Stellaris

Stellaris

Destiny: The Traveler [3.14]
65 Comments
KYSE VADER 10 Jun @ 7:35pm 
please update :Gifting:
Dracony 2 Jun @ 6:34am 
Hello, I love your mod and would like to ask for an update
dingtouz1181707 5 May @ 6:17pm 
4.0 ?
FirePrince  [author] 29 Apr @ 10:33pm 
@Jennifer: maybe as hidden debug menu
Jennifer 16 Apr @ 12:54pm 
Any chance we could get a section that's just a list of console commands for this mod? A command to make it terraform a specific planet, a command to bless a specific civilization, and so on?
FirePrince  [author] 15 Apr @ 12:11pm 
Do you play The Darkness mod? Actually I added more flexibility, but in your case the Traveler could keep hostile but shouldn't travel or even stay for long in your territory. Maybe I add a weight modifier to avoid your case.
TreyNMandy 13 Apr @ 5:58am 
Could ya let us know what ya added from what Spartan was asking? I'm doing a play through as the Fallen and trying to get the Traveler to stick around is painful.
FirePrince  [author] 10 Mar @ 12:55am 
@Spartan A291: I've added something...
@victoriousdread07 (private): I think not, it contradicts the mod flair.
do you think you could add a decision to manually add the traveler to the game for people who like to play on iron man mode, like me?
FirePrince  [author] 9 Feb @ 10:43am 
Maybe tomorrow the Traveler will extend his abilities and look for returning on old targets and old friends.
Spartan A291 8 Feb @ 2:13pm 
I've tried that in multiple playthroughs after the first time. No dice. Repeated every step taken and it doesn't seem to be something you can reproduce at will, it just happens or it doesn't.
Rylanor 7 Feb @ 8:11pm 
Spartan the only time I got the traveler's light is when I played fanatic spiritualist and started worshiping the traveler as soon as I first interacted with them, not sure if that affects anything
Rylanor 7 Feb @ 8:08pm 
Question, do you have to be a spiritualist to get the traveler's light civic? how does it work exactly?
FirePrince  [author] 28 Jan @ 9:41pm 
@Spartan A291: Yes, it is ofc a bit of luck, but I can indeed increase this (if you are really worthy to receive) ;-)
Spartan A291 28 Jan @ 5:23pm 
Is there any way of increasing the odds of it sticking around your territory or selecting your civilization from the start to just hang around and do its thing? It happened exactly once but the playthrough ran into a deterministic stack overflow error I couldn't correct. Literally the only time I've run into that problem but it cost me the save, and it really feels like it's down to dumb luck whether or not the Traveler "chooses" a civilization.

90% of the time - even with the event start console command in your home system at the start of the game - it just seems to fly off without doing anything. Makes getting the "Light touched" civic incredibly frustrating.
FirePrince  [author] 18 Jan @ 12:58pm 
@ CreeperGriff: yes, eventing ends
Crazzlo 17 Jan @ 2:12pm 
Does something happen if the Traveler is destroyed? Can it even be destroyed?
ScarlettDarling 5 Jan @ 12:14am 
@MegaPro1921 to add to this adding the ability to build light (or darkness w/ sister mod) bearer armies would be really cool imo!
Spartan A291 26 Dec, 2024 @ 1:28am 
Building Rasputin's already part of the mod, I believe. Building more Travelers would sort of defeat the point of the thing as we understand it in Destiny.
MegaPro1921 18 Dec, 2024 @ 8:43am 
Maybe light based weaponry and tech? Maybe the ability to build more travellers or maybe even build Rasputin! I dunno!
FirePrince  [author] 18 Dec, 2024 @ 8:40am 
@MegaPro1921: Maybe so, what do you have in mind?
MegaPro1921 18 Dec, 2024 @ 6:12am 
In the future will there be an use for the Traveller?
FirePrince  [author] 18 Dec, 2024 @ 3:08am 
@MegaPro1921: No, except a kind of security.
@Lowstringer: Yes, situation log.
MegaPro1921 18 Dec, 2024 @ 2:08am 
So... What is the purpose of this Majestic Orb? Does it just float around? Or do we get some benefit from following it?
Lowstringer 28 Nov, 2024 @ 1:47pm 
Is there a way to tell where the traveller is?
FirePrince  [author] 28 Nov, 2024 @ 6:19am 
@Austin_Legend: The Traveler does not remove or reset districts in any form. The display bug is due an error in the vanilla model, I look for another model.
Austin_Legend 28 Nov, 2024 @ 2:48am 
Also it completely deleted all the agriculture districts on my homeworld and made it extremely less inhabitable contrary to what it said it did. I stg im bouta just get rid of the mod and start a new campaign all over again
Austin_Legend 28 Nov, 2024 @ 2:38am 
Having a visual problem, completely visually obliterates my solar system when it arrives
Kashy 21 Nov, 2024 @ 11:05am 
Hi FirePrince, überall wo der Reisende in ein System reist ist in dem System nichts mehr zu erkennen da vom Reisenden so Grafik strahlen aus geht und flackert.
Ich hoffe das du dies beheben kannst, sonst cooler Mod.
FirePrince  [author] 15 Nov, 2024 @ 11:32am 
I thought about the idea of the Origin again. I think in single player mode I will add the Traveler from the start, but remaining in the home system.
FirePrince  [author] 11 Nov, 2024 @ 9:51am 
@TrueSilverBullet: I think I'll keep it as it is, if not someone provides a better texture. There was already a lot of trouble with the current texture.
TrueSilverBullet 10 Nov, 2024 @ 9:52pm 
Will you ever give it the actual traveler look or just going to keep it as is?
FirePrince  [author] 29 Oct, 2024 @ 2:53pm 
Update to 3.14: (for more see log)
@pressuredrach: now mentioned under "Note"
pressuredrach 28 Oct, 2024 @ 10:25pm 
i want to cause the first traveler event. what is the id i can't seem to find it
FirePrince  [author] 21 Oct, 2024 @ 11:46am 
This mod will actually only focus and extend on the Traveler.
malthric 20 Oct, 2024 @ 12:25pm 
can you make a Cabal shipset?
Commander Ashfield 11 Oct, 2024 @ 3:19pm 
Does this introduce a new origin or do you have to find the traveler in the galaxy?
Maxter780 5 Oct, 2024 @ 5:32pm 
Anyone still experiencing the travelers graphic glitch?
haley.dean.getz.jones 27 Sep, 2024 @ 3:01pm 
Fire prince please update engineers of life
dracklor 21 Sep, 2024 @ 8:44pm 
Just got a chance to play today, thanks that patch seems to have fixed it!
FirePrince  [author] 18 Sep, 2024 @ 1:21am 
Updated to 3.13
@dracklor: possible, should be fixed now
dracklor 15 Sep, 2024 @ 2:07pm 
Is anyone else getting the Warmind tech upgrade events happening every so often even after you already have the Warmind Prime Core and Colony Warminds built, or am I just having a weird mod interaction?
FirePrince  [author] 15 Sep, 2024 @ 4:25am 
@撒都好: it's meant only the AI for the Traveler, so yes it's fully compatible.
千稔星渡 14 Sep, 2024 @ 11:48pm 
这个MOD有修改AI的逻辑吗,能否同其他修改了AI的MOD一起使用
Sir Koda 13 Sep, 2024 @ 2:31pm 
Okay, perfect. Thanks alot for the quick response! :D
FirePrince  [author] 13 Sep, 2024 @ 2:21pm 
Exact, at least not related to any vanilla 3.13 changes.
Sir Koda 13 Sep, 2024 @ 1:50pm 
Do you think then, that I should be able to play Rise and Fall and this mod on 1.13 without any bugs occuring?
FirePrince  [author] 13 Sep, 2024 @ 1:45pm 
@solovibin420: TY ;-)
@Koda; Yes, but this mod is completely unaffected by the 3.13 changes.
Sir Koda 13 Sep, 2024 @ 1:21pm 
Is an update planned for 1.13?
solovibin420 8 Sep, 2024 @ 1:47am 
you deserve a nobel peace prize. Keep up the good work.