Stellaris

Stellaris

E.D.E.N. Protocol
71 Comments
Malthus  [author] 4 Jul @ 9:44pm 
It is part of More Events Mod, but currently in rework as some 4.0 changes affected it negatively.
Hazardous 4 Jul @ 4:01pm 
I apparently have this mod present in another mod somewhere on my subscription, but permanently disabled. Any idea what it's folded in with?
Malthus  [author] 25 Jun @ 6:23am 
It is not yet reactivated there. The modjam has put the rework and its testing a bit on the backburner.
Tr33  [author] 25 Jun @ 4:28am 
All my mods have a stupid meme. For an up to date version check More Events Mod :)
Bluetail 24 Jun @ 12:55pm 
"Is this Void Dwellers for Robots?"
No Patrick this is about PreFTLs

I love that. lol
Tr33  [author] 13 Jun @ 1:47am 
@Samira Not for the this standalone, but we finished the rework for the More Events Mod version
Samira 12 Jun @ 8:26pm 
will there be a 4.0?
DJ_Anuz 25 Apr @ 8:48am 
Nvm it literally just happened lol.
DJ_Anuz 25 Apr @ 8:45am 
How long should it take for seeder drones to seed a planet? It's been a few years but the uncolonized habitables are still not having pre-ftl's show up.
Tr33  [author] 10 Apr @ 11:21am 
The only thing we overwrite is related to the voiddwellers origin.
RECKLE$$ 10 Apr @ 10:50am 
ill bear that in mind didnt see that last time lol
Also i know this is a big no no with this origin but im a sucker for a relic world to then restore it into ecunomopolis. i found one but it dont have the option to restore it in the decision window, is this why?
Malthus  [author] 9 Apr @ 8:43pm 
There is also a decision to turn a world with organic pops back into a pre ftl world. This was added mainly for conquered planets from wars, but should work in this case as well. You should have it in the planetary decisions on that world.
RECKLE$$ 9 Apr @ 2:48pm 
understood thank a bunch
Tr33  [author] 9 Apr @ 2:35pm 
As you progress through the situation, you encounter a archaeological site. Excavate it and get the relic. I think the decision and bombardment are locked behind the relic.
RECKLE$$ 9 Apr @ 2:31pm 
send pops to pre FLT worlds, i have not seen this before, and what relic for that type of bombardment
Tr33  [author] 9 Apr @ 2:12pm 
The arriving pre-FTl are event driven, so we cant block them. ... but the event is also from MEM so im gonna see I can do. You can already turn whole planets into pre-FTLs via bombardment (requires the relic) or send single pops to pre-FTLs planets via decision
RECKLE$$ 9 Apr @ 1:49pm 
ohh ok ill go and speak to the PD guys then cheers.
The primitives that progressed were the ones who arrive in an unknown ship in one of your systems and settle on any habitable world. so think they may have not got the message about not going any further than machine age so i promptly amalgamated them into the grid lol
This may be something you can expand on though for other space faring species once conquered the player can have a choice either be, assimilated, amalgamated, killed or revert back to pre FTL society and become a new primitive under the players protection
Tr33  [author] 9 Apr @ 12:28pm 
@RECKLE$$ This mod is integrated into More Events Mod. You only need one. Regarding primitves: normally your pre-FTLs are blocked from reaching space age, if it happens you get the vanilla options. Regarding domed bases: Thats from the Planetary Diversity mod and not from us
RECKLE$$ 9 Apr @ 12:18pm 
oh and whats the deal with domed bases abd stuff. Some i have managed to build via decision on each habitat but some i cant do anything with
RECKLE$$ 9 Apr @ 12:13pm 
i somehow have this origin wothout subscribing to this, maybe it wrapped up in another mod too.
But i have couple of questions what happens when one of our primatives reaches space age and become a full space faction, seems like the options may be limited
Etienne 3 Aug, 2024 @ 9:37am 
@Tr33 @Malthus 1. Ah alright, I do play with MEM and I thought the relic was from the archeological site, my bad
2. Yes, it started happening quite a lot in the end game, which was frustrating. But then I assume it was some sort of mod conflict... Although I have no clue what other mod could cause it.
3. Return them to monke
Drex 2 Aug, 2024 @ 4:05am 
un moyens de l'utiliser avec organique? pour utiliser avec les conceptoides
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3109429624
pour faire une partie eldritch^^
Tr33  [author] 14 Jul, 2024 @ 8:45am 
@Etienne

2. Like Malthus said, did some pre-ftls "grew up" while you had a habitat and caretaking building in the system? I could imagine some weird shenanigans with the situation which simulates their advancing.

3. New purge types are always a source of incompatibilities. Maybe add a special effect to displacement purging where E.D.E.N boost seeding with it (and technically reduces the total amount of pops in the galaxy)? This way only the effect description would need overwrites.

What malthus suggested also sounds funny. Something like assimilation into pre-sapients? Make them return to monke :)
Malthus  [author] 14 Jul, 2024 @ 7:35am 
@Etienne Thank you for the feedback! I do have a few questions regarding your points:
For 1: EDEN Protocol does not have a relic that lets you terraform toxic worlds. Did you play with MEM and have your had the Amoeba event? If so then this relic fires an event upon activation that targets on of the bigges toxic planets in your territory so you can easily find one. In case you get no event there is no toxic world in your space currently, but you can still use the decision once you get a system with a toxic world.
For 2: The pre FTLs in systems where you have a habitat with the special buildings should not evolve. If they do than something isn't working as intended. They should not be able to advance further once they reach machine age. Everything at machine age and above should be frozen in their progress.
Did any become spacefaring despite you having a habitat with a seeding and caretaking building there?
For 3: Yeah I thought about force devolving them to a pre ftl state.
Etienne 14 Jul, 2024 @ 4:07am 
Just finished a game with the origin and it's been my favorite origin in a while! A lot of fun to play.
I do have 3 suggestions:
1. Add a way to locate Toxic Worlds easily once you get the relic, or make the relic give the "Terraforming Candidate" modifier to a random Toxic World in your territory, instead of the way it currently works via decision. It's just too hard to find Toxic Worlds in your borders without the Detox AP.
2. When FTLs become space faring and ask for independence, I think an option to forcefully devolve them and another option to vacate your local orbital habitat would be great additions
3. "Purge type: Seed" to use pops acquired through conquest to speed up Seeding, instead of having to either matrix them or displace them
nertynoer 8 May, 2024 @ 4:18pm 
hi, using this from "even more origins". don't know if its something that did not come up during testing. picked up territory that had a pre-ftl civ, they got to space made contact and integrated, thus giving me there world and pops. problem is default species rights is locked to grid amalgamation. Could let go of the system and vassalise, but it felt like an oversight.
GammaDragon 25 Feb, 2024 @ 3:00pm 
the sad part for me is i can't upgrade buildings in habitats(
Tr33  [author] 25 Feb, 2024 @ 1:54pm 
Later this week I will add some QoL changes, adding a tutorial event chain and make the buildings always show up but only buildable with current rules. Hope that will bring some clarity to it.
Malthus  [author] 25 Feb, 2024 @ 1:34pm 
Using a starbase building would in theory be possible, but on the other hand you do want to have those habitats. First for the unity generation of those buildings and second for general economical concerns. Empire size is just a number in the end. In Stellaris you do require a strong economy to compete with your neighbors and for that you do need those colonies.

When it comes to marking the systems, I don't think there is an easy way to do it. Primarily you will be going for systems with already habitable planets being present as well as those with normal terraforming candidates. The latter will be shown in your expansion planner, once you found them even if you do not have the tech for regular terraforming them yet.

2/2
Malthus  [author] 25 Feb, 2024 @ 1:34pm 
Observation posts are not required. You only need a habitat with the seeding and caretaking building in the same system as the primitive civ. The variable used for the ruler trait is updated once each year.

You can do a few things to work against the empire size penalties. One is the Imperial Perogative (https://stellaris.paradoxwikis.com/Traditions#Imperial_Prerogative) Ascension perk which reduces colony impact by -50% and then there are a few other traditions that will help in that regard.

1/2
Vault76Survivor 25 Feb, 2024 @ 12:01pm 
While I understand that the seeding/terraforming buildings would only make sense in systems where a potentially colonizable world makes sense, that mechanism makes it difficult to decide on which systems to set up habitats for without sifting through all planets in a system (or tab bouncing between the expansion planner and map). Would it be possible to include a system modifier icon to indicate a system has a valid planet for seeding? I had a couple habitats I built in basically dead end systems, not quite understanding the full intricacies of the life seeding system. This might make selecting systems a little easier.
Tr33  [author] 24 Feb, 2024 @ 11:20pm 
@Enzamus Prime They are only buildable if a habitable planet, a pre-Ftl civ or a planet with the terraforming candidate is in the system. It's on my list to make this more obvious.
Enzamus Prime 24 Feb, 2024 @ 7:20pm 
How do I build more of the origin unique buildings?
Tr33  [author] 22 Feb, 2024 @ 2:50pm 
@Hero Sheep Terrish20 This might be a issue with the "concepts" ( fancy tooltips). When Malthus made them I couldn't see the origin either ( but he could). After some reloading (without changing anything related) this was fixed. Seems like a base game issue. Sry about that.

@_Gamma_Dragon_ Thx, ye new habitats I need to get used to too.

@kaelis Yes. The origin only discourages (via empire size) you from settling natural planets, but nobody will stop you from turning that size 30 world into a giant brain.
kaelis 22 Feb, 2024 @ 2:41pm 
Are Machine Worlds and Planetary Computer worlds allowed for this origin?
GammaDragon 22 Feb, 2024 @ 12:54pm 
i tryied the mod, its pretty fun but kinda hard for me bcs i didn't use habitats on regular basics soo i needed to learn and play at the same time
Hero Sheep Terrish20 22 Feb, 2024 @ 12:05pm 
when creating a new species and trying to select the origin, It was not appearing in the list of origins. I then quit and reloaded the game several times, each time removing a mod I had with origins in it to try and find what was preventing it from appearing. when I removed "FH", the origin showed up, and when I added the other mods back in, it remained on the list. I didn't check the order the mods were in, so that might have been it. wonderful mod BTW. fun play though so far.
Tr33  [author] 22 Feb, 2024 @ 2:18am 
@Hero Sheep Terrish20 I only loaded both mods with Forgotten History first and haven't run in any problems. What do mean with the origin was prevented to appear?
Hero Sheep Terrish20 21 Feb, 2024 @ 6:33pm 
hmm, preparing to take this origin out on a test run, and had some issues with a mod conflict. It turned out that there was a conflict where the mod "Forgotten History" was what was preventing it from appearing. It seems to be the only mod I had with origins that was conflicting with it, as Gigastructures, Stellaris Storybook, Expanded events, and Empires expanded do not have this issue, and they all have additional origins.
Tr33  [author] 21 Feb, 2024 @ 1:13pm 
Oh clown react me. I made the situation myself and forgot that. Thx, I will add a 0 multiplier if you dont take care of at least 1 Pre-FTL.
Zeypheron 21 Feb, 2024 @ 12:35pm 
Well, even with 0 Pre-FTLs you get monthly progress to the situation, as it has a base progression rate of 0.5, which I had from the start of the game.
-Coza- 21 Feb, 2024 @ 5:49am 
great idea, a stand alone version that would allow you to seed pre FTL empires as any empire would be a cool idea imo, For RP after the end game crisis it would be cool to reseed the galaxy to restart life.
GammaDragon 21 Feb, 2024 @ 5:20am 
oh.... tnx for help
Tr33  [author] 21 Feb, 2024 @ 5:10am 
You start with 2 new buildings on your starting habitat. They are only buildable if a habitable planet or a planet with the terraforming candidate is in the system. One building will terraform candidates and the other building will seed pre-ftls on habitable planets. Everything happens passively and takes time.
GammaDragon 21 Feb, 2024 @ 4:56am 
and i don't know to make pre ftl
GammaDragon 21 Feb, 2024 @ 4:55am 
and the both empires have dragons in their main system, i hate my luck
GammaDragon 21 Feb, 2024 @ 4:55am 
im bad at habitats bcs i didn't use them very much that's the problem
Malthus  [author] 21 Feb, 2024 @ 4:34am 
If you are stuck between empires and did not get enough habitable planets or terraforming candidates to spawn primitives it can get a bit slow. You should try to conquer some neighboring space and clear out their planets.
As long as you cannot spawn pre-ftls it plays pretty much like a normal void dweller. So spam habitats and push up your alloy production so you can overwhelm your neighbors.
GammaDragon 21 Feb, 2024 @ 3:34am 
but yeah, the mood pretty cool with my mods
i have like 3 accsensions that buff habitats cost and build speed
so the main habitat costing not 1.5k but only 100 alloys)
GammaDragon 21 Feb, 2024 @ 3:33am 
bcs im stuck betwen 3 issiolanist and kinda suffering bcs can't move and expand