Stellaris

Stellaris

Kek's Origins+ (LEGACY 3.14)
123 Comments
 Kekadoodle   [author] 18 Jun @ 1:33am 
The mod has officially launched for Stellaris 4.0! Click here to subscribe!

This marks the beginning of a new era. All civics have been removed and will soon return in a standalone mod: Kek’s Civics, coming soon™. Please note: the Synthetic Overseer origin and the Hive Conversion decision have been temporarily removed as they undergo full reworks. Both will return in future updates with major improvements. Thank you for your patience and continued support as I rebuild this project from the ground up.
Hivelord 13 Jun @ 9:34am 
@Kekadoodle will I be able to terraform multiple worlds into hiveworlds at the same time?
Vyrn'Li'l 10 Jun @ 8:54am 
nice to hear my dear hive origin can infest planet again !
wancar 9 Jun @ 8:36pm 
Hear hear!
 Kekadoodle   [author] 9 Jun @ 8:36pm 
Also, a quick heads up. Natural Geneticists is being cut. With the existence of the Overtuned origin, it is now redundant and no longer adds meaningful variety to the lineup.
 Kekadoodle   [author] 9 Jun @ 8:32pm 
QUICK UPDATE. I’m planning to unlock the conversion ability shortly before midgame, limited to one planet at a time. I originally thought Secluded Paradise was finished, but testing revealed some issues. Those are now resolved, and Hive Amalgamation is back as my top priority. I’m aiming for a full mod release, but Synthetic Overseer and Planetary Ascendants will likely be held back for a future update.
Hivelord 9 Jun @ 3:39pm 
@Kekadoodle are you going to allow the amalgamation origin to convert other worlds?
үгжинжин чоно 8 Jun @ 2:42am 
When you do the "kek's civics" mod can you make a megacorp version of the civil education civic?
wancar 5 Jun @ 8:04am 
Sounds sensible. I want those bonuses for my empire but not when the AI force-plays that same empire.
 Kekadoodle   [author] 4 Jun @ 1:36am 
Hey y’all, quick note about the Hive Amalgamation origin. With the 4.0 changes, Hive Worlds are much stronger, their districts now provide triple the jobs and housing of standard planets. Few starting origins come close to that kind of scaling. While it takes time for planets to come online, Hive Worlds never really stagnate, they keep growing while others plateau. That puts them near ecumenopolis-level power right out the gate.

Because of that, I’m considering cutting the planetary decision to convert other worlds into Hive Worlds. I know that might frustrate some folks, but keeping it makes the origin far too snowbally. Removing it would bring it more in line with Resource Consolidation, where further conversions are gated behind an ascension perk.

It’s a tough call, so let me know what you think. If there's a better middle ground or you feel strongly one way or the other, I want to hear it.
wancar 27 May @ 9:19am 
Thanks!
 Kekadoodle   [author] 25 May @ 10:09pm 
HOWDY!

I uploaded a new discussion, talking about the changes I have made so far. If you're curious to see how my progress is going on the mod or are curious to see how your favorite origin might be changing, refer to the link below.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3164997191/596275897094427869/
wancar 20 May @ 9:49am 
ONWARDS TO 2025!
JohnnyBonny 18 May @ 9:37am 
Hype, I love Codominant Evolution can't wait for the update.
 Kekadoodle   [author] 18 May @ 2:34am 
UPDATE!

I have made the decision to take this time to completely clean up my code and try to narrow down and improve each individual origin and bring them up to date to the current code. Unfortunately this will delay the update from coming out but my hopes is that each origin will come out improved and better than ever. A reminder as well, I am mostly solo on this endeavor.

I'm also working on cutting down the amount of AI art used in the mod to try to bring it closer to a vanilla feel.

Finally, when the update does finally drop, the civics will not be included on release. I plan on creating a new mod, Kek's Civics. I appreciate everybody's kind words and support, it truly means a lot and I appreciate those who have reached out and reported what bugs they've found.

Perhaps it's a bit late to be saying this but ONWARDS TO 2025!
үгжинжин чоно 15 May @ 5:16am 
I can't wait for the 4.0 version to come out. you dont know how much i miss the megacorp civics from this mod. i honestly can't go megacorp without them now lol
wancar 14 May @ 7:46am 
Hi  Kekadoodle 
Much luck learning the new systems & checking those major systems you mentioned.
You are probably aware, but I wanna post a coupla problems I find.

If I start a random game using all DLC's + current 4.0 version + only this mod:
- Economy is wrecked somehow. Energy & food are in the red. All I can think is the new pop system (?).
- I start the clock: Every single day the game pauses & I get a lonely empty little event/warning/dunno box perfectly centered, no clues as to what's causing that.

Yours is not the only origin mod that has these effects right now.
** If I enable the 8 origin mods I use currently:
- Economy wrecks like when I enable a single one.
- I get empty undefined boxes too, but not 1 per mod. More than 20 total, I get distracted counting before the last one pops.
- Then I can restart the clock, rinse & repeat.

I hope it helps somehow.
Thanks for providing all this great content!
wancar 11 May @ 8:41am 
Thanks @ Kekadoodle  !!
 Kekadoodle   [author] 6 May @ 12:47pm 
@Ch0mpD13 This mod will be updated. I still need to learn the new systems and make the necessary adjustments. I’ll likely reupload a fresh version later on, but I’m keeping this one up so players who enjoy 3.14 can still use it. With the 4.0 update, I can’t guarantee everything works as intended, hence the Legacy tag.
Ch0mpD13 6 May @ 10:12am 
"Legacy" has been added to the name, does that mean this mod won't be updated anymore?
Hivelord 5 May @ 2:45am 
@Kekadoodle thank you for considering what I'm asking and please do whatever you feel is best these are merely suggestions that I atmit would look really cool.
 Kekadoodle   [author] 4 May @ 2:17pm 
@AT Before I share any future plans, I’m waiting for the next content phase to release. From what I’ve heard, the changes could be significant, and I may need to rework major systems that the mod relies on.

I’ve seen your suggestions and I’ll definitely keep them in mind. That said, some of what you’re asking for might run into hard-coded limitations in the game, so I can’t make any promises yet. I'd like to thank you for taking the time to share your ideas.
Hivelord 3 May @ 5:39pm 
Could you consder making it so that i can allow non hiveminded pops on hiveworlds in your next update
javigaral64 19 Apr @ 2:01pm 
Hy, i dont konw if is a bug but in the origen seclude paradise the moon is no longer a gaia world and is always a barren world. If you can fix it it makes me happier
Cyberwolf 16 Mar @ 2:33am 
The Extermination Coaltion is like garunteed and so they start becoming very annoying
那时难觉 3 Mar @ 5:45am 
Very interesting mod, can I make a simplified Chinese language pack for it?
PKMeme 17 Feb @ 11:55am 
I love what this mod adds a LOT. Don't get me wrong. I frequently use these origins for my runs. But the thumbnails for each origin seem to be AI-generated and they kind of look funny. I think stock photos could probably do the job better.
 Kekadoodle   [author] 11 Feb @ 12:38am 
@Diddles Sounds like an easy fix. I’ll see if I can do something about it when I’m finally done with this update.
Diddles 6 Feb @ 6:02am 
Codominant just seems to only spawn the secondary species as working pops.
үгжинжин чоно 2 Feb @ 10:03pm 
It would be appreciated yes haha sorry.
 Kekadoodle   [author] 2 Feb @ 9:59pm 
OH I SEE. I should probably add the trade value to that job too, huh?
үгжинжин чоно 1 Feb @ 2:14am 
I realized why it didn't affect the mining one.. it's because it turns it into a scrap miner lol.
үгжинжин чоно 31 Jan @ 10:54pm 
Gotcha thankee. =) i'll try it
 Kekadoodle   [author] 29 Jan @ 11:24pm 
I'm working on a massive new origin behind the scenes, I'm putting a lot of work and care into it. Once it's done, I plan to fix ongoing issues in Synthetic Overseer and possibly rework how the Hive Amalgamation origin handles conversion. I’m also considering a major code simplification for Secluded Paradise. Finally, I’ll be adding expandable tooltips to origins and—at long last—starting the process of moving civics into a standalone mod.

THANK YOU ALL SO MUCH FOR OVER 10,000 ACTIVE SUBSCRIBERS!

When I first started this mod, it all began with a simple Reddit post—one that has since grown into five years of development. For the most part, I’ve worked on this mod alone, with occasional help from the Stellaris Modding Community Discord, and seeing how far it has come is truly astonishing.

Thank you all again for your continued support!
 Kekadoodle   [author] 29 Jan @ 11:04pm 
@үгжинжин чоно It should, it overwrites the job. If I were to hazard a guess, one of your other mods also overwrites these jobs. I tend to use irony mod manager to merge my whole playset when I play, this would likely fix the issue. Or when you want to use civics from my mod, just push it further down in your load order.

@perl I was thinking I need to remove the opinion modifiers but that's not true if they were all the same species! This actually could work! "Blood Court" sounds like a sweet addition to the mod!

@Lord I did remove the gaia moon. The reason why is because after toying around with the origin myself, I realized that the origin was pretty much just a stronger Life Seeded. I wanted it to stand out more as its own unique origin.
үгжинжин чоно 29 Jan @ 1:08am 
Does the trade value from the civics (mining farming and energy) not work with ringworlds? They don't give tv in My games.
perl 13 Jan @ 8:15pm 
Great mod! Would it be possible to get the "Extermination Coalition" but for non-gestalts instead? Like a Purifier Coalition origin.
Lord 11 Jan @ 10:18am 
did you remove the gaia moon from the secluded paradise? I feel like the moon was the key selling point to the whole origin
 Kekadoodle   [author] 7 Jan @ 9:57pm 
@Inny [The Merger] I'm in the process of working on a decently sized update right now so it'll be a bit but it'll be added when I update.

For those asking, I don't currently plan on separating the civics from this mod. If I do, it'll be at a later date as such a transfer will take a lot of work.
Inny 7 Jan @ 7:57pm 
Happy new year!
Can you please add a scripted variable for compatibility? @kek_orig_mod = 1
Thanks!
Fire Gaming™ 7 Jan @ 2:32pm 
a civics-only mod would be excellent
Jack829 11 Dec, 2024 @ 2:28pm 
Any chance of a mod just for the civics?
MightyShark 22 Nov, 2024 @ 2:20am 
I noticed in the error logs the mod is looking for these DDS files KOphase2.dds and phase3 and 4 etc however in the gfx/event_pictures directory they are named KOPhase2.dds etc with a capital 'P' .
 Kekadoodle   [author] 17 Nov, 2024 @ 6:10pm 
Double update night just dropped.

See the changelog for specifics!

@ask3m I'm not exactly sure I'll be honest with you. This mod does override a couple of jobs which could be problematic with other mods that do the same. I tend to use Irony Mod Manager and I personally haven't had issues playing with it.
ask3m 16 Nov, 2024 @ 2:19pm 
Where in the playlist should this mod be placed? Does this mod care?
Juckslasher 13 Nov, 2024 @ 4:34pm 
thanks alot
 Kekadoodle   [author] 13 Nov, 2024 @ 11:27am 
FOLLOW UP ON THE STAR FORGE RELIC ACCIDENT.

The problem has been fixed but if anybody is having lingering issues (i.e. the relic is still in your game), paste this into your console:

effect = { every_country = { remove_relic = kek_StarForge } }
 Kekadoodle   [author] 13 Nov, 2024 @ 11:14am 
@Juckslasher I just dropped an update last night that should have fixed this. If you're still having issues let me know. It's supposed to be a reward for beating a crisis tied to the Synthetic Overseer origin buuuut with the on_action, I forgot to set a trigger so my bad!
Juckslasher 13 Nov, 2024 @ 3:04am 
Is it possible to add an option so that AIs can not obtain the broken relic from the origin it seems everyone gets it and throws the balance out the window
Lordmitch2 4 Nov, 2024 @ 3:14pm 
Also just to add, the Natural design and Innate Design Civics should prevent the choosing of the Natural Geneticists origin as these civics prevent the editing of your species genes.