombardment reduction of 25% (Half of shield Gen)
----Planet stability by 15
----Planet crime rate reduction of 7
----15 soldier jobs
Red-Eyed_Gelynome  [author] 31 May, 2022 @ 9:06pm 
Tested, Needs update or wont be able to select on New game, if youre playing on 3.3 save game, youll be able to still use it. Just the New game seems to be bugged. will be updated within the few days.
Red-Eyed_Gelynome  [author] 21 May, 2022 @ 8:44am 
I havent tested it for 3.4 but ill officially update it to that said version. Just prioritizing other heavy mod.
j.d.chappell 20 May, 2022 @ 2:27pm 
does this need an update its not showing some of the content
Red-Eyed_Gelynome  [author] 2 Mar, 2022 @ 9:33pm 
Yep. I tested it when I updated some of my mods to 3.3, There's a few error lines but not to biggy to cause massive damage. I'll patch it up to use newer codes and before they fully remove the old ones. Other than that, still works.
󠀡󠀡 2 Mar, 2022 @ 9:09pm 
She still works fine in 3.3
Kail 2 Jan, 2022 @ 5:37pm 
I haven't found any errors so far, and have been enjoying.
Would love a version that let you get the celestial bonuses, but from a different origin. I guess having this AND dragons would be too much fun though :p
Red-Eyed_Gelynome  [author] 2 Jan, 2022 @ 4:55pm 
Will be updated on 3.2 on a later date but I do believe it still should work, Will try to flush out certain errors if there is any.

@Snek, by save game editing, yes.
snek 15 Dec, 2021 @ 6:40pm 
is there a way to remove the "United we stand" modifier? Kinda kills some rp when my people always agree with me. Like it is good for a cool we are epic empire but want some strife sometimes
Kail 22 Sep, 2021 @ 6:03pm 
Does this work with 3.1?
sharky952 18 Sep, 2021 @ 5:47pm 
Will you update this to 3.1?
Red-Eyed_Gelynome  [author] 5 Sep, 2021 @ 1:15pm 
Small update:
-Add Cultural job of 4 to Monument
-Slightly Nerf Archives by less 250 on research output.
-Small buff to Resource Fabricator

-REMOVED: 1 type of species on the bunker (So instead of getting 3 types, you get 2 now)
--This is temporary, code is still there, but not loaded due to the current species tab lag of the game, once fix, this will be back.
Red-Eyed_Gelynome  [author] 29 Aug, 2021 @ 5:31am 
Small update:
Nerfed by almost -50% on all outputs.
-Celestial Monument

Buff by +50% on all outputs.
-Celestial Dimensional Resources Fabricator

(Because I dont people to think that the Monument is a 5g tower emitting brainwaves to brainwash your population. LOOOL)
Handwran 18 Jul, 2021 @ 12:53am 
not sure why this isnt working
God's Most Powerful Floridian 25 May, 2021 @ 3:56am 
Grammar check, it's spelled disease.
Red-Eyed_Gelynome  [author] 24 Apr, 2021 @ 1:03am 
Will be updated within the day or two: Major changes are as follows:
-Due to the 3.0 updated, I removed ALOT of Dimesional Fabricators (they dont fit due to the building slot changes)
-Added a new Building - Celestial Dimensional Resources Fabricator
--Produces Food, Mineral, First 3 Special Resources and some alloys
--Cannot be build, only found on Celestial Planets (1 on each)
--This building should be a replacer on the DF changes above.

-Nerf Celestial Monument (it's not a 5g tower anyways)

-Fix megastructure spawn error
-Change Price of blocker to Energy (basically, you need ALOT of power to turn back ON from hibernate state of all Stasis bunkers (for RP purposes))
SarikOstheim 18 Apr, 2021 @ 8:02pm 
Please update to 3.0.
Red-Eyed_Gelynome  [author] 22 Feb, 2021 @ 12:02pm 
RECKLE$$: Open my files, check scripted_effects and look for "generate_cr_start_pops", that's the secondary pop (celestial) then check the origin, that's where the trait for the celestial is added for hardcoded purposes
RECKLE$$ 17 Feb, 2021 @ 10:27am 
@blue-eyed_fairace im trying to edit the death world origin thats on here to include the necrophage secondary species at game start but no matter what i do only primary species turns up. could you tell me what files i need to edit. i found a few that make reference to spawning 2nd pops and added in the death world origin to allow but still no luck.
Bored_EM 4 Feb, 2021 @ 4:57pm 
Ah, thanks! Was trying to start the game with a federation of Ancient Empires. Set primitive spawns to high and watch the universe grow.
Red-Eyed_Gelynome  [author] 4 Feb, 2021 @ 3:18pm 
Bored_EM: Only 1 empire is allowed to spawn with this as I remember. It's too powerful, you or the AI is basically skipping early to mid game with this with the resources production of all buildings on all celestial worlds.
Bored_EM 4 Feb, 2021 @ 1:51pm 
Question, I have tried having a few Custom Empires forced spawn with this Origin and only one would spawn. Is that on my end with mods or can only one empire start with Celestial Remnants spawn?
Red-Eyed_Gelynome  [author] 24 Jan, 2021 @ 5:31am 
Update: Added custom Nerve Stapled Trait, difference with the vanilla one is that this one will not produce any sub species, you can freely get Xeno-Compatibility without the worry that your main species + the slaves will reproduce a sub one.
Red-Eyed_Gelynome  [author] 17 Jan, 2021 @ 12:05am 
Small Update: Added "global_ship_design" for the starting battleships. They will now start with tier 4+ tech (Fleet power should start with 13k+ instead of the previous 6k+), For new games only tho.
Red-Eyed_Gelynome  [author] 14 Jan, 2021 @ 7:52pm 
Update: rework random pops, instead of receiving a total of about 10+ random species pops, you now get 3 randomly generated species pops (4 if you include the stapled one) this 3 will spawn on all of your worlds that have the Stasis Bunker 1. This should help people to lessen the pop clutter.
popdicle 5 Aug, 2020 @ 5:10am 
Could I request you give the option to somehow not get the alien pops when removing the cryogenic vats tile blockers? I'd personally prefer to start off with just my pops and the celestial pops without having to leave some of the tile blockers
Sweet Milk 22 May, 2020 @ 1:52am 
That would be great!
Red-Eyed_Gelynome  [author] 19 May, 2020 @ 12:16pm 
Sweet Milk: I forgot to update it but I haven't change anything since last patch. I did tested it tho, it should work fine, I'll try to fix the version number later
Sweet Milk 19 May, 2020 @ 10:38am 
i loved this mod, but it's outdated now.
are you willing to update this?
Vladimir Lenin 18 Apr, 2020 @ 10:18am 
Thank you very much. I'm looking forward to playing this mod.
Red-Eyed_Gelynome  [author] 17 Apr, 2020 @ 12:48pm 
Minor Update: Fix tempest pre-build district not spawning on game start. Minor issue, you can build this on your own but on the games, this will prevent the -20+ unemployed pops.
Red-Eyed_Gelynome  [author] 15 Apr, 2020 @ 9:49am 
Vladimir Lenin: Oh sorry, it seems they release 2.6.3, I was waiting for it, they change how the systems are generated, give me a few mins, I'll patch it up
Vladimir Lenin 15 Apr, 2020 @ 9:46am 
Whenever I try to make an empire. i select the origin then I select the celestial system but it says "celestial_remnant_system is not valid for empire starts". If i don't select the celestial system I spawn in a normal system with a tremendous lack of resources.
Red-Eyed_Gelynome  [author] 1 Apr, 2020 @ 9:27am 
doobee: Increase your pop. Those bldgs should be able to be repaired once certain pop count is reach. For example, the second slot, requires 5 pops, then the next one requires 10 then so on and so on.
way out there 1 Apr, 2020 @ 8:17am 
Hello, love this mod thank you for your work. I was wondering if it was possible to fix the ruined Fallen Empire buildings on the various planets and if so how? Thank you