Stellaris

Stellaris

Hydra's More Origins
79 Comments
kroun  [author] 16 Jul @ 2:17am 
@Red Fang
Have you looked at the Changelog ?
Red Fang 15 Jul @ 7:37pm 
Does this work on version 4.0 and onwards?
Is compat with ethics and civics bug branch still planned?
Oliveira 13 Jun @ 4:58pm 
Hello, kroun— I created a mod that translates and revises the localization of various Workshop mods. I use your mod in my playthroughs and have translated/revised it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498553777
TotallyAPacifist 8 Jun @ 10:38am 
It appears that with the new update unvaulted origin crashes the game when you open the restoration project
WoodStock1620 27 May @ 2:56am 
Thanks for the speedy response tho! Great mod.
WoodStock1620 27 May @ 2:55am 
Sorry, disregard. It seems that I had to unsub from the mod and resub to download the new updated version. That seems to have fixed the issue.
kroun  [author] 27 May @ 2:48am 
@WoodStock1620
Can you enable debugtooltips and check the ID of the event?
kroun  [author] 25 May @ 11:02pm 
@ChocolateZajec
Have you made sure you have the newest version?
ChocolateZajec 25 May @ 9:26pm 
I still get blank pop ups every day/tick while running this solo.
shark boobies 25 May @ 12:40am 
ok ill message in #mod-user-help
kroun  [author] 25 May @ 12:32am 
@snake boobies
Works fine, either DM or in our channel in the stellaris modding den if you're in it.
shark boobies 25 May @ 12:21am 
neat, do you want me to message you?
kroun  [author] 25 May @ 12:14am 
@snake boobies
I can send an old version in a zip file over discord.
shark boobies 25 May @ 12:08am 
is there a version of this for 3.14? i dont like playing 4.0 and i really like the origins from this mod
SirAndalottheAwesome 19 May @ 9:29am 
Thank you
kroun  [author] 19 May @ 5:12am 
@SirAndalottheAwesome
It has been updated to 4.0 now
SirAndalottheAwesome 12 May @ 5:13pm 
When are you going to update the mod? (if you don't mind me asking. I love the mod, plus all the other ones)
DarkNexus 12 May @ 12:44pm 
I'm getting the same issue, Event ID HMO_origin.7510 as well as the origin.507 is what mine gets.

hopefully you can get it fixed when you update the mod to 4.0

(thankfully its not bothersome, setting the specific event to toast and to not auto pause makes it never show up besides having to load toasts constantly)
kroun  [author] 10 May @ 4:07am 
@Nox
This mod hasn't been updated for 4.0 yet.
Nox 10 May @ 1:46am 
I keep constantly getting a blank event pop up for Event ID HMO_origin.507 not sure if it's cos something in the new update broke.
MatCat 7 May @ 4:03pm 
What are the stage triggers for unvaulted?
Zeizei Pumpum 6 May @ 10:35am 
so u have plans for a 4.0 update?
Ok 28 Apr @ 3:22pm 
Ok, thansk for answering
kroun  [author] 28 Apr @ 3:17pm 
@Ok
That or make Russian Localization.
Ok 28 Apr @ 2:40pm 
So i need change game language for english to fix this problem?
kroun  [author] 28 Apr @ 2:34pm 
@Ok
Unfortunately there are no Russian localization for this mod.
Ok 28 Apr @ 2:13pm 
Russian
kroun  [author] 28 Apr @ 1:29pm 
@Ok
What language are you using?
Ok 28 Apr @ 1:22pm 
Same problem with your other mods. Like civics or resolutions
Ok 28 Apr @ 1:19pm 
Have bug with description of origins. Kinda "Origin_HMO_apocalypce". Because of it I cant understand anything. Please help
Meat Grinder 13 Apr @ 10:53pm 
Thanks, guess I just need to git gud then
kroun  [author] 13 Apr @ 1:58pm 
@Meat Grinder
There's an intro event that explains that unhappy pops will be more likely to join the insurgency, though I do admit a one-time event is probably not enough.
In any case, you can beat the insurgency by making everyone leave the insurgent faction (Requires all of your pops to be quite happy) or by Waiting until the mid-game where your empire will Split in two and you can choose to become the insurgency
Meat Grinder 13 Apr @ 1:51pm 
How are we supposed to beat the insurgency? Some guidance would be appreciated
Teoderik 26 Mar @ 3:00am 
The update seems to have fixed it, thanks alot for doing it so fast!
Pitlos Tails 26 Mar @ 12:02am 
hey lil bro ermmm the hecking unlimited potential origin does not work, you still get your 2 guaranteed worlds despite saying otherwise and the whole extra resources thing is just bs, it removes the normal starting resources which is bad and replaces them with resources you cannot mine.... often on the terraformable worlds
kroun  [author] 25 Mar @ 9:59am 
@Teoderik
It should be fixed now, although if not, try firing the event HMO_fix.4 with the console.
If it is not fixed automatically or with the help of the event, and you have unsubscribed/resubscribed to the mod to force it to update, please tell me.
Teoderik 25 Mar @ 9:39am 
Hey! Love the mod, just wondering if are you locked into the martial law government type forever? I finished the cybernetic ascension but when i finished the situation to get an advanced governement type (oligarchic crackdown) it just ignored it and kept the martial law-gov :(
Eastlessland 22 Mar @ 6:09pm 
is this compatible with evolved?
Lone Star Ranger 22 Mar @ 1:13pm 
ABSOLUTELY LOVE the insurgency origin! makes getting an ecumenopolis not so broken... plus you have to beat them in EVERY planet you colonize too!
Fortnite Burger Pass 20 Mar @ 7:09am 
I'm not sure, it might be a mod conflict, but my empire setup was all vanilla, with the civics Citizen Service and Sovereign Guardianship, on a continental world. I think my civics were Militarist, Spirtualist, Egalitarian.
kroun  [author] 20 Mar @ 3:04am 
@k4r8t
Unvaulted will now continue the situation if you get a world of your ideal climate.

@House, J.D
I tried testing this, but the buildings and blockers spawned each time. Do you have other mods activated, or do you use spiritualist-specific civics that may change buildings at game start?
Fortnite Burger Pass 20 Mar @ 2:29am 
Well, it seems to not generate the correct starting planet layout, where the ruined city blockers and special buildings don't spawn. I assume its something to do with how you get temples when you start as a Spiritualist. I could be wrong though. Once I made an empire without the Spiritualist ethic it worked fine.
kroun  [author] 19 Mar @ 2:46pm 
@House, J.D
In what way does it break?
Fortnite Burger Pass 19 Mar @ 2:29pm 
After the Apocalypse seems to be broken with Spirtualist Empires. At least, that's the only reason I can see that it breaks.
k4r8t 8 Mar @ 4:35pm 
Thanks for the fixes, works great.
One thing of note, for unvaulted, if you never scan a world with your ideal climate type (no guaranteed habitables, for example), the situation never progresses. Even if you end up having a world with your ideal climate afterwards. I added having climate restoration as an alternative trigger.
Jaysus273 8 Mar @ 2:29am 
Thanks for the fix! And for implementing a retroactive fix command, though I play ironman so I can't do that.

I'm done with that save file though anyway, I look forward to making my way back to the origin though at some point! No more downgrading my planetary garrison and then getting wrecked by an unexpected 3,000 strength zombie wave.
kroun  [author] 8 Mar @ 12:27am 
@Jaysus273
That is not intended. I have fixed it so it shouldn't happen in any further playthroughs with the origin, though for your current save you'll have to fire the event HMO_fix.3 with the console to fix it.

Also, I'm glad you liked it! After The Apocalypse was by far the most time-consuming of them all to make.

@Dwado
I've added it to the list of bugs. Will fix when I get time.
Dwado 7 Mar @ 11:46pm 
Hello, the origin "Wildworld", if used together with Planetary Diversity mod, seems to be bugged. I've tried it with just these 2 mods in both load orders and it always creates a Size 49 (rather than size 35 that the Origin claims) Wet Superhabitable World with only 3 standard blockers, meaning that basically the whole world is available from the start.
Jaysus273 5 Mar @ 3:50pm 
This is a great mod! The situation for cybernetics progress was very nicely integrated with the After the Apocalypse start. However, even after completing the ascension and clearing all ruins from my capital it still gets attacked by zombies, is this intentional?