Stellaris

Stellaris

Subterranean Origin
91 Comments
卡尔文迪斯梅特 8 Mar, 2024 @ 11:40pm 
Omega  [author] 3 Oct, 2023 @ 6:30pm 
@Naraxa Its progressing slowly, I've been doing a redesign of the planetary decisions and converted them into situations. Right now I'm in the process of making random events work properly.
Naraxa 3 Oct, 2023 @ 1:37pm 
Any updates on when the full release is coming? I by no means mean to rush you I've just been checking on and off for months now the patch log and am curious what your trajectory is
Robokiller 2500 4 Aug, 2023 @ 2:57am 
Alarms off. It seem that buildings and decisions from techs of one of origins from Planetary Diversity have wonky interaction, which prevents from using decisions.
Robokiller 2500 4 Aug, 2023 @ 2:50am 
I have been playing machine hivemind lately and found out that desicions for subterranean exploration are not present in decisions menu, and with usage of console command i could only use microlite construction. Will try to test again, if it is only my case...
fenixamenazadorrt800fg 2 May, 2023 @ 11:28am 
Puedes Modificarlo Para Tnener Espacios Infinitos
fenixamenazadorrt800fg 2 May, 2023 @ 11:27am 
Exelente
Antlantas 27 Mar, 2023 @ 4:01pm 
Thanks for the update!
Naraxa 4 Jan, 2023 @ 12:49pm 
Glad to know this mod isn't abandoned! We'll wait for whatever you have planned, in the meantime hope you're doing well and I'm excited to try out the new content!
Omega  [author] 4 Jan, 2023 @ 10:40am 
@Galland1998 Unfortunately this was just a compatibility patch to keep the mod working in this version. The events and scenarios I've been working on aren't yet included, but will be once I can get around to finding some good art/pictures to use in the UI.
Galland1998 4 Jan, 2023 @ 5:50am 
Congrats on the update. I look forward to trying it out.
Lord Hand 18 Dec, 2022 @ 5:48pm 
I really had hoped there would be a lot more to the vanilla subterranean origin in game. Really need a mod like this to make it play different.
Omega  [author] 30 Aug, 2022 @ 7:25pm 
Its ongoing, slow, but it is ongoing. Works with the latest version of the game.
Naraxa 30 Aug, 2022 @ 3:18pm 
Also is there any ETA on the update? Just curious
Naraxa 30 Aug, 2022 @ 3:04pm 
I mean planetary diversity didn't really do anything with the vanilla tree of life origin, so you could always just leave vanilla subterranean alone
Omega  [author] 28 Aug, 2022 @ 12:49pm 
This mod is separate from the official subterranean origin. I haven't yet decided what to do with the vanilla origin as the design philosophies are a bit different.
legodragen 25 Aug, 2022 @ 8:01pm 
does this incorperate the offical subterrian orgin perks into it. last I played was before that was added. I would love for the effects I played before to just add onto the offical origin or copy them.
Naraxa 1 Aug, 2022 @ 8:26pm 
nice, good to know. Personally I love some good lore so take all the time you need for it. Can't wait to see the finished product!
Omega  [author] 1 Aug, 2022 @ 4:21pm 
Thanks for stopping by. Still in progress, though haven't worked on it in the past week or so. Been working with some friends to put together the lore/text as that's ultimately the holdup on forward progress. Hopefully something pretty soon.
Naraxa 1 Aug, 2022 @ 3:13pm 
@omega hey, how're you doing? I just wanted to say I'm excited for whenever the update for this mod comes out and hope everything is going well. this is probably one of my favorite mods and honestly the vanilla subterranean origin is underwhelming and drab compared to this. I hope you know all your effort into this mod is appreciated and take whatever time you need to make it the best it can be. Anyways, hope you have a good day and can't wait for the new update :)
Omega  [author] 5 Jul, 2022 @ 6:25am 
I've not given up. This mod is fully compatible with the latest version of Stellaris. Running into some writer's block right now. I have a rough idea of what I want the situations to do mechanically, but coming up with a good story from an event perspective is rather difficult for me.
evilopie13 4 Jul, 2022 @ 9:20am 
@Omega, any update incoming on this mod? You did post that an update was due "second or third week of June" and its now July. Is everything ok, or have you given up? This mod is the best origin that came out of that ModJam, and I play it quite often. The new Paradox Subterranean Origin is very underwhelming and I would like to wash that taste out of my mouth by playing the REAL origin, esp. in the current update (3.4.5). Keep up the good work, and thanks.
Omega  [author] 12 May, 2022 @ 10:39pm 
@Jimmy I'll get a habitability bonus added with the next update of this mod. I've got a rather large update planned for this mod, but it likely won't be out until the second or third week of June. As per past commitment, all changes in this mod will avoid vanilla overwrites.

The nanite "instant build" is something I wanted to add, but I wanted to ensure that it remained a late game "shortcut", and so I made it quite expensive. I was a bit afraid players would just ignore the slow tunneling and go straight for the maxed out T5 subterranean arcology.

I am quite open to feedback on costs and have been working on balancing out progression within the subterranean system. From playtesting I determined that early game the subterranean tunneling was useful, but the influence cost was too punishing. This is why influence costs were halved at all levels.

In the short term, this mod should be fully compatible with 3.4.2.
Forjador de Imperios 29 Apr, 2022 @ 12:15pm 
Omega, your mod is much better designed than Paradox's subterranean origin. Keep up your outstanding work!
Omega  [author] 27 Apr, 2022 @ 4:30pm 
I am very much planning on keeping this origin and expanding it after the release of the next update. The introduction of "situations" with this new DLC will enable me to have dynamic subterranean events (cave ins, rare resource deposits, etc). This new framework added by the devs is what I needed to make this origin extra special. I plan to continue to make this mod overwrite-free and if overwrites are required such changes would be introduced into my "Omega's Stellaris Additions" mod.

Such an update to Subterranean might be delayed as I first plan to try and rewrite the espionage system to use the situations system. My goal is for successful spy missions to trigger a situation for the target empire if the affected empire is player controlled. This will allow counterplay in multiplayer games while allowing for some truly powerful espionage outcomes if the situation is poorly managed. All in all I'm really excited for this new update!
Livnthedream 27 Apr, 2022 @ 8:18am 
Dev Diary is up. The vanilla one is just a rehash of Aquatic. I look forward to seeing you further this.
Omega  [author] 6 Apr, 2022 @ 8:33am 
@Jimmy I'm currently waiting for details on the vanilla origin. Once that is done I'm going to review accordingly. I have no plans to remove this origin unless the devs literally cloned the contents of this mod. I'm very interested in expanding this origin using the new situations system.
Rylock 8 Mar, 2022 @ 8:13am 
Great, Thank you !
Omega  [author] 8 Mar, 2022 @ 12:37am 
@Rylock, thanks for the report, I was able to replicate this internally and have identified the issue. Planetary decision osom_decision_subterranean_1 was missing the following.
hidden_effect = {
remove_planet_flag = subterranean_decision_queued
}
Pushing update now. Sorry for the inconvenience. In your current save game you can clear this issue on a per planet basis by typing "effect remove_planet_flag = subterranean_decision_queued" into the game console.
Rylock 7 Mar, 2022 @ 10:15pm 
Yes, I tried with a tier 2 and tier 3 building as well.
Omega  [author] 7 Mar, 2022 @ 9:23pm 
@Rylock have you upgraded the speleology building to Tier 2/3? The higher tier decisions are hidden until your speleology building is upgraded.
Rylock 7 Mar, 2022 @ 9:04pm 
I seem to have an issue with the mod. No other mods installed. I can't upgrade the planets beyond the first tier. I've tried with and without the origin and perk with all techs researched, it didn't make a difference. After the first subterranean expedition the planetary decision no longer shows up in the list. Otherwise I like this mod quite a bit. Thank you for posting it.
Omega  [author] 4 Mar, 2022 @ 3:35pm 
@Darrien That's pretty fantastic. I was not aware that this code existed. Thank you very much for this information. I will work on getting this incorporated into the mod.
Darrien 4 Mar, 2022 @ 3:27pm 
Forgot add to the last comment, feel free to test it.
Darrien 4 Mar, 2022 @ 3:24pm 
@Omega, I was adding your mod to my modset and noticed this event

osom_subterranean_change.1 - You don't need an event that removes modifiers. For anything that adds modifiers you can use code like this

effect = {
add_modifier = {
modifier = sanctuary_colony
days = -1
clear_on_owner_change = yes <----- This is what you can put and the modifier automatically is removed upon owner changes.
}
hidden_effect = { validate_planet_buildings_and_districts = yes }
}
Omega  [author] 2 Mar, 2022 @ 11:41pm 
Initial update for 3.3.2 has been deployed. Patch notes are available on the patch notes tab. I've implemented the long requested method to significantly speed up advancing subterranean tiers in the late game. Feedback is greatly appreciated. Thanks!
Omega  [author] 28 Feb, 2022 @ 11:27am 
Yep, its going to be updated, been prioritizing an update for the traditions mod that I made, but this is next.
Silverfishv9 27 Feb, 2022 @ 7:24pm 
Second that the Update broke the mod, a shame because its one of my favorite Origins.
evilopie13 27 Feb, 2022 @ 4:32am 
@Omega, is this going to be updated for 3.3.X?
Winterwolf 25 Feb, 2022 @ 9:10pm 
Pretty sure the update broke this mod, can't build speleological facilities for expansion.
Omega  [author] 29 Nov, 2021 @ 11:24pm 
It is the same origin, but with a different job type (mapping drones).
Mahovina 28 Nov, 2021 @ 10:21am 
There is also a thematically appropriate variant of this origin for Gestalt empires.
where?
Wilmfe23 8 Nov, 2021 @ 10:55pm 
One thing you could also maybe do is have each expansion have a massive cost in consumer goods. Late game consumer goods become mostly irrelevant since you only need to have 'enough'. There really is no point in having a large stockpile like there is with alloys to make megastructures.
That they also cost maybe about 1K, 2,5K, 5K, 10K and 20K consumer goods. Of course researching and then building the upgraded speculcing facility could reduce this by around 15% or so and maybe a tech that reduces it by another 5%.
Wilmfe23 8 Nov, 2021 @ 12:07am 
@Omega
Actually it should be many weaker techs. It should still be a relatively slow process but just have ways to speed it up slightly. Just look at how it works with the gigastructures mod.
The additional building slots are powerful so you shouldn't overdo them. Maybe only the 3th, 4th and 5th add 1 building slot each and they also further increase building upkeep.
Wilmfe23 8 Nov, 2021 @ 12:03am 
@Omega
One thing you could add to the tradition is that it doesn't just speed up tunneling but every planetary decision.
But mostly it's those additional building slots. There currently is no real way to increase them and a powerful thing like that should have an appropriate cost. I have been looking for a mod like that for quite a while but haven't been able to find it. Every single one that does it just hands you them.
greensniperhat 7 Nov, 2021 @ 8:40pm 
yea, 3.1.2 has corrected the colonizeable tags into colonizable. Finally got that spellcheck, Paradox.
Omega  [author] 7 Nov, 2021 @ 8:38pm 
@greensniperhat Will get that flag removed in the next update.

@Wilmfe23 more content for this mod is indeed planned. Of late my focus has been on the tradition tree mod that I released last month.

I really like your ideas here. I can add a rare technology that allows you to tunnel planets directly to Tier V in a greatly reduced time period. Additional building slots is something I will add. I want to add events to this mod, but will take a fair amount of time to implement. I am also planning out a variant of this mod for Aquatic worlds when that DLC drops.
Wilmfe23 3 Nov, 2021 @ 1:42pm 
I really love this one. I hope you keep working on it and add more like events of encountering monsters or ancient secrets. Maybe add a tech that can speed it up a little.. Maybe a construction ship could provide assistance like science ship can. Or maybe a planetary decision that reduces output but increases the speed of tunneling. Megastructures have a lot of options to speed it up so I hope you'll add those options here too.
Maybe have the levels provide additional building slots. It could be a great way to play tall without breaking the game and be an alternative to building megastructures.
This could be a great way of adding additional building slots without breaking the game. That it really take a huge investment to get those slots.
greensniperhat 2 Nov, 2021 @ 1:37am 
deposit still has a colonizeable, which makes it not 3.1.2 compatible.
Wilmfe23 24 Oct, 2021 @ 11:10pm 
@Herald Rejn
That doesn't make any sense. Ringworld already have a subterran city. That's why they can have so many district slots despite being physically small compared to planets.