Stellaris

Stellaris

Aeternum Birch World Origin
75 Comments
Theion  [author] 5 Jun @ 6:29pm 
It is broken, as I said before.
Without the time and commitment to dedicate to Stellaris as I am now, treat this mod as it's dead.
brianscottjr 5 Jun @ 4:38am 
causes infinite popup
Theion  [author] 19 May @ 1:09am 
@cmarinos51: It's likely 4.0 might have break this mod and I have no time to attend to Stellaris because of real-life affairs.

@alfharobby: Aeternite Hypersiphon is supposed to be unbuildable in Giga. I have no idea what it is 4.0 like now, but even if I can (easily) make this to be buildable, it does not have any function than resource production.
cmarinos51 18 May @ 9:57am 
Not sure what happened but it started me outside the galactic core where the Aeternite home planet is.
alfharobby 12 May @ 3:56am 
is there any way to let you construct Aeternite Hypersiphon like the 2 building at Aiondia System since i don't want to deal with constant Shroud Incursion please.

Thank you so much for this mod but for some reason even with only giga and its associate mod activate, still unable to build Nidavelir Hyperforge at the one of Hexagon Star System.
MegaPro1921 7 May @ 6:42pm 
Will this be updated for 4.0?
cmarinos51 6 May @ 11:45am 
Another dumb question. I haven't gotten to play since the update, does this mod still work?
Theion  [author] 25 Apr @ 12:07am 
Open the Galactic Map and try to see if there is a system with a red exclamation mark on it. That should be former Aeternum's home system, though it is just a placeholder and not an accurate replica.
cmarinos51 23 Apr @ 10:33am 
Playing a game with this origin right now. Where exactly is the Aeternum home world?
Theion  [author] 10 Apr @ 9:53pm 
What do you mean?

This is an Origin to start as Aeternum in the Galactic Core. Yes, you ARE the Aeternum. If you start as a normal empire, they won't come out until you open the hyperlanes to Galactic Core.
yadirachwa 10 Apr @ 3:38pm 
They do not appear in my empire list I have Giga and Ascendant shipset
Theion  [author] 25 Mar @ 4:20pm 
Gigastructural used its fork of Ascendant Shipset for the Aeternum, so I set the shipset for the prescripted country to use the Ascendant Shipset for immersion, otherwise, you can just play without the Ascendant Shipset mod by choosing another shipset.
alfharobby 25 Mar @ 2:13am 
by the way why this mod require Ascendant Shipset mod as requirement to Install?
i thought you could use the model from Gigastructural Engineering for the ship component, birch world, event and technology.
Theion  [author] 11 Dec, 2024 @ 3:10am 
I don't have the skill to do events and stuff, just adding basic stuffs like this is already very time-consuming and a lot of trial-and-error. I welcome who anyone can make a far better version of this mod though.
Spider 10 Dec, 2024 @ 6:17pm 
I would love to see flavor events added for if you're playing as Aeternum and either the Katzens or the Blokkats spawn.
Ivy 4 Dec, 2024 @ 6:07am 
would you be able to add an edict to toggle connection to the rest of the galaxy off and on?
Theion  [author] 8 Nov, 2024 @ 2:16pm 
Thanks for the compliment, love that you're having fun with my mod.
Bloodmime 8 Nov, 2024 @ 10:45am 
I love this mod, thank you for making it. Fits the RP and whatnot that I wanted to do perfectly.
Hal 16 Oct, 2024 @ 3:43pm 
Interesting, thanks for the explanation.
Theion  [author] 16 Oct, 2024 @ 3:38pm 
That is the issue with the main game, I'm afraid.

The Colossi and Defense Platforms used ship_size from the base game so they are affected whenever you have a Ship Design of the same class of ship, but since the Aeternum's fleets were set to be un-upgradable so the icons just meaninglessly hovering on the side without any effect.
Hal 16 Oct, 2024 @ 3:03pm 
Yeah that makes sense to me, the explanation was for anyone who wanted to make their own patch so they didn't have to hunt down the info to do it. The only thing directed towards you was my last comment, which you've explained your reasoning for not wanting to do.

That aside, do you think you could fix the Colossi and defense platforms that permanently say they need to be upgraded but can't actually upgrade them? Or is this also an issue from Giga's?
Theion  [author] 16 Oct, 2024 @ 2:41am 
I get what you are saying and know how to do this, but to clarify my reason not to do it, again.

1st, that would come into conflict with Merger of Rules that would also overwrite the same files. Unless the custom capital building in this mod was added to Merger of Rules, I would not touch it.

2nd, I would like to keep my mod as self-isolated as possible from the main mod so not cause conflict should there is a major update with new major version of Stellaris.

3rd, the Aeternum Capital Building was never meant to act like a normal capital building, you could see the scripted_triggers did not include the original Aeternum Capital Building, and back to the reason above, I would like to avoid possible conflicts with the main mod or Merger of Rules.

You can make your personal mod to alleviate this issue, but I prioritize compatibility above all else.
Hal 15 Oct, 2024 @ 9:11pm 
To fix, add "has_building = building_aogc_aiondia_birch_capital" without the quotes to the end of each has_building list in your Irony Mod Manager patch for the following three files:
common\scripted_triggers\has_upgraded_capital
common\scripted_triggers\has_major_upgraded_capital
common\scripted_triggers\has_fully_upgraded_capital

You should just be able to add it to the final OR list at the bottom of each file, but I added it to the end of each list to be on the safe side.

For the mod dev, you can copy the info from Giga's capital scripted_triggers and append your building to the end, that way a merge mod won't be necessary since everything in Giga's being overwritten will also be include in your file.
Theion  [author] 10 Sep, 2024 @ 4:55am 
Unless you told me to overwrite a rather essential file for Gigastructure, no. The Aeternite Capital Building was never mean to a normal capital building in Giga, and you have the full set of Aeternite Buildings on the Birch World anyway.

If you wish to change that, you need to tamper with the scripted_trigger in Giga, otherwise, I wish to keep my mod as self-isolated as possible.
Zeypheron 9 Sep, 2024 @ 8:57pm 
Is there any solution to the fact that Aeternite Capital Building is well... not considered a capital building meaning that any building that requires an upgraded capital building to build cant be built?
Theion  [author] 20 Aug, 2024 @ 4:16pm 
@Old Ways: *Sigh* I tried to look into solution and tested things during these few days, and not a surprise that I couldn't get anything done because of my meager skills and being a casual. Sorry for not able to do anything about your suggestion, neither I do believe there is much for me to offer to this mod anymore since I ran out of ideas, I will just leave it as it is.

If anyone in the future wishes to use this mod as a base for creating an Aeternum-RP mod, feel free to do so long you credit this mod.
Old Ways 16 Aug, 2024 @ 10:48am 
Theion Thanks for response, i understand what you are saying. I can only hope that you wont lost motivation to this mod and find out the way to improve it even more. I really like it and i think it has big potencial. I like new origins, espc if they are interesting like this one. Thanks again and i wish you all the best!
Theion  [author] 16 Aug, 2024 @ 7:35am 
That is for the excuse, I do take note of your suggestion though. That amount of ships is not gonna do any good at the end of the day. Less ships = less lag so I will looking into it somewhere in the near future.
Theion  [author] 16 Aug, 2024 @ 7:02am 
I guess you were using the relic to spawn fleets, which was intentional because the relic is supposed to act as an emergency button (you could spawn fleets across your territory via events, but I would prefer to avoid that).

The Aeternum relies on Psykofabricators to build ships, so it goes the same way here where you have to build Psykofabricators to get more ships.

I do get the issue about the ships, Aeternum was supposed to be a Crisis so their individual ship is only so-so and is scaled by modifiers and other mechanics as Crisis AI.

I would have love to add more to this mod, but the sad reality is I am a meager modder. The most I could do is to provide a barebone framework that someone would improve on in the future, hopefully.
Old Ways 16 Aug, 2024 @ 5:34am 
Hello, are you planning in future to do something about fleet spawning ? I mean the fleets are all over the system, not just inside circle in the system but out of it. Maybe get more heavy ships or make them stronger so there is no need to have them that much? Just an idea, otherwise mod looks great.
TurgidJuiceTree 7 Aug, 2024 @ 3:54am 
Yeah, rechecking and clearing cache again. thanks for the heads up
Theion  [author] 7 Aug, 2024 @ 1:34am 
A question before I decide to check it by myself, do you happen to have Expanded Ringworld on your modlist by any chance? If yes, then time to remove that mod from the list because some weird interactions will cause you to crash in any system has a Ringworld, habitable or not.
Theion  [author] 5 Aug, 2024 @ 2:24pm 
Well, each star has a megastructure and is flagged as having megastructure so you can't build much inside those star systems. I copied and pasted the code from Giga so it is just how things were intended, and Dyson Sphere being invisible after repairing is new to me.

This mod did not touch any megastructure and shipset should not affect a megastructure's model (since they would just dial back to default mammalian model), you might need to check Giga or any mod that touched megastructures on your side.
Theion  [author] 5 Aug, 2024 @ 6:48am 
I had the same issue with you in a few sessions with Giga where Faust or even Chosen's cluster somehow connected to the galactic core. It might be due to two clusters being isolated from the galaxy so generation code went wonky for that to happen.

Were your galactic core cluster connect to the galaxy beforehand? If not, reload an earlier save and use the edict to connect to the galaxy, that might be able to alleviate the issue.
SebFC 5 Aug, 2024 @ 5:15am 
I have found an issue where the centre can have connections to the rest of the galaxy through spawn rules for systems such as the Behemoth System (Where you find Faust), where additional hyperlanes connect them. Is this patchable?
Theion  [author] 4 Aug, 2024 @ 5:22pm 
You would speedrun research with all the juicy things on the Birchworld either way, so giving more starting tech is redundant (even quicker if you have a mod increases pop growth).
Theion  [author] 17 Jul, 2024 @ 5:31pm 
I think you are mistaken with the Behemoth Assembly Plant that can only produce planetcrafts.
I'm talking about the Systemcraft Assembler from Gigas Stellar Manipulation.
godzillaghost27 17 Jul, 2024 @ 5:13pm 
I think the assembler was removed from gigastuctures.
Theion  [author] 17 Jul, 2024 @ 6:17am 
@godzillaghost127: Grab the System Assembler and research appropriate tech and the choice should be appear on the System Assembler.
godzillaghost27 17 Jul, 2024 @ 4:31am 
Are the stellar system-craft build able?
Theion  [author] 15 Jul, 2024 @ 3:13pm 
I addressed this in another comment that this is intentional because the Aeternite Capital Building never counts as a higher-tier building in Gigastructural (it is destroyed the moment anyone else took over the Birch World) in scripted-trigger.

You are stuck with the setup on Birch World unless you destroy and remake the colony completely, or you can try to colonize the two Planetary Computers in the vicinity to build more advanced buildings on there, otherwise, the only way is to overwrite scripted_trigger which causes even more incompatibility issue because that is not things were intended in Gigastructural.
Ann 15 Jul, 2024 @ 10:26am 
found a new issue. since the custom capital building doesn't count as a administration building things like the metrashoka brain uplink building cant be built on the birch world. as you are trying to keep compatibility with gigas i figured you would want to know about that.
Ann 13 Jul, 2024 @ 6:10pm 
fair enough, just figured i would bring it to your attention. good work with the mod either way.
Theion  [author] 13 Jul, 2024 @ 4:55pm 
@Spider: That error has been dealt with. I also took the opportunity to get rid of minor errors in the error_log

@Zerox: That is not a bug, but new fleets being created because the ship you have exceeded the naval command limit you should have. This issue existed in the base game so that is beyond my ability. Just don't split your planetcraft into separate fleets until you have sufficient command limit.

@PERIGO: That is beyond my ability. Aeternum is supposed to start off with Psionic (they were like that since a million years ago), the only solution is to go the scripted_effect in my mod and remove the Psionic Trait from being added to them. This mod only concerns with compatibility with Gigastructural, so I cannot help you should issues stem from other mods.
Ann 13 Jul, 2024 @ 4:23pm 
so there is a issue with the psionic species expansion. i believe since you start psychic it messes with some flags for the mod.
Zerox 13 Jul, 2024 @ 3:59pm 
I also observed a bug when seperating the planet craft you get in your starting fleet. If seperated from an fleet it changes its fleet name every day and isnt moveable.
Zerox 13 Jul, 2024 @ 3:58pm 
@Theion Yes, exactly like this. Thanks for the confirmation!
Spider 13 Jul, 2024 @ 3:27pm 
From Irony Mod Manager:

Error at line: 30 column: 56 file: events\aogc_aiondia_events.txt.
Please report this error to the author of the mod: Aeternum Birch World Origin.

Error message says:

Error in events\aogc_aiondia_events.txt: Ln: 30 Col: 70 (UTF16-Col: 56)
give_technology = { tech = giga_tech_aeternite_armor = yes }
^
Note: The column count assumes a tab stop distance of 8 chars.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("events\\aogc_aiondia_events.txt", Ln: 30, Col: 21) was
not closed.
Theion  [author] 13 Jul, 2024 @ 2:57pm 
Is that system has a Space Storm and a Size 25 Gaia World in it?
If yes, that is an inaccurate replica of the Aeternum's former homesystem and there should be about 4 planetcrafts guarding that place.
Zerox 13 Jul, 2024 @ 1:57pm 
There is a star system outside of the core that gets spawned with 5 million fleet power (3-4 system crafts). Is this from your mod?