Stellaris

Stellaris

Stellar Pioneers
34 Comments
Sidewinder Fang 10 Jan, 2024 @ 8:01am 
If you ever do update it I just finished a huge overhaul of Space Elevators, feel free to take all that code and use it yourself.
Makinus 3 Aug, 2023 @ 10:29am 
Nice. I loved playing this mod in earlier patches. I saw it as a "Void Dwelers Light" since you started on a normal planet but could immediatelly build limited habitats in any planets you colonized. Too bad I do not know how to mod to help you.
I'm A Distraction!  [author] 1 Aug, 2023 @ 2:05pm 
@Makinus I've been thinking of returning to the modding scene to update both this and SIHO once the habitat rework drops at least.
Makinus 31 Jul, 2023 @ 7:51am 
Can you update the mod for 3.8? Can I also suggest getting rid of the origin events that spawn new systems/wormholes? The mod is good even without these events, as being able to build the orbital elevator/early habitat and having a terraforming candidate in the starting system is balanced enough.
Maschinenmensch 28 Jul, 2023 @ 4:32am 
Nice
Ranger Dimitri 19 Mar, 2023 @ 4:20pm 
Can someone explain why I can't build space elevator's on new worlds I colonize? It's rather annoying and makes the origin a bit less interesting when the fact I can not build more early habitat's from the game start is a thing. Kind of defeat's the whole point of the origin beyond the story bits for the two pioneer fleets and the like.
Subatomic Seal 1 Mar, 2023 @ 12:46am 
For some reason the systems just straight-up aren't working? Like the situation log entries for Pioneer 1 and 2 are there, but they don't have a ping icon, and when I click on their center camera button they just take me to the galactic core. Is there something I'm missing?
Carsismi 12 Jan, 2023 @ 8:55am 
is this compatible to 3.6 atm?
greensniperhat 10 Jan, 2023 @ 3:21am 
I've gotten to the point where New Horizon event chain is finished, with another empire, and again the bug persists. I think it's more of a mistaken scope or misplaced flag in the events.
I'm A Distraction!  [author] 1 Dec, 2022 @ 2:13am 
@greensniperhat That old bug seems to be related to latency in the game's processing, which I think happens if you've got a lot of mods or some other lagg.

I think there was a way to check to make certain it spawned correctly and basically brute force it to make sure, but I've got to remember how to do it. I'll try to update it when I get some free times over the Holidays.
greensniperhat 28 Nov, 2022 @ 7:48am 
Found another bug: One of my pioneer ships went through a wormhole, and eventually I got the event to stabilize the wormhole and reach New Horizon - however, a couple of things seem to be wrong.
1) the system where the wormhole special project gets researched got all hyperspace connection cut off, and the nation spawned within my borders
2) two wormholes popped up in that now-isolated system - connected to each other
3) the generated system with New Horizon spawned with a connection to another system, with an empty gaia world
greensniperhat 20 Nov, 2022 @ 11:21pm 
Error.log gets spammed with these messages:
[23:36:45][trigger_impl.cpp:1191]: Script Error: Invalid context switch [] from Isrillo's Castle [planet], file: common/buildings/00_pioneer_buildings.txt line: 307, Scope:
type=planet
id=1
random={ 0 257661570 }
random_allowed=yes

It goes from line 307 to line 704, seems like this.orbit doesn't include the planet scope?
Dinocon05 11 Nov, 2022 @ 6:55pm 
I am having a problem were i can't build space evaluators. I get the pioneer events and i start with a station and one on my home world but i get option to build ones on other planets but when i try to click it doesn't work.
Kheeran 22 Oct, 2022 @ 8:10pm 
It could indeed be a mod conflict as i have quite a few installed. The Gladiator chains seem unaffected though.
I'm A Distraction!  [author] 22 Oct, 2022 @ 7:50pm 
That's certainly an odd one unless modding scripts changed in an update. Are you running any other mods as an aside?
Kheeran 22 Oct, 2022 @ 8:34am 
Noticed a few odd occurrences when the wormhole related events trigger. Two wormholes are created in Alpha Centauri, the hyperlink to Sol is removed. The Gaia system spawns with no colony and usually linked to another empire. The colony is established on Alpha Centauri III. As the wormholes are broken there is no way to travel to the colony without using a hyperlane mod. Still loving the mod tho, thanks!
Kheeran 27 Sep, 2022 @ 2:28pm 
This appears to work well with 3.5. Also wanted to thank you for making this mod work again, it's one of my favorites.
Ranger Dimitri 26 Jun, 2022 @ 11:33pm 
Basically an option to having a habitat with a debuff early on before you have access to the proper tech. Honestly it make a fair bit of sense to say the least.
I'm A Distraction!  [author] 26 Jun, 2022 @ 9:36pm 
Yep, you shouldn't have the early habitat modifier either.

The space elevator just allows you to build it through the planet interface and at a discount without the Habitat technology, at the expense of having the Early Habitat Deposit.
Ranger Dimitri 26 Jun, 2022 @ 8:27am 
So, I could just build a regular habitat on a planet that has a Space Elevator and it would be the same as having it built from the planetary decision to build an early habitat?
I'm A Distraction!  [author] 26 Jun, 2022 @ 12:01am 
They should work with traditional habitats, as the Space Elevator relies upon checking if any moons of the planet (i.e., habitats) have those districts.
Ranger Dimitri 25 Jun, 2022 @ 3:36pm 
Love to see this origin come back! Honestly it was my favorite of all the Mod Jam origins because it makes sense that a nation might try to colonize space early on before FTL! Thing is, I would like it if you had your Habitat Overhaul's auto colonize feature also be featured for the Early Habitats this origin features. Because as it stands I at times forget to build a colony ship to colonize the habitat as soon as it's done. Just a nice little feature to have. Also, do the Space elevator's benefit's work via the Habitat's built via construction ship or no? I wouldn't mind because they would be rather neat to have featured along with!
I'm A Distraction!  [author] 24 Jun, 2022 @ 2:35pm 
Happy to hear it, considering the Mod Jam I didn't have long to work on event chains. Especially when feature creep reared its head. ^^;
Anox_Skell 24 Jun, 2022 @ 1:53pm 
Some of the event chains are really interesting to play through, I'm thoroughly enjoying this. Thank you
I'm A Distraction!  [author] 22 Jun, 2022 @ 4:23am 
Yeah, its pretty simple code to throw in. I'll update it soon to add in the exception. Can just have it not be buildable on ring worlds if need be, or megastructures.
Sidewinder Fang 22 Jun, 2022 @ 4:04am 
Yea, the build habitat decision still works on ringworlds, and it honestly looks a bit derpy having a habitat above a ringworld.

I had the same issue with my version and came up with this, it prevents space elevators from building on artificial planets but lets me add in exceptions for other mods.

potential = {
exists = owner
OR = {
NOT = { is_artificial = yes }
is_pd_habitat = yes
}
}

and steam refuses to format my comment properly no matter what I do :p
I'm A Distraction!  [author] 22 Jun, 2022 @ 2:36am 
That's definitely a scenario I didn't intend for - although you could make an argument with an elevator poking outwards like a spoke, the orbital velocity anything on that would launch with would be insane. xD

Does the habitat building decision work on ring worlds?
Sidewinder Fang 21 Jun, 2022 @ 7:40am 
You can built space elevators on ringworlds, is that intended? it feels kind of unintentional.
I'm A Distraction!  [author] 18 Jun, 2022 @ 5:59pm 
I do have some other mod projects I've had in the works I'm getting some time to work on now, beyond other work. So should hopefully be seeing more of me in the coming weeks. ;)
Sidewinder Fang 18 Jun, 2022 @ 5:50pm 
Hmm, orbital ring modifiers applied to habitats, now that is interesting... either way, I shall watch your career with great interest.
I'm A Distraction!  [author] 18 Jun, 2022 @ 5:38pm 
Can't promise there's any new tricks. I was quite hopeful that the new multiplier script code would make things a LOT easier and less heavy on the process, but I couldn't figure out how since its tracking something else on a different scope from where the modifier is.

Newest trick would be on SIHO where with some help I got orbital rings to apply their modifiers to Habitats as well. :P
Sidewinder Fang 18 Jun, 2022 @ 10:14am 
Nice, the return of the king, I'll have to have a poke through your updated code some time to see if there's any new tricks I can learn, this might also get me off my ass to add some new functionality to my version, make it a bit more unique and original.
I'm A Distraction!  [author] 18 Jun, 2022 @ 7:04am 
I've not taken a look at Stellaris Evolved, but I can check it out. For Orbital Elevators (of which I am aware). The main issue would be that there would be two separate elevator buildings though, from what I know off hand.
DragoonBlade 18 Jun, 2022 @ 6:34am 
Do you know about the Orbital Elevators mod that is based on the prior version of this one? Can you make a compatibility patch between that mod and this one so there is no conflicts?

That way all Empires can one day have Orbital Elevators, but only this Origin starts with them.

Also, is this mod compatible with Stellaris Evolved?