Stellaris

Stellaris

Decision Origins - Play with Multiple Origins
188 Comments
add the united fleet
Sir_RedDog_of_Smeg™ 8 May @ 3:20am 
Event pop up at game start. Probably just need to up date mod to current version
rolfey1328 8 May @ 3:16am 
Hey everyone I made an update of this mod for 4.0: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3477888880
rolfey1328 8 Feb @ 4:01pm 
theres a problem with overtuned - you cant select the automodding trait and even if you add it manually it doesnt work
Doviena 5 Feb @ 6:13pm 
This was last updated in 2023.....of course their not there :steamsad:
Lilithvia 5 Feb @ 1:59pm 
can't seem to find these edicts, even tried starting new saves and looking before the first unpause of the game...
Synge 21 Jan @ 5:24pm 
It does
Hephaistos 5 Jan @ 8:44am 
Wonderfull. It still works?
Swordmaker 16 Sep, 2024 @ 11:55pm 
OH HELL YA DUDE. just what I was looking for damn good job!!!!:steamthumbsup:
THE FORCE 16 Sep, 2024 @ 1:07am 
Will you support ACOT and SBTG origins?
chilllounge 27 Jul, 2024 @ 1:27am 
yes, i made a slightly modified vesion of this mod. its work in progress, all implemented origins work fine except for here be dragons.

Dont use the original mod & my mod together as they do the same on the surface but work completely different!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3272204070
Spüwls 26 Jul, 2024 @ 12:28pm 
if I have the order's keep it will disappear in 8 in game days. I have no idea what's happening, any fix?
Druid 24 Jul, 2024 @ 2:37am 
The Mod Breaks machine pops at the moment, if you set your primary species to machine, you will get no leaders in the leader pool with this mod.

For some reason you get leaders if you are Driven Assimilator and have a biological secondary pop, you will have both biological and machine leaders in the pool again.

I love this mod and would love for it to be updated to fix above bug.
chilllounge 21 Jun, 2024 @ 9:39am 
originaly i wanted to wait until Sunday to publish this. but i already setup the steam workshop page so i thought, why not.

my brain is kinda fried, so i didnt checked if everythings fine (there are definetly still some errors in the log), but it doesnt crash so see it as an Open Beta:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3272204070
thelazygun2001 20 Jun, 2024 @ 2:48pm 
@chilllounge I you can fix this mod up it would be amazing
RAKE_UND_BAKE 19 Jun, 2024 @ 11:29pm 
Sad to see this not continuing, only thing I ever gave the stupid steam points to lol. Please give the guys trying to continue on with this permission. Some really choice combos never got off the ground.
chilllounge 17 Jun, 2024 @ 3:14pm 
as i love this mod and use it in almost every modded playthrough and ranagrande didnt put his version on the steamworkshop yet, im currently fixing this mod myself.
but instead of overwriting vanilla files, i try to avoid touching them. its some work and i can only finish 0.25 to 2 origins per day. i have 4 origins fully implemented right now, 2 more are half implemented (im adding some more features like toxic knight jobs for hive&machine).

Im on travel next week, but before i go, i will publish the unfinished version on steam, so u can enjoy this mod again (at least the origins i implemented). when im back i will definetly work more on the mod until im finished.
Arkenor 12 Jun, 2024 @ 6:54am 
Oh woe! Yes that is a terrible shame that this will not be continuing. I hope a replacement emerges. Thanks for the fun while it lasted!
Human_me 26 May, 2024 @ 5:15pm 
@ranagrande - If you have done it, I recommend you release it, Destiny Pheonix has been inactive for some time, just make sure you give them credit in the description of the mod.
Deafening Milk 19 May, 2024 @ 4:02pm 
Just a heads up for anyone using this mod, this mod affects adaptive frames trait (your pops will not make use of this trait)
Darth Tiredlass 1 May, 2024 @ 2:19pm 
@ranagrande there's a precedent of modders uploading an updated fork of a discontinued / non-updated mod. I think it would be fine so long as you link to this mod in the description and make it clear that it is an unofficial continuation until the author (hopefully) returns.
ranagrande 23 Apr, 2024 @ 9:43pm 
Destiny Phoenix,

I love your mod and I wanted to keep playing it. So after you said it probably wouldn't be updated, I took some time to learn how to do that myself. I have now accomplished this, and also added Riftworld.

But now I am unsure on how to proceed. I know that other people would want to play it again too, but I don't want to just post something without permission. After all, the entire idea as well as most of the code, are yours.

So, what do you think?
Scaredy Nat 18 Apr, 2024 @ 1:32am 
sad, but understandable that you can't and/or don't want to maintain a mod of this size.

knights and UoR are my 2nd and 3rd favourite origins after necrophage so if you do decide to continue a separate mod with just them in it I would be very happy - as I could start with phage and use that! :p
PLMMJ 25 Mar, 2024 @ 8:23pm 
Really hope this mod gets some updates
Jorick 16 Mar, 2024 @ 3:52am 
It is regrettable that you aren't likely going to maintain this mod, i just hope someone else picks up the mantle, as many of these origins are unlikely to be affected by further game updates (life seeded, tree of life, ocean paradise, etc...). All the origins that seem to be event-light will be lost, and i find it sad. It was a blast to play with your mod though, hope you go through with your standalone.
Next Evolution 7 Mar, 2024 @ 2:38pm 
I'd absolutely love a mod that combines toxic knights and under one rule, either as an origin, a civic, or a decision! I really hope you make that standalone.
ToxicCannabis 6 Mar, 2024 @ 1:34am 
please do let me know when the Toxic God Variant is available :D
Destiny Phoenix  [author] 1 Mar, 2024 @ 4:02pm 
Sorry I've been away - honestly, I don't think I'll be updating this mod because I just took a look at the 3.9 - 3.11 files, and there've been enough changes that maintaining a mod as big as this would be absolute hell.

I'll probably, however, make a standalone for Toxic Knights and Under One Rule - those are my favorite origins, and I think they don't touch galaxy generation or game rules so they'll be easier to maintain anyways.
Next Evolution 29 Feb, 2024 @ 2:40pm 
Hey there, first of all, love the mod. That being said, any chance this will get an update? Setting aside the occasional wonkiness with 'under one rule,' 'the knights of the toxic god' origin has received some changes in the last update, and they don't seem to work with your mod. At least, not when the origin is gained through the decision. It works fine if you choose it at the start.
Mohreb el Yasim 23 Feb, 2024 @ 3:53am 
Couldn't the Subterrannean be implimented without the city GFX? that is not the most important part of it anyway.
Perch 29 Jan, 2024 @ 6:34pm 
so what is the plane whit this mod?
Jesus Cat (Fwyrl) 2 Jan, 2024 @ 9:10pm 
Non-Vanilla origins will not work
Figaround 2 Jan, 2024 @ 3:45pm 
What about choosing non-vanilla (from mods) origins, will I be able to combine a few of those, and maybe with 1 vanilla origin?
Robert 1 Jan, 2024 @ 9:55am 
This mod is breaking the "under one rule" origin (either started via the mod's decision, or as the natural origin itself). The Luminary is level 4, but cannot pick any new traits, ever.
Imperator of Rome 17 Dec, 2023 @ 3:36pm 
Look out, Milky Way! Here Be Dragons watching over a Humanity united Under One Rule On the Shoulders of Giants!
Robert 17 Dec, 2023 @ 5:23am 
This looks absolutely perfect, thank you for making this mod
FirePrince 14 Dec, 2023 @ 8:04am 
Btw. the fix from Jesus Cat is already mentioned here long time ago, since 3.9 ChivotoHirovato (and since then in my mod).
Next Evolution 1 Dec, 2023 @ 7:02am 
I found the appropriate event in the folders. Type 'event origin.6188' in the console to fix the issue.
Next Evolution 1 Dec, 2023 @ 6:54am 
I'm not sure if this has been mentioned before, but 'fear of the dark' seems to be bugged with this mod, as you don't get the 'counter shot' project during 'the last gift' situation. So you can't actually save your planet.
Jesus Cat (Fwyrl) 28 Nov, 2023 @ 5:06pm 
Will take a look into that @jayjay
JayJay 28 Nov, 2023 @ 2:24pm 
@ Jesus Cat (Fwyrl) Thanks for that, never used the scion decision so i never ran into that problem.
I found something else: the bonus for quantic ambush got changed around/improved, it now has 4 different modifiers instead of 2, basically slingshot yes/no combined with astral insight yes/no. scripted_loc_overlord and megastructure_events_1 need their mod decision overwrite revised. I'm still not sure if my code correction is acceptable, but it should be an easy fix, you might wanna add that to your patch.
Jesus Cat (Fwyrl) 28 Nov, 2023 @ 1:23am 
And for those that don't want to deal with manually patching the mod, I've made a fixing mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3098442777

Overwrites the broken event with a copy that has the patch integrated, doesn't touch anything else
Jesus Cat (Fwyrl) 28 Nov, 2023 @ 12:06am 
All the other variables used in the mod are defined in Stellaris' common\scripted_variables folder, so they should load just fine, but the @scion variables are only defined in the events\origin_events_1.txt file, so the mod script can't see them on load, as far as I can tell
Jesus Cat (Fwyrl) 27 Nov, 2023 @ 11:57pm 
Found a fix for the hang! At the top of

events\000_decision_origin_events_1.txt

Copy the 3 variable declarations from

events\origin_events_1.txt

(for those who don't feel like going to find it, it's these)

@scionRewardTimer = 9000
@scionRewardTimerDelay = 9000
@scionRefusalsCap = 2

It looks like the issue is that the mod is trying to use the vanilla-defined variables, but they're not loading for some reason, and causing a hang.
Jesus Cat (Fwyrl) 27 Nov, 2023 @ 9:42pm 
*the Gift event
Jesus Cat (Fwyrl) 27 Nov, 2023 @ 9:41pm 
Working on finding a fix for the hang, but I've found what was causing it, at least in my save - the Gift even (from the FE scion origin).

As soon as I removed that single event (I left in the rest of the file) the hang stopped happening in the save that I was using for testing.

Unclear why this is causing a hang though; doing more digging
JayJay 26 Nov, 2023 @ 11:00am 
@FirePrince Then this mod has way more data than it should have, at least it looks like that to me. Every building, planet change, modifiers, stellar objects that get added are integrated to be fired when you used the decision instead of during galaxy creation, so a lot of those triggers need to be duplicated and changed a bit to still work after game start. Every event that doesn't get triggered by MTTH /a previous event but/also by checking which origin you have needs to be extra decision flagged/overridden. At least the mod files read that way. Or am i getting it wrong? I really don't know. It's a lot to have to get your head around expecially with how Paradox writes their code.

My first step is i think to create the simplest origin decision from this mod as a standalone (when i have time) and work my way up from there, so i truly understand it. Skipping that progress doesn't seem wise to me.
FirePrince 25 Nov, 2023 @ 9:43pm 
@JayJay: it's not that difficult as you think, the mod is technically quite simple (a flag to every origin). The difficult is to know the load order (to be compatible) and to update the mod (which should in fact also not that difficult if you have a little bit more experience).
FirePrince 25 Nov, 2023 @ 9:20pm 
@Btw, JayJay: Maybe the mod name is too long, I've only one toxoid related mod, it's mentioned twice here (and will not be more for sure).
JayJay 25 Nov, 2023 @ 8:29am 
I've started my journey to figure out how to learn to mod stellaris, especially with adding riftworld origin (never really learned to code any language), and darn diggity, it's hard. My respect for modders doing this for free grows with every small thing i figure out, and moreso with the ever growing bulk i don't understand.
I think i found all the triggers for riftworld and how to create the rift and the arcsite, which was probably the easiest step. Also, i didn't even begin to understand how this all can be put in order that clausewitz can roll with it, as in actual mod creation. DestinyPhoenix will probably be back before i can figure it out.

Sadly i discovered that a lot of the decisions of this mod only partially work, like planet type changes, deposits and modifiers still get applied, but no empire modifiers get applied anymore, and i don't know about events later on.

Btw. what mod version of yours are you referring to @FirePrince? Couldn't find it under your workshop mods.