Stellaris

Stellaris

Decision Origins - Play with Multiple Origins FIXING -> Work in Progress
66 Comments
marco.medina 6 May @ 6:41pm 
This mod has given me so much fun. For me it's one of the best. Please update to 4.0.
BetaWolf 6 May @ 4:39pm 
Tried to run it with 4.0... even before taking any of the origin edicts I got the new player crisis capital building and some other districts that cost a lot of monthly food and advanced resources (mote, crystals, etc.). I wanted to run Necrophage with Riftworld and it's just a wild starting situation!
Deep Fried 22 Apr @ 5:54pm 
clone army is currently broken the clones decline even with sufficient clone vats
SomeofDeez 18 Apr @ 7:15pm 
how's the progress @GalaxisStark? I hope it goes well! :)
Nehebsis 1 Apr @ 11:22am 
@GalaxisStark, Happy to hear you are taking over the project! :D

As @Sarigom mentioned there is an issue with upgrading Chamber of Elevation to House of Apotheosis in the mod for the Necrophage origin decision. Changing "upgrades = { building_necrophage_house_of_apotheosis }" to "upgrades = { building_fzzz_necrophage_house_of_apotheosis }" in "...\common\buildings\fzzz_necrophage_buildings.txt" within the mod fixes the issue.

There is also a missing localisation for job_fzzz_necro_apprentice_plural within "...\localisation\english\fzzz_loc_stuff_l_english.yml". This is likely the case for other languages as well but I have not checked. Adding the following to the file on a new line will fix the issue:
job_fzzz_necro_apprentice_plural:0 "Necrophytes"
GalaxisStark 5 Mar @ 9:44am 
@Imperator of Rome it doesn't matter what I do next, the mod won't be published until I've completed all of them.
Imperator of Rome 5 Mar @ 9:42am 
@GalaxisStark do Under One Rule and Here Be Dragons next.
GalaxisStark 5 Mar @ 4:47am 
Small update: progress has been slow but much quicker recently. Several origins are implemented, and ones such as Ocean Paradise and Shattered Ring now spawn seperate systems so that everybody can use them.
Razgriz 10 Feb @ 12:46pm 
@galasxisStark Good luck lord Stark.
thelazygun2001 10 Feb @ 10:15am 
@GalaxisStark Good man
GalaxisStark 6 Feb @ 8:23am 
Since this author has likely abandoned the mod, I will do my best to take over and maintain it. Will try and give progress updates occasionally.
Doviena 6 Jan @ 12:51pm 
Hasn't been update since August, of course its broken
Krigsprästen 6 Jan @ 10:42am 
Subscribed and immediately noticed issues when the Overtuned "decision origin" gave Epigenetic Trigger technology. Activated, and it gave access to a broken Edict instead of Damn the Consequences. Unsubscribed.

Sad.
sarigom 15 Dec, 2024 @ 2:56am 
Can Chamber of Elevation upgrade to House of Apotheosis?
SomeofDeez 13 Dec, 2024 @ 10:30pm 
I hope you still update this!
Nooctae 13 Nov, 2024 @ 7:03am 
I managed to find what creates the problem. Stellaris Evolved doesn't seem to be compatible with this annoyingly enough.
Nooctae 13 Nov, 2024 @ 5:49am 
I can't get the Clone Army decision to work. When i activate, my pop get the clone army traits, I get the buildings, but my pops just decline and don't properly get recognized to be grown.
thelazygun2001 11 Nov, 2024 @ 12:08pm 
Would love to see Under One Rule added
waddysjunk 29 Oct, 2024 @ 5:11pm 
Can yo update this when possible and fix dragon
Babka 10 Oct, 2024 @ 2:48pm 
I have files that could possibly fix the origin with the dragon and toxic god. But it changes the vanilla origin inside the game and it needs tests. If you want to do it, I can provide.
Since I used to separate these origins
Scaredy Nat 16 Sep, 2024 @ 12:47pm 
heya, the habitat capital doesnt add the order commander job in place of the politician. nor can you use fortress designation to boost knight output. I know you're trying to maintain compatibility with as many things as possible by creating new buildings, traits, etc where possible. does it work if you make the order's keep building reduce politician (or equivalent) jobs by 1 and give 1 knight commander (and also a knight, as vanilla adds 1 of each to the capital building itself). for the designation, a new one might work? make it only visible on a planet with has_planet_flag = toxic_knights_habitat?
dunnachius 11 Sep, 2024 @ 9:04pm 
Overtuned- Flawless
Remnant- Works perfect
Knights of the toxic god- Works (as long as you aren't using gigastructures which is broken)
dunnachius 10 Sep, 2024 @ 5:31pm 
It still seems to be working correctly.
Imperator of Rome 7 Sep, 2024 @ 8:34am 
I hope you can get Here Be Dragons and Under One Rule implemented and working soon.
Imperator of Rome 31 Aug, 2024 @ 12:24pm 
The Dragon demands I unite Earth under my rule and take to the stars with her.
Reviera 11 Aug, 2024 @ 3:16pm 
I like to use the Juggernaut Origin with about 5 of these Origins. Toxic God being one of them.
Reviera 11 Aug, 2024 @ 3:14pm 
btw, you can use a costume origin and then use this to gain all the other benefits. keep in mind, some wont work with others and will completely Override former applied.
chilllounge  [author] 6 Aug, 2024 @ 2:27am 
was easy to implement and got a quick reply from the author
dunnachius 5 Aug, 2024 @ 11:16pm 
I really like how you have Remnants set up to start out. It solved the issue of compounding the number of district blockers to the point of ridiculousness. (19 blockers for a size 22 planet)

A note for using this mod, changing planet types from a space statiion etc into a planet causes issues, you also don't want to change your planet more than once.
dunnachius 5 Aug, 2024 @ 10:25pm 
The changes to remnants was fairly easy to implement?

Thanks a tom
chilllounge  [author] 5 Aug, 2024 @ 12:09am 
So i made a list in the Feedback discussion with the still not implemented origins and in which order i plan to integrate them. If u want to influence the process, please feel free to leave a comment in the Feedback discussion :)
chilllounge  [author] 1 Aug, 2024 @ 2:54pm 
its not reaally my mod, but thx.
yea its true, its not really a bug, in my playtests like 2 weeks ago i had on some point 3 habitats in one system.. there are no really limitiations where to spawn a habitat, they have to be set by modder. honestly i just didnt thought about the payback habitat.
and yes in my local version i already fixed that "issue", the payback planets start with a special flag, so i could simply set the habitat to not spawn in systems where these flags exist :)
the restored payback habitat isnt really deactivated. its more like its getting activated/initialized when u press the option to restore it or when the projects is finished, im not quite sure where exactly
dunnachius 1 Aug, 2024 @ 2:34pm 
I honestly don't know if this behavior happens vanilla or not. I can't say I've ever had a habitat built by the time I finished the habitat restoration before, i've always rushed through to get the habitat.

I don't know...

I honestly wouldn't call the current state a bug because it's functional. If it was causing problems that would be completely different.

Is there anything in payback that blocks (or is supposed to block) the spawning of the restored habitat? In the event that there's already a habitat built when you finish restoring it?

Either way I love your mod dude, seriously
chilllounge  [author] 1 Aug, 2024 @ 4:15am 
ah yes, thats something i will need to fix, although im a big fan of having 2 habitats in one system. i didnt thought of the payback habitat to be honest. i just didnt let the habitat spawn in systems where a megastructure or habitat already exists.

would be nice if we could talk about this things in the Bug discussions, its just nicer to have everythings centered in one place for later references.
dunnachius 1 Aug, 2024 @ 3:58am 
You were 100% correct in being 100% uncertain. I'm seeing behavior that I have never seen before.

When using the payback origin to start,

Then selecting Knights of the toxic god..

THEN selecting the habitat option, thus putting 2 habitats not just in the same system but in orbit of the same planet!


The most unexpected thing happened.

Both habitats are without a doubt... completely.. and... totallly...

Functional!

:steamthumbsup:

I don't know how ya did it, but fantastic job.

The habitat Major/minor orbitals are applying to both planets by the way.
chilllounge  [author] 1 Aug, 2024 @ 1:34am 
hmm, i didnt playtested other vanilla origins with this mod yet. but i dont think there should be any conflicts rn. if 10 is very bad, i give it a 2 because of uncertainty :)
dunnachius 1 Aug, 2024 @ 1:31am 
Cool beans, I was reporting bugs to try to lend a hand :D

So on a scale of 1-10 how badly would starting as payback origin break stuff ya think?
chilllounge  [author] 30 Jul, 2024 @ 7:46am 
@dunnachius
thats because the event that triggers after picking the toxic edict had a typo and thus wasnt triggering the follow up event chain correctly. i updated the mod so the toxic god menu is now avaible.
if u already started a run with that origin and are not that involved in it, u may want to consider starting a new game, since the new implemented settings u can choose now dont apply to ur savegame.
if u just want the "vanilla experience" than the basic stuff should work fine, u can add the deposits with console commands

the habitat spawn still isnt quite finished yet. so dont spawn the habitat when u have only systems with megastructures, it wont spawn if u do & u might have sacrifised pops for it ^^
dunnachius 29 Jul, 2024 @ 4:18pm 
With Knightss of the toxic the "toxic districts blockers" arn't showing on your planet.

I don't know if it's because i started with the "payback" origin or not.
SomeofDeez 25 Jul, 2024 @ 8:01pm 
This is great, looking forward to fixes. enjoy the weed
chilllounge  [author] 17 Jul, 2024 @ 6:24am 
actually i just had my first weed harvest last week (germany), so basically i was high pretty much the whole time and didnt have the brain to do much. so... this might happen sometimes and delay on how soon i planned to add origins. have to train myself to first work/mod and then smoke.

but (i hope) im halfway done with the toxic god origin. i wrote about 2000 lines now, though i didnt touched the vanilla event chain yet.. hopefully i can controll myself enough so i can release the next update this week.

I will definetly finish this mod & keep it updated if u guys remind me. i always read ur comments, although i might not respond, i still write down ur feedback and stuff!
Deafening Milk 13 Jul, 2024 @ 5:28am 
Loved having the original mod, shame its not been updated and as such now breaks a couple of things.

Glad to see you're taking over and doing this yourself, will definitely use once more origins are in and various bugs are fixed :)
Winter 10 Jul, 2024 @ 6:33pm 
I like this mod and really enjoy it so I will say you are doing a good job with it but going to let you know that for some reason the knights of the toxic god is a little broken don't know if it is another mod I have in my game doing it but its situation is not going away when I complete it. keep up the good work and don't push your self to much.
waddysjunk 10 Jul, 2024 @ 5:40pm 
also would love subteranion at some point if possible
waddysjunk 10 Jul, 2024 @ 4:42pm 
so are the origins with info ones you have done
RiSC 10 Jul, 2024 @ 12:42am 
Take your time
chilllounge  [author] 7 Jul, 2024 @ 6:48am 
as u guys may have noticed im slowing down with the rate im adding new origins. this is due to the left origins being more difficult to implement (for me). I just spend 15 hours on one single simple game rule..

so i guess for the future expect 1-2 origins added per week. u can ask for favorites in the feedback discussion :) next week i will update a crusader kings 3 mod (dont know how much time that will take) and afterwards rewrite the toxic knight origin, so maybe no new additions next week.
Ellis 6 Jul, 2024 @ 5:25am 
Just wanted to say great job.
Space Tomb King 5 Jul, 2024 @ 4:48am 
훌륭한 모드입니다!:steamthumbsup:
chilllounge  [author] 2 Jul, 2024 @ 11:55am 
@Era
ill try

@RiSC
will be corrected with next update, thanks