Stellaris

Stellaris

Cleanse and Rebirth 3.14
121 kommentarer
RegiZero  [ophavsmand] 30. mar. kl. 12:45 
@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. kl. 9:15 
@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  [ophavsmand] 30. mar. kl. 4:27 
@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. kl. 20:37 
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. kl. 18:29 
@RegiZero thanks i would appreciate it
RegiZero  [ophavsmand] 4. mar. kl. 2:31 
@dzkz.phoenix000 If I remember correctly there was some issue with that but I will check it out again.
dzkz.phoenix000 3. mar. kl. 18:34 
Is there a way you could force the game to seed Humans
RegiZero  [ophavsmand] 21. feb. kl. 12:23 
@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  [ophavsmand] 21. feb. kl. 12:22 
@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  [ophavsmand] 10. feb. kl. 16:38 
@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. kl. 21:05 
@RegiZero
Not sure what you mean by that?
RegiZero  [ophavsmand] 4. feb. kl. 2:03 
@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. kl. 4:51 
Also an update to your donate link would be awesome.
Crow 2. feb. kl. 4:50 
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. juli 2024 kl. 13:13 
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  [ophavsmand] 15. juli 2024 kl. 11:14 
@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. juli 2024 kl. 13:03 
does one get part of the build costs when recycling a structure?
RegiZero  [ophavsmand] 18. juni 2024 kl. 3:56 
@InY3rFac3 Eventually I'll get to it, hopefully next month at least haha
Lucifer 17. juni 2024 kl. 16:36 
Looking forward to an update on this.
Homer 19. maj 2024 kl. 12:53 
Really ? I didn't know ^^ Just start a new game since a while and I try all new stuff I missed !
Good luck !
RegiZero  [ophavsmand] 19. maj 2024 kl. 12:48 
@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. maj 2024 kl. 12:22 
It doesn't work with Synaptic Lathe mega-structrure ;(
RegiZero  [ophavsmand] 26. mar. 2024 kl. 5:52 
@Gamer Hmm, I don't think that's possible unfortunately. I should really update this mod though haha
Unknown Entity 26. mar. 2024 kl. 5:36 
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. juli 2023 kl. 1:44 
@RegiZero thx it's work now. Q
RegiZero  [ophavsmand] 5. juli 2023 kl. 10:23 
@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. juli 2023 kl. 23:31 
So I launch the edit, do I need to choose specific option?
Elv原则 4. juli 2023 kl. 23:18 
How to dismantle megastructure? My ship enter the system but no event launch
RegiZero  [ophavsmand] 29. juni 2023 kl. 10:07 
@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. juni 2023 kl. 14:41 
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  [ophavsmand] 17. juni 2023 kl. 12:31 
@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  [ophavsmand] 6. feb. 2023 kl. 13:04 
@Torres I mean... AI Gateway Fix option to the rescue ;) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2184737698
Torres 6. feb. 2023 kl. 12:39 
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  [ophavsmand] 6. feb. 2023 kl. 10:02 
@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 kl. 16:15 
Any news on this?
RegiZero  [ophavsmand] 23. nov. 2022 kl. 11:12 
@Verminator Getting there but very slowly. Maybe, just maybe this month XP
Verminator 22. nov. 2022 kl. 20:56 
Postponed but hopefully not forgotten.
Bluetail 5. okt. 2022 kl. 10:27 
You're very welcome for the reminder!
RegiZero  [ophavsmand] 5. okt. 2022 kl. 9:53 
@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. okt. 2022 kl. 9:01 
Update on this mod project?
TicoPico 11. mar. 2022 kl. 16:01 
Awesome! Glad to hear it
RegiZero  [ophavsmand] 6. mar. 2022 kl. 13:40 
@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 kl. 19:58 
Any chance of an update? Or anyone have info on a similar idea/mod?
FrozenParagon 24. maj 2021 kl. 14:41 
i joined yer server, but no idea if/when i'll come to play
RegiZero  [ophavsmand] 24. maj 2021 kl. 14:39 
@frozenparagon Ahh yes fair enough, sounds good :D and thanks anyway :)
FrozenParagon 24. maj 2021 kl. 14:22 
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  [ophavsmand] 24. maj 2021 kl. 11:52 
@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. maj 2021 kl. 10:46 
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  [ophavsmand] 11. maj 2021 kl. 13:03 
@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. maj 2021 kl. 11:13 
@Revamped Yeah, that would be great :c