Stellaris

Stellaris

Cleanse and Rebirth 3.14
121 Comments
RegiZero  [author] 30 Mar @ 12:45pm 
@marcolo136 Not likely, not sure why it's not working for you. I have just tested seeding of primitives and the decision does appear. Did you try taking a colony ship in the orbit of an uncolonized planet within your borders? I think I made it work even outside, but I so happen to test it within this time.
marcolo136 30 Mar @ 9:15am 
@RegiZero Thanks for the quick answer !

There must be something interfering with the mod, because even if I bring a colony ship in the orbit of an uncolonized planet or a construction ship near a megastructure, I wait for several months and nothing happens. I'm gonna do a little investigation with my other mods, maybe it's a compatibility problem lol.

Thanks again !
RegiZero  [author] 30 Mar @ 4:27am 
@marcolo136 The edict is just a means of getting a menu up, so the features still work thereafter. The workflow should be that you go into the edict, press "Review and start the objectives", disable any features you do not want active, and press "Start". Now, whenever you command a construction ship to go into the orbit of a megastructure and wait a bit, a special project for that megastructure will pop up to dismantle it. Similarly, when you command a colony ship to go into the orbit of a habitable planet, a decision for that planet will become available to seed primitives. Hope this helps!
marcolo136 29 Mar @ 8:37pm 
So I don't know what's wrong here. I activate the edict, but it doesn't stay. It expires right away. Is it normal? I can't dismantle megastructures or colonize planets :(
dzkz.phoenix000 15 Mar @ 6:29pm 
@RegiZero thanks i would appreciate it
RegiZero  [author] 4 Mar @ 2:31am 
@dzkz.phoenix000 If I remember correctly there was some issue with that but I will check it out again.
dzkz.phoenix000 3 Mar @ 6:34pm 
Is there a way you could force the game to seed Humans
RegiZero  [author] 21 Feb @ 12:23pm 
@everyone The mod has just been updated to 3.14 with some extra features:
- You can now use a construction ship to orbit a planet and use a new planet decision. It will allow you to dig out an artificial arch site for other empires (like new FTL empires) to go thought the stages and get a random relic!
- A new menu has been added that allows you to populate the galaxy with random space fauna (you can choose the count).
- A passive has also been added to the galaxy that will take all early space age primitives to FTL once any of them manages to achieve this great feat!

Thanks go to 123 for the ideas and support on making this mod great! If any more bugs, let me know.
RegiZero  [author] 21 Feb @ 12:22pm 
@123 Sorry but replaying the crises is not really possible (even if, it would be extremely tedious to get working). The galactic community reset does not seem possible either. Although, I did do the rest :)
RegiZero  [author] 10 Feb @ 4:38pm 
@123 What I mean is that the start game (Game Details) screen has a crisis type setting in advanced settings, as I'm sure you know. This lets you set it to "All" which basically does what you described in your first point regarding the crisis. Although, I guess if kill them all then you might want to restart this again?
Crow 9 Feb @ 9:05pm 
@RegiZero
Not sure what you mean by that?
RegiZero  [author] 4 Feb @ 2:03am 
@123 What is this bribery haha, thanks for letting me know! As for the list, yeah, I can add it all I think, but one question; doesn't selecting all crises at game start basically do this "Start New Cycle" effectively?
Crow 2 Feb @ 4:51am 
Also an update to your donate link would be awesome.
Crow 2 Feb @ 4:50am 
Would love an update to this. Love completing the game, cleaning up and seeding, and then watching a whole new cycle begin.

Additional features that might be interesting:
- Start New Cycle special project that starts a randomised timer for another midgame/endgame crisis to occur in ~150 and ~250 years respectively, and resets all Galactic Community resolutions to default (unsure on the viability of this one but it'd be sweet if possible)
- Ability to "release to wild" space fauna to repopulate the galaxy with critters
- Seed relic decision on any planet that creates an archaeological dig site at the planet that can be completed to obtain the relic
- Force all primitives that are in the early space age to go to FTL once the first does, so they all go FTL at the same time (perhaps triggered by Start New Cycle?)
kinngrimm 15 Jul, 2024 @ 1:13pm 
might just be a me thing, psycology of games is weired at times :) I just thought its a shame to loose all the materials putt into these structures ... you know all those virtual currency hrhr
RegiZero  [author] 15 Jul, 2024 @ 11:14am 
@kinngrimm No, I would do it if it was not so tedious and technically time consuming to do so. Of course, if a lot of people want that, I can put it on the todo list.
kinngrimm 14 Jul, 2024 @ 1:03pm 
does one get part of the build costs when recycling a structure?
RegiZero  [author] 18 Jun, 2024 @ 3:56am 
@InY3rFac3 Eventually I'll get to it, hopefully next month at least haha
Lucifer 17 Jun, 2024 @ 4:36pm 
Looking forward to an update on this.
Homer 19 May, 2024 @ 12:53pm 
Really ? I didn't know ^^ Just start a new game since a while and I try all new stuff I missed !
Good luck !
RegiZero  [author] 19 May, 2024 @ 12:48pm 
@Homer Well it did just came out haha. I should really really update this mod now XD
I'll see what I can do after I update my other mods, thanks for the reminder though.
Homer 19 May, 2024 @ 12:22pm 
It doesn't work with Synaptic Lathe mega-structrure ;(
RegiZero  [author] 26 Mar, 2024 @ 5:52am 
@Gamer Hmm, I don't think that's possible unfortunately. I should really update this mod though haha
Unknown Entity 26 Mar, 2024 @ 5:36am 
it might be cool to be able to switch off mega-structure production for a bit and reactivate it later. where as while deactivated their is no production but also no or significantly reduced production.
Elv原则 8 Jul, 2023 @ 1:44am 
@RegiZero thx it's work now. Q
RegiZero  [author] 5 Jul, 2023 @ 10:23am 
@Elv原则 First you click the edict and click "Review and start the objectives", then "Exit". After this is done you can move a construction ship into a megastructure's orbit and wait about a month. A situation should pop up in your situation log at which point you press research.
Elv原则 4 Jul, 2023 @ 11:31pm 
So I launch the edit, do I need to choose specific option?
Elv原则 4 Jul, 2023 @ 11:18pm 
How to dismantle megastructure? My ship enter the system but no event launch
RegiZero  [author] 29 Jun, 2023 @ 10:07am 
@Jeffbacca The edict just enables the whole thing. You have to send a colony ship into a planets orbit that's within your borders, not colonised of course. Thereafter, you'll be able to click the decisions button on that planet and seed the primitives.
Jeffbacca 28 Jun, 2023 @ 2:41pm 
Ok am I missing something, I activate the edict then send a colony ship into orbit of a planet and then nothing. It says in the edict information that it lasts 0 days so its not active when a colony ship enters the planets orbit.
RegiZero  [author] 17 Jun, 2023 @ 12:31pm 
@everyone The mod has finally just been updated with some additions and improvements! Here are the patch notes:
- Added Aquatic and Toxoid species to the Seeding of Primitives planet decision.
- Added all the gigastructures that have their ruined counterparts to Megastructural Cleansing special project.
- Added an explosion to the destruction of a megastructure in to the Megastructural Cleansing special project destroy option.
- Removed the ability to ruin any stage of megastructure and limited it to just the final/completed ones for balance.

This hopefully addresses everything that's currently in the mod but if there is anything I missed let me know!
Next, I'll be listening to you guys for any ideas to implement into the mod that fits the end game theme :D
RegiZero  [author] 6 Feb, 2023 @ 1:04pm 
@Torres I mean... AI Gateway Fix option to the rescue ;) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2184737698
Torres 6 Feb, 2023 @ 12:39pm 
Thanks, I mean I love the idea behind having a construction ship undo the work which makes sense because the damn AI is building jump gates literally everywhere and they can reach mine from all over the damn galaxy...
RegiZero  [author] 6 Feb, 2023 @ 10:02am 
@Torres I'll up this on top of my list of mods to update now, since I'm taking ages with this haha
Torres 5 Feb, 2023 @ 4:15pm 
Any news on this?
RegiZero  [author] 23 Nov, 2022 @ 11:12am 
@Verminator Getting there but very slowly. Maybe, just maybe this month XP
Verminator 22 Nov, 2022 @ 8:56pm 
Postponed but hopefully not forgotten.
Bluetail 5 Oct, 2022 @ 10:27am 
You're very welcome for the reminder!
RegiZero  [author] 5 Oct, 2022 @ 9:53am 
@Bluetail All I can say is that I'll do my best to update it soon XD. Although your reminder will and did accelerate this process for sure lol.
Bluetail 5 Oct, 2022 @ 9:01am 
Update on this mod project?
TicoPico 11 Mar, 2022 @ 4:01pm 
Awesome! Glad to hear it
RegiZero  [author] 6 Mar, 2022 @ 1:40pm 
@TicoPico I do admit that I have neglected this mod a bit but I'll do my best to update it possibly this month.
TicoPico 5 Mar, 2022 @ 7:58pm 
Any chance of an update? Or anyone have info on a similar idea/mod?
FrozenParagon 24 May, 2021 @ 2:41pm 
i joined yer server, but no idea if/when i'll come to play
RegiZero  [author] 24 May, 2021 @ 2:39pm 
@frozenparagon Ahh yes fair enough, sounds good :D and thanks anyway :)
FrozenParagon 24 May, 2021 @ 2:22pm 
i've got a few up myself. all much simpler than this one. latest update is to allow gateways to upgrade into l-gates and remove the travel restriction to allow extra dimentional and long range (psionic and above) jumps to l-cluster as I also allowed all gates to be dismantled now
RegiZero  [author] 24 May, 2021 @ 11:52am 
@frozenparagon Ahh didn't update the description, mb. The answer is yes, it should all be working in 3.0.1, tho not 100% sure for 3.0.2/3.0.3; but it should be fineee XD. Hmm, if you can mod then feel free to join me and mod some stuff :D. Got tons to mod so any help would be great but of course, if not it's no problem at all :)
FrozenParagon 24 May, 2021 @ 10:46am 
interesting mod. sounds like yours does megastructure dismantling like mine, but... better. and has this seeding thing. gonna have to try it out. is the april 29th version currently working on 3.0 or no? "currently in progress" doens't make that clear
RegiZero  [author] 11 May, 2021 @ 1:03pm 
@Revamped™ @𝕹𝖔𝖈𝖙𝖆𝖟𝖆𝖗 I'm a bit bust right now but I'll be back in action in just over a week so sit tight XD. I try to do the ruined versions for giga's if possible plus other features that are overdue lol. Thanks for the thoughts tho! :)
\ / Noctazar \ / 11 May, 2021 @ 11:13am 
@Revamped Yeah, that would be great :c