Stellaris

Stellaris

Better Remnants 3.8
22 Comments
Peter34 10 Dec, 2023 @ 3:05pm 
Will this mod be updated to 3.10?
Peter34 29 Oct, 2023 @ 1:22pm 
Request:

Can you make a similar mod to slightly buff the Life-Seeded Origin? The problem I have with Life-Seeded is that a lot of the intended sweetness lies in starting on a planet with some Strategic Resources you can mine, but with the change from 16 Building Slots to 12, that's a very different and much less attractive proposition on one's starting/Capital planet, yet Life-Seeded still has the challenge element that one's Pops cannot thrive on non-Gaia worlds.

What I'd like to see is the removal of these regular deposits, and instead Life-Seeded starts your Gaia (maybe smaller than 30) with a special Planet Thingie that gives you 1 Resource Collector Job per 33 Pops rounded up, and each such Job gives a base income of 0.5 Gas, 0.5 Crystals and 0.5 Motes, and subject to the same modifiers as a normal Strategic Resource Miner.

That way, it no longer costs Building Slots to utilize this feature of the Origin, and you can get started right away but accumulate only small quantities.
Peter34 28 Oct, 2023 @ 9:16pm 
Of course, drawing the same Tech twice just means you get +33% progress on it twice, so it's not actually a problem. I realized that a few days ago.

I maintain that Phoenix is unneeded and overpowered, though.
Peter34 21 Oct, 2023 @ 3:08am 
I got Anti-Gravity Engineering twice, from removing the first Blocker on my Relic Wordl, and then again later when I removed the 4th or 5th Blocker. Please look into this, to ensure that a different Tech is generated each time, on the player doesn't already have.

Also, my Governor Machine Empire (RS) Leader started with the Bulldozer I Trait, making Blocker removal faster and cheaper. That's very nice when you start on a Relic World, and in fact I think it'd be good if this mod removed the Phoenix Trait and instead guaranteed that the Governor had the Bulldozer Trait. That's a much more immediately useful boost, while it also won't have much of an effect in the long term, since as of 3.8/3.9 Governor Traits only affect a single planet at a time.
Peter34 21 Oct, 2023 @ 2:12am 
I like the idea of this mod, but I really don't think the Phoenix Trait is warranted. The Origin feels powerful enough without it.
Grizzly Void 26 Jun, 2023 @ 2:06am 
Some interesting lore with fallen empires and curators would be interesting.
TheMobDestroyer 11 Jun, 2023 @ 1:09pm 
I think it would be awesome if the fallen empires recognised you as "having fallen". I think the forgotten history mod did something like that. Nifty mod nonetheless!
Keukotis  [author] 13 May, 2023 @ 1:04pm 
Good to know. I've always hated having to include the whole file. I'll update this.
Dr. Nolegs 13 May, 2023 @ 11:05am 
Link to the relevant part in the modding wiki

https://stellaris.paradoxwikis.com/Modding#Events_folder
Events are Fios for overwrites
Dr. Nolegs 13 May, 2023 @ 11:05am 
They do, they are FIOS rather that LIOS though, even back then. You simply need to include the namespace and have the file use a 'higher' start like exclamation marks or tilde's something like !!!_br_utopia_events and just the ones you need to edit.
Keukotis  [author] 13 May, 2023 @ 10:42am 
@Dr. Nolegs
Events (at least several patches ago when I last tested) don't take kindly to being overwritten individually. You have to replace the whole file they were from. Anyway, this has been updated to 3.8 now.
Dr. Nolegs 4 Dec, 2022 @ 10:52am 
The Hard overwrite of origin_events_3.txt breaks a decent few things in 3.6 (since it's obscenely outdated), which it's somewhat surprising that this mod decided to do that instead of just overwriting a specific event that it needs to.
Chuddly 9 Jun, 2022 @ 3:56pm 
Seems to still work. The tier 3 finds from the arcologies seem a bit OP, I got cruisers very early on but I do love the idea of removing arcologies even on the two nearby planets netting you caches too, grrat idea.
Cavalerius 23 Jan, 2022 @ 6:29pm 
Nah running 3.2, hopefully 3.3 fixes that, otherwise poo :steamsad:
Keukotis  [author] 22 Jan, 2022 @ 7:20am 
Well thats weird. What game version are you on? 3.2 or the 3.3 beta? I know they're adding and changing modding options in the coming game version. This just uses the random tech function (which should already internally be checking that you qualify for the tech); I didn't change that. Maybe 3.3 makes changes to that function?
Cavalerius 21 Jan, 2022 @ 4:34pm 
Great mod, remnants could definitely be more powerful & this definitely helps, I noticed a bug with tech rewards where hive tech became an option despite not playing as a hive mind, machine, hive, gestalt consciousness tech needs to be barred if your not them.

Side note, you should add an option for one or both of the guaranteed habitable worlds to also be Relic worlds
Dreamreamer 27 Oct, 2021 @ 1:10pm 
holy shit this is great lol
Nicho 26 Oct, 2021 @ 11:57pm 
Hey, what a great mod concept! I just ran a game running Remnants for the first time and it's an intriguing origin. I'll definitely be giving your mod a go after my current Achievements run.
jacknife11480 26 Oct, 2021 @ 7:45pm 
I've always thought you should have a few lost colonies with Remnants. Maybe find a few fairly close by (maybe 1 or 2) of your own species as primitives. But I'm no modder, and that seems like it wouldn't be possible.
Keukotis  [author] 23 Oct, 2021 @ 2:22pm 
I'm glad to hear others like Remnants so much too! The idea of playing a Fallen - but actually truly fallen - empire is so cool.
Spirit 23 Oct, 2021 @ 8:48am 
sound about right , this was needed because remnant is my favorite origin aswell
Usagiza 22 Oct, 2021 @ 6:50pm 
great mod. remnants needed a lot more love than paradox was willing to give it seems