Stellaris

Stellaris

Origin: Living Planet
130 Comments
Ghoiv 17 hours ago 
I've had my eye on this mod for a while and I wish you luck on continuing to work on this mod, I personally really love the idea of this mod and id like to try a play through of it! of course when its ready, ill gladly wait for when you update it no matter how long it takes ya!
LordRoscoford  [author] 23 May @ 2:53pm 
Just a quick update from me.
I'm moving house, and a lot of other real life things atm.
I do intend to update the mod, but the release of the Wilderness origin was a bit disheartening.
The support from people here has been genuinely surprising, thank you so much!

There's a lot of work to update to 4.0 though, especially since I was already halfway through updating the whole system to use Situations to make it more obvious how fast the planet is growing.
Bane 8 May @ 2:30pm 
this is a far better living planet than what paradox did, i hope you can rework it so it will be compatible with the new update.
Sledgehammer Wacko 24 Apr @ 7:51am 
Looks like Paradox themselves decided to take a page out of your mod, and make a 'playable planet(s)' into a thing. Never did I expect your mod to predict this by nearly FOUR years. Congrats man!


https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-381-time-to-get-wild.1737237/
Xerus 26 Jan @ 11:25pm 
Does the planet get destroyed after being devoured?
Xerus 26 Jan @ 11:17pm 
Does the mod still work fine?
Ignacy M(LG)oscicki 20 Jan @ 1:20pm 
Hi, do You plan do update this mod?
Mrcheesecake0591 26 Jul, 2024 @ 9:00pm 
One little problem to this mod that I'm curious.. there are buildings that can only be build once per planet how would I get more of these special buildings?
lady_lephise 25 Jul, 2024 @ 6:34am 
had this in my mod mod-list for a while now latest update made it so even if your not using the origin you still cant colonise the AI also cant colonise. So you got a lot of empires with a lot of territory but only their capital.
zilix2323 22 Jul, 2024 @ 11:25am 
I was wondering if there was a way to increase the amount of building slots available, yeah their are mods for that but i was hoping you could making something progressive like every ten districts above 30 districts adds a slot. or maybe you can sacrifice a district for a building slot. plus what about unique districts like strategic resource production?
LordRoscoford  [author] 22 Jul, 2024 @ 3:33am 
@Dracolich. District switching is a difficult conversation, because it needs basic resource output to be able to function early on.
You do already have the option to add effective "districts" for research/deviancy/defensive drones, through planetary decisions.
That being said, I'd definitely be up for adding district switching later in the game.

I agree that the "realism" of the mechanic isn't really fitting, but it's the easiest practical solution to be able to get progressive benefit.
I think there's probably a better middle line, but I want to update systems to the newer versions before I start doing any overhauling.
I will add your suggestion to my ideas board though, thank you!

The instant nature of the consume world decision is a bit strong.
Part of the reason for it is I don't have any modelling experience, so I can't make the models necessary to have progressive stages of building a planet devourer.
LordRoscoford  [author] 22 Jul, 2024 @ 3:15am 
I'm sorry this has been such a long time in updating.
I've just pushed a fix out to make it up to date with the current version. This should be fine, but I've not yet made any of the updates to use more recent systems.
REDbeard 18 Apr, 2024 @ 12:21am 
Is this awesome mod still alive/working?
Dracolich 1 Apr, 2024 @ 5:22pm 
Welp I've been playing this and have some suggestions.

1) Different districts. There should be some Unity-generating districts and Research districts, and exotic resource refining districts. With the limited building slots and inability to colonize, another way needs to be so you're not capped on such resources.

2) Instead of having worlds shrink as biomass is consumed, they should stay the same size, and be transformed into barren worlds instead. You're consuming the biomass of a world to grow your own, not the actual mass. Otherwise any planet would do.

3) The decision to consume a world should be both slower to enact, and have some sort of cost associated with it. And also be slower to absorb the biomass.
As it stands if you get a lucky spawn with lots of nearby inhabitable worlds, you can grow to a large size far ahead of your rivals.

It's a unique idea and I'd love to see it refined a bit more.
kinngrimm 17 May, 2023 @ 4:06am 
@卡尔文迪斯梅特 seems a bit rude to poach players here, but leaving this aside when you do so, at least tell people why you recommend the other mod, what is unique or better about it.
Them8 9 Mar, 2023 @ 11:55am 
it does work but does not use any of the new mechanics
Grimheart 23 Feb, 2023 @ 8:41pm 
Please update
FrostBite 1 Feb, 2023 @ 5:37am 
Does it work for the current version of Stellaris?
Shamaster 17 Jan, 2023 @ 2:25pm 
This is absolutely one of my favorite mods. I've done a few different runs with it now and I hope it gets updated again in the future. I definitely recommend the 108 building slot mod to go with it
kinngrimm 13 Jan, 2023 @ 9:49am 
Well for this one i will need a mod giving me a couple hundred of building slots OR one that allows for infinitely upgrading the buildings i place OR the districts need to be increasing also by planet size which i assume they would.

I like the idear of endlessly being able to customize the planet. I usually use Legendary Worlds and of late Garries(?) Planet modifier. I would be amazing to be able to include their different districts and modifiers, though i would only do that by a decision(customization option =) ) I want those Legendary Districts but not the other once so to speak ... having maybeseveral Legendary Districts of different types.

Consuming Hiveworlds or Ecuminopolis would need to do give some special above the adding of special districts and features. Maybe have a visual que showing that the planet not only in size but also in form and composition changes.

cant wait to see how this mod develops, good luck
Swallowed_Light 28 Dec, 2022 @ 2:52pm 
There is no real way to improve your research, sadly. I was kinda hoping that there would be a research sector or something, but there wasn't.
TheChaserG 19 Sep, 2022 @ 10:32am 
Awesome thanks!

If I force spawn an AI empire to be one, does it handle the consume biomass well?
Them8 18 Sep, 2022 @ 3:02am 
@theChaserG one month per planet size
TheChaserG 13 Sep, 2022 @ 7:01pm 
How long does it take for a planet to be fully consumed?
KhalunQalli 11 Jun, 2022 @ 9:36am 
Any chance you could add another variant of the Living Planet that uses the Offspring mechanic from the Progenitor Hive origin?
TheMineKnight 9 May, 2022 @ 5:40pm 
TheMineKnight Just now
@tigerfeu The Free Spawning Drone is added as a result of the Planet being Classified as a Hive World, which adds a Spawning Drone.

@Lord Roscoford I have also noticed that there is indeed no Brain Drones being added with Population. And if possible, it would be useful to have about two, or three times the amount of buildings, with how limited the Origin is.
Also: The addition of more Production Features on the Planet doesn't actually make it produce more resources, which makes that particular feature somewhat useless, as cool of an idea as it is.
Sanguinea 7 May, 2022 @ 7:45am 
A bit rough but enjoyable. More buildings would be nice, I used the mod "36 Building Slots" for my playthrough. (And a lot more mods). Also had the error at a planet size of 125. Still had fun, great work :steamthumbsup:
MAMPF(GER) 1 May, 2022 @ 2:14am 
Could you please finish the mid and end game. In Mp rounds you are at a strong disadvantage because of alloys
tigerfeu 26 Apr, 2022 @ 5:50am 
hello, just to say i really like the idea, but i found an error, the origin specifies that there is a brain drone job every 20 pop, but in game, it seems to not be, i indeed have the synapse and spawning every 20 pop, also a free spawning drone (was not in the description of the origin).
Anyway, i really like the idea of having just one planet, thank you
LordRoscoford  [author] 23 Apr, 2022 @ 10:40am 
Aye, in case you missed the previous comment. I'm happy for you to use the code. But if you make extensive use of it, I'd appreciate a mention in your credits :)
kohinoor 16 Apr, 2022 @ 9:53pm 
LOL silly me
kohinoor 16 Apr, 2022 @ 9:41pm 
hello am kohinoor a new sterllis modder just start modding year ago.
I really like you mod the idea of eating every plant is so much fun.
i use some of the core mechanics in my mod "Factory must grow "
Mostly event lp_planet.001. on handling plant size.
It's a machine empire version of your awesome mod. And i add more QOL feature on harvest UI.(mass harvesting. harvest inhabitable world.harvesting coless weapen etc....)
i been working on this project for a few month now. still work in progess

i will not publish it before you give green light for using these code .
it;s only been play between me and few friends for now.
have a nice day .
LordRoscoford  [author] 2 Apr, 2022 @ 12:51pm 
[h1]Breaking Change[/h1]
Latest verision will break savegames from before.
I accidentally left in one of my WIP features, which created the LP species type.
Thinking Machine 30 Mar, 2022 @ 8:17am 
Seriously, mod creator, this mod is amazing. Really amazing for RP purposes. The only suggestion I would make is to add a "stop eating planet" decision if possible. Clicking on the "eat planet" decision accidentally and being forced to load an earlier game is somewhat annoying. Also just for fun to leave a bunch of size 1 planets lying around to fuck with the AI. Thanks again. Great work.
Shamaster 28 Mar, 2022 @ 1:55pm 
This mod is a lot of fun. There is something just deeply satisfying about absorbing every single habitable planet and habitat into one big mega ball. Digging the new planetary features you added (The alloy one is a recent addition unless I've just been paying very poor attention before). Lots of potential in this one. (Also found a minor bug, reported it in the issues discussion).
Elkstone 26 Mar, 2022 @ 4:08pm 
Uhh guilty as charged, but I don't think that was the problem. I think the issue was with pre-sapient population being on the planet, it's now a size 1 world with 3 pre-sapients and ending the turn while giving it the suck seems to cause it issues. I was running Giga as well tbf though
LordRoscoford  [author] 25 Mar, 2022 @ 9:33am 
Elkstone: are you running Gigastructural engineering, and were you consuming Corinth VI a ?

Me and my friends ran into a month start crash when that planet was consumed.
I did a lot of digging into the various mods I've got running at the same time, and I cannot for the life of me find what might be causing the problem.

If you're running singleplayer, you can run the following command to remove all the planet devourers, then rebuild them to find the offending planet.

effect = { every_country = { every_owned_megastructure = { limit = { is_megastructure_type = planet_devourer } remove_megastructure = this planet = { remove_modifier = living_planet_devoured } } }
Elkstone 24 Mar, 2022 @ 5:28pm 
Yeah that's totally understandable. What is in this seems pretty good though
(Although I did manage to get my game to crash on month start which is kind of a pisser, no idea what caused it but I run a bunch of mods so I probably just beefed something important)
LordRoscoford  [author] 24 Mar, 2022 @ 10:11am 
Unfortunately, a wandering planet just isn't feasible at the moment. Stellaris devs were planning to do that for the Caravaneers, but they couldn't get it to realistically work within the system as-is.

If they can't do it, I don't stand a snowball's chance.
Elkstone 23 Mar, 2022 @ 2:45pm 
It's got ups and downs, I expected more of a wandering planet than one big capital
But the idea for trading districts for Hunter Seekers is the best thing honestly. For some dumb reason Hive Minds seem to have the worst time keeping high population planets compared to regular species. It's good that this seems more well designed than the base game stuff honestly lol
Dante1308_Virgil 21 Mar, 2022 @ 3:12pm 
I'd love it if you could consume stellar systems eventually. It would synergize with Become the Crisis nicely, although there'll have to be a way of generating Dark Matter to complete the Aetherophasic Engine. Perhaps as part of the special resources the planet can potentially produce with eating worlds? Maybe if you consume a Black Hole system you have a chance to gain a Planetary Feature similar to the Portal Area event that generates Dark Matter. It'll be a really slow way of eating and blowing up the galaxy, but for me it'll be worth it if I could do that since I'll be ending game lag in the process.
LordRoscoford  [author] 21 Mar, 2022 @ 1:55pm 
Version compatibility has been updated to 3.3.*

If you notice any problems, let me know, but it should be all working as originally made.

I will be looking at some updates to fit with the new Unity rework soon
Them8 17 Mar, 2022 @ 11:32am 
YEY! yey? Yey.
LordRoscoford  [author] 17 Mar, 2022 @ 7:38am 
@kohinoor (and any others) you are absolutely welcome to use any of the source either directly or as inspiration for other ideas.
I wouldn't have been able to complete this without other people figuring out how Stellaris (CWTools) handles some of the mechanics of gameplay, so if my work helps you, be my guest.
I love the idea of getting so large you consume systems, It's a great concept to add.
Probably should come with massive opinion penalties with civilised nations though!
LordRoscoford  [author] 17 Mar, 2022 @ 7:38am 
Hello all, sorry for the massive quiet spell. I've been having a bit of a real-life crisis.
I still play, and definitely intend to update this to be inline with the massive changes the Unity overhaul made.
As-is it still actually works, which I'm surprised by.

Thank you so much to the people who use and enjoy this.
It is a pet project because I liked the idea, but it got way more attraction than I expected.
I'll be working on it again soon, as I'm comfortable with how vanilla plays post-unity.
If anyone has any suggestions/ideas I'd be more than happy to take them onboard.

I'd also be interested to know if people might appreciate a different means of communication than this forum. It feels a bit clunky and hard to keep track of issues/suggestions.
Them8 15 Mar, 2022 @ 12:34pm 
i miss this mod
Froggo 17 Feb, 2022 @ 12:24pm 
This is a really interesting adition to Stellaris, really enjoyed playing as a living planet. I think i spotted one issue with this mod tho. When you are in an "end threat" war and you are consuming a world if the system is taken the consumption stops and cannot be continued even after terraforming (maybe if the system is taken the planetary feature could be removed).
Aside from this and the issue with empire sprawl (which can be solved adding new -1 max district +2 Synapse drones planetary feature) its really enjoyable and i hope new mechanics are added to make it even better.
DragoonBlade 19 Jan, 2022 @ 7:03am 
All features work fine for me. I still use this mod all the time.
Ѧrky 17 Jan, 2022 @ 5:21pm 
Is there by chance that this will get updated? This mod is quite fun.