Stellaris

Stellaris

Starting Tall - Updated
35 Comments
Chillkroete  [author] 2 Aug @ 1:19am 
Will update Images soon
Chillkroete  [author] 1 Dec, 2023 @ 4:15am 
Im glad you enjoy the mod, as for your questions: yes the start code clears other planet features and modifiers though this can be changed. I haven't really thought about adding a wormhole separated instance but it sounds like an interesting idea (though i would have to test around a bit to see how it would best work)
vrosolino 30 Nov, 2023 @ 1:44pm 
hello, first thing, thank you for updating this mod, second thing, the gaia world start seems to break the starting planet features with its own only adding the 3 rare deposits,third, how about making this start have an additional feature option of starting isolated by a wormhole from the galaxy?
Chillkroete  [author] 16 Jun, 2021 @ 4:10am 
i would recommend you to check out mods that affect the folder common/scripted_effects especially things that change 01_start_of_game_effects it has a lot of triggers that can potentially change what spawns on a planet. I hope that helps if you want check it with other mods
hudsongame 15 Jun, 2021 @ 2:48pm 
Well, it ain't over tell it's over, lol. I started a new game and found that after a month, the Industrial Districts again disappear. Of course, this has nothing to do with your mod, since I removed it (a temp measure, I HOPE). I always love it when Paradox "improves" this game, lol. I am now again going through all my mods (130), and trying to find the culprit. Wish me luck.
Chillkroete  [author] 15 Jun, 2021 @ 11:31am 
Thanks for your feedback! :gorge: i think i can already tell whats wrong, ill look into it on the weekend and see if i can patch it, you noticed anything else?
hudsongame 14 Jun, 2021 @ 9:21pm 
I finally started playing 3.0.3 and I found I did not have Industrial Districts. Through trial and error I found it was being caused by this mod (which I very much like). When I removed this mod the Industrial Districts returned. I hope the reason for this can be found.
jgroves13 24 Apr, 2021 @ 5:37am 
sweet! its updated thanks bud
Chillkroete  [author] 24 Apr, 2021 @ 2:59am 
yw pal, glad you to hear youre having fun :)
ioffend01 23 Apr, 2021 @ 5:11am 
so yeah, i did it, and i works great, now i have a solid base without just totally dominating, thanks for the tip man... o btw, the 161 code was incorrect for me, dont know if its different for everyone but the code that worked was this one. 2242059503
ioffend01 21 Apr, 2021 @ 1:39am 
cool, thank you
jgroves13 20 Apr, 2021 @ 10:26am 
sweet!
cant wait!
Chillkroete  [author] 20 Apr, 2021 @ 10:23am 
You could take the solar system initializers from this mod and manually remove all the resource deposits you dont want. Just search your steam workshop folder for the mod (search for this number 1618891319) go to common > solar_system_initializers and open start_tall (the standard editor works fine, but i prefer notepad++). Then just delete all the add_deposit entries (for strat resources, alloys, minerals, credit, society, physics, engineering and unity) The other deposits are for the planet anomalies.

I will update this weekend when i playtest nemesis.
ioffend01 20 Apr, 2021 @ 2:48am 
actually, is there any version of a mod like this that just gives you 3 large planets to start with.... all i really want is a solid base to start with, not really a absolute dominating position.
ioffend01 19 Apr, 2021 @ 9:02pm 
great mod, would love one that would just give you the three great planets and none of the resources, with the research resources being an exception, outside of those three planets.
jgroves13 17 Apr, 2021 @ 9:23am 
hoping this gets updated soon!
Hansi 23 Feb, 2021 @ 11:52am 
GREAT MOD! THE MODDER OF ALL MODS!
Chillkroete  [author] 20 Feb, 2021 @ 4:53am 
Nice to hear you're having fun with the mod!
ebeck31 16 Feb, 2021 @ 7:02pm 
I like giving all the AI this, this coupled with grand admiral makes alot of large modpacks more entertaining vs AI for no friend players like me who love mods
Tex 6 Feb, 2021 @ 1:29pm 
Oh thank you!
Chillkroete  [author] 6 Feb, 2021 @ 8:01am 
Made a simple update, should work fine with necroids now
Tex 5 Feb, 2021 @ 8:52pm 
Can someone please explain what I have to change or add to get this working with necroids?
Chillkroete  [author] 5 Dec, 2020 @ 5:23am 
Glad to hear they are easy and intuitive XD
stan110 5 Dec, 2020 @ 2:22am 
Best instructions ever
Chillkroete  [author] 8 Nov, 2020 @ 10:55am 
Yeah you can go to the common/scripted_effects folder and change the allowed conditions for the capital planet initialisation in the "01_start_of_game_effects" doc (but it seems you already got it working so nvm :)
No Name 8 Nov, 2020 @ 8:37am 
Nevermind I found out why it removes all the new effects from the scripted effects file from the 2.8 patch.
No Name 8 Nov, 2020 @ 8:34am 
Why is this mod preventing the second species from Necrophage from spawning? I am so confused. I went through my entire modlist of 61 mods and disabled them one at a time. When I took this off the second species would finally load when starting a new game. Then I ran the game with ONLY this mod active and they disappeared.
Chillkroete  [author] 2 Nov, 2020 @ 11:32pm 
Happy to help :gorge:
No Name 2 Nov, 2020 @ 3:08pm 
Thank you updating my favorite start system.
Chillkroete  [author] 29 Sep, 2020 @ 3:48am 
Sure thing :)
Sir Mayday 29 Sep, 2020 @ 3:42am 
Thanks for getting back to me, @Chillkroete.
Chillkroete  [author] 29 Sep, 2020 @ 1:56am 
I added the arcane generator and arcane replicator from the ring world origins start to the large planets. It should work just fine without federations but you wont get as much balanced alloys.
Sir Mayday 28 Sep, 2020 @ 5:09pm 
This is probably a stupid question, but does it actually REQUIRE Federations? I didn't see anything in the preview pics to suggest it, but that means only so much.
Chillkroete  [author] 28 Sep, 2020 @ 11:54am 
Well everyone enjoys pointers :)
Crazy Old Texan 28 Sep, 2020 @ 11:23am 
Hey, it's Will Smith endorsed so it must be good.