Stellaris

Stellaris

Origin - The Great Mistake
77 Comments
DrStrangelove05 6 May, 2024 @ 2:35am 
Does this mod still work? Especially with The Machine Age update coming out in a few days?
Guilliman  [author] 28 May, 2023 @ 9:46pm 
Are those Fallen Empire buildings? They have a weird part in their code that prevents them from being on planets if they dont get a special planet flag. I donno why they did it like that.I may just overwrite those buildings as I'm tired of that myself
SharpeGuy 24 May, 2023 @ 10:02pm 
Not sure if you can help Guilliman since the modlist I'm working on is so large, but I have no idea what could possibly be causing this.
For some reason right after the amount of time it takes to automatically unlock the research cruiser from NSC2 (after 1 month), the 2 sky domes you get disappear. When I have the planet view open when this happens, every single building slot flashes a red ∅ symbol in the corner (the same kind of symbol when a building is ruined), and then the sky domes disappear.
Disabling exploration cruisers on game start during NSC2 setup does not fix this, it just happens to line up after the first in game month.
shiny 14 May, 2023 @ 9:57pm 
I admit I never actually play empires with this but it makes for great setup and villains, like my "Directive Empires". Whethers it a Terravoric Lithoid Hive or a army of Undead Clone soldiers, it gives a lot of flavor.

Thank you for making this :D
Guilliman  [author] 9 May, 2023 @ 8:50am 
Its a small mod so should still work fine! I'll update the version number soon but feel free to play it already
Human Federation Leader 9 May, 2023 @ 5:46am 
Looks good. Has this mod updated to latest game version?:steamhappy:
DrStrangelove05 11 Dec, 2022 @ 11:33am 
Good to hear!
Guilliman  [author] 11 Dec, 2022 @ 8:15am 
Should be. I'll update the version number soon
DrStrangelove05 10 Dec, 2022 @ 7:50pm 
Is this compatible with 3.6?
Guilliman  [author] 12 May, 2022 @ 9:15am 
Updated to v 3.4
Tumama 11 May, 2022 @ 10:34am 
This sounds amazing for roleplay, does it still work? any plan on updating?
Liorans Firefly 14 Dec, 2021 @ 6:40pm 
Does it work for 3.2?
Meridian 19 Apr, 2021 @ 8:00pm 
After testing with other mods added one-by-one, I found the problem lays with some kind of conflict that the MODJam mod creates. I simply uninstalled the MODJam since it seems to have other issues in game as well with the D|ck update.

Your mod/work is greatly appreciated... and enjoyable!
Guilliman  [author] 15 Apr, 2021 @ 9:53pm 
Strange Meridian, I'm not experiencing this problem. When making or editing an empire it shows all the base game solar systems.
Can you try the following in order:
unsubbing from the mod -> restarting steam -> resub to the mod and give it a moment to download -> then try again
Meridian 15 Apr, 2021 @ 9:30pm 
When creating a new Species, the Homeworld (Name & Class Section) "Starting Solar System" is bugged with current Version (D|ck 3.0) Shows 'origin_containment_failure_system_NAME' with 'origin_containment_failure_DESC' descriptor as an option, but treats it as an invalid system initializer with error message "Solar system initializer origin_containment_failure_system_NAME is not valid for empire starts"
CatFish21sm 20 Feb, 2021 @ 11:24am 
I love it lol. Pair this with a few other mods to let you create an OP species then begin to spread out and conquer the galaxy. They made a mistake and now they are gone, its our turn to show them exactly how great their mistake was.
You can also pair this with the Distant origins mod for extra roleplay. After creating you're species you kicked the native inhabitants off and now you spread out into the galaxy to conquer. This would be perfect for a machine empire. Or perhaps if you RP a as genetic super species.
Guilliman  [author] 2 Jan, 2021 @ 2:14pm 
Just for RP, all it does is make the fallen empires not like you.
Nicolina biggest fan 28 Dec, 2020 @ 5:27am 
Is this mod just for RP r does it have an story or special stuff?
Wreck 6 Nov, 2020 @ 12:49am 
ah. our history. this is perfect recreation. this is. art.
CrazyJ 5 Oct, 2020 @ 11:04am 
amusingly with the way that the empire opinion system is bugged at the moment the fe will never declare war on you, simply because they base thier actions of of YOUR opinion not thier's
TheoAllen 15 Jul, 2020 @ 5:27pm 
Looks good to be combined with precursor trait https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1360500017 and either determined exterminator or devouring swarm. And have the fallen empire hate the species. Subscribed
Complete Casual 21 Jun, 2020 @ 2:12pm 
thanks for this :) time to rush tech and get strong enough that I am the 6th fallen empire, then start my own war in heaven :) or more likely, ill die horribly
Potato Cat 21 Jun, 2020 @ 5:59am 
What an absolutely amazing waste of time, energy, resources, evolutionary dice roles, and life in general:cleandino:
Cat Burglar 20 Jun, 2020 @ 6:08pm 
Yes, I love that self loathing and cynical perspective that has somehow become mainstream. So great to hate yourself and your species for whatever reason. Fantastic. It isn't like humans are the best things to ever come from this planet, and as far as we can tell, our galaxy or anything like that. Hahaha. No sir-y, humans are just the worst thing to ever happen.
Megalodon4 20 Jun, 2020 @ 12:20pm 
So basically we are playing as us, humans?
Captain Badbeard 11 Jun, 2020 @ 6:52pm 
Excellent origin for roleplaying me
Bob_Semple 7 Jun, 2020 @ 10:42pm 
Excellent origin for roleplaying the flood
Bog je Srbin 3 Jun, 2020 @ 6:54am 
Finally a mod about my life.
Tebreski 17 May, 2020 @ 6:14pm 
Oh I see, thanks for the info pal. Much appreciated
DragonCry 17 May, 2020 @ 4:22pm 
Ah yeah i had that issue with different stellaris mods before, basically it has to do with the order you put the mods in the mod loader
Tebreski 17 May, 2020 @ 1:11pm 
I got a message in my mod manager that your mod is missing a descriptor file. Perhaps do you know how to fix it?
Lshoulderinpain 17 May, 2020 @ 2:31am 
love the general idea <3, keep brainstorming!
Valrossar 16 May, 2020 @ 11:00pm 
Nice to see that even in a game as expansive as Stellaris I will still be able to experience my life all the same.
shiny 16 May, 2020 @ 9:17pm 
"Are you proud of me, dad?" the mod. I can't wait to play, but are events planned or is this it? I think it would be sick to find files to gain fallen tech and pop mods (whether that be species wide depression or more stability)
Guilliman  [author] 16 May, 2020 @ 9:08pm 
oof @alex :3

@sumadahk, just roleplay, you do get two fantastic skydome buildings
alex 16 May, 2020 @ 6:58pm 
Great mod! now I can finally play as what my parents always say I am!
Sumadahk 16 May, 2020 @ 3:52pm 
Do you actually start on a Fallen Empire world or is that just for the role play?
SSS-class Warlock 16 May, 2020 @ 9:03am 
thanks
Guilliman  [author] 16 May, 2020 @ 9:02am 
yup
SSS-class Warlock 16 May, 2020 @ 8:49am 
works with 2.7.2?
Player1 16 May, 2020 @ 4:52am 
interesting to have a try
LostInPluto 16 May, 2020 @ 12:56am 
But I will try it. qvq
LostInPluto 16 May, 2020 @ 12:56am 
Now the fallen empire will not hit you directly, until you have about 50k fleet. so I think it can be played, but it can never rise.
loyalgaurd 15 May, 2020 @ 11:26pm 
Author this is horrible great mod but why did the fallen empire have to die off with all the sweet rolls? and why is it that the robotic sentries always mention taking an arrow to the knee? :steamsad:
PaladinThicc 15 May, 2020 @ 3:13pm 
Bruh no one is being a cuck for a fallen empire and just giving into their demands straight away. Just submit and then in the late game yeet them.
Guilliman  [author] 15 May, 2020 @ 7:27am 
patched:
Fixed hidden starting event trying to apply a non-existing trait.
-Bad copy paste job on my end, sorry!

@kaelis you get two sky domes that's all :)
kaelis 15 May, 2020 @ 7:07am 
Any leftover fallen empire buildings?
Dahak 14 May, 2020 @ 11:56am 
Quick update after some testing. I replaced the non-existant trait with a functional trait. A new species is still created on game start, so it looks like it has to do with the method of modifying the population. The base game seems to deal with this through the origin script itself rather than through an event.
Dahak 14 May, 2020 @ 11:29am 
There seems to be a trait that is being called in the mod that doesn't exist. It is added by the starting event and is called 'trait_gpm_mega_adaptive'. That particular trait doesn't exist in the game, and isn't added by the mod. Is there another pre-requisite mod we need?

This trait causes you to start with two distinct species, one with the errored trait, and one without. The one without is the one that is created through normal re-production. I believe this is because the trait isn't real and doesn't do anything. No positives or negatives, no description, and it takes the image of some other random trait.