Stellaris

Stellaris

More Home Systems [OUTDATED] New version is separate workshop item
563 Comments
WFxingkong 13 May, 2022 @ 8:36pm 
It will probably be updated
Omega 1 Dec, 2021 @ 3:48pm 
.\common\scripted_effects\mhs_planet_scripted_effects.txt needs to have the new Aquatic Origin code added to the file. Otherwise it breaks the new Aquatic Origin's planet modifier.
King Zog 15 Aug, 2021 @ 3:47pm 
Could you make the Ruinous Core system start? Including the other tomb worlds nearby.
Malthus  [author] 4 Jun, 2021 @ 10:44am 
@massimogreco1982 Nope, there are no versions for the void dweller origin, you'd have to do special versions of each system just for that one origin, which isn't really worth it.
massimogreco1982 4 Jun, 2021 @ 10:41am 
Hi! Those starting systems have also a "void dweller" version? Because, selecting that origin, make impossible to choose a starting system that has not a version for it (because, you know, make you start with 3 habitats)
2lpaq 29 Apr, 2021 @ 12:42pm 
Here is powershell "one-liner" for this:
$from='C:\temp\dev'; $to='C:\temp\release'; New-Item -ItemType Directory -Force -Path $to; ForEach($item in Get-ChildItem -Force $from){if($item.Name -in @(".git",".gitignore")){continue;} New-Item -Force -ItemType SymbolicLink -Target "$from\$item" -Path "$to\$item";}
You run this once and you're done. Unless you add something at top level, then you can delete $to and run again.
For bash and linux there is `ln -s`.

`New-Item -ItemType SymbolicLink` requires admin rights.
https://en.wikipedia.org/wiki/Symbolic_link
Of course it's your call and here it's only 1.6MB out of 2.6MB, for some other mod it is 2.3GB out of total 2.8GB.
All depends on how you (ab)use git.
2lpaq 29 Apr, 2021 @ 12:42pm 
Laziness is a virtue when leading to task automation.
Instead of removing it each time, move entire "development" version of mod to another location, and then make symbolic links to "release" version (the one you're using right now). Everything you change in "development" will automatically change in "release", sans ".git". "release" is just pointers to data in "development" or "shortcuts", the real data is in "development".
Malthus  [author] 29 Apr, 2021 @ 10:51am 
The reason it is in there is because I do not care to remove it just for updating on steam every time, so just me being lazy. 2mb is nothing in the grand scheme of things so it should not hurt anybody.
2lpaq 29 Apr, 2021 @ 8:14am 
There is a ".git" folder when one downloads this mod.
I don't see a single reason why players would need 1.6MB (out of 2.6MB total) of VCS files.
If you want other people to be able to contribute to this mod, GitLab/GitHub is a better medium than Steam Workshop.

You also should check git LFS, the reason 62% of your mod size is ".git" folder is because you store binary files in plain git (it can be seen via e.g. `git rev-list --objects --all | grep .dds`).
Git was not designed for this and will bloat ad infinitum.
Git LFS was designed to augment git with the ability to handle binaries inside git efficiently.
Best regards.
Malthus  [author] 24 Apr, 2021 @ 2:28pm 
Yep, only fond memories of that game.
Da Morg 24 Apr, 2021 @ 5:04am 
hi, is the kholdan system inspired by the kholdan from Master of Orion? if so, that's rad
Malthus  [author] 16 Apr, 2021 @ 10:49am 
Yeah I can live with that system being kind of op. Makes an ai empire with it a bit stronger. If a player wants to have easy mode then i am ok with this too. In the end it is a game, anything that is enjoyable goes. I'll remove the balanced remark (that one is from very long ago, when ringworlds still had 25 tiles)
Alastair 28 Jan, 2021 @ 4:19am 
1) It is a size 10 Ringworld when the normal is size 5 making it stronger by default.

2) Because of the unique building giving +2 motes, gasses and crystals, you can immediately access the edicts for them and also buy them from the market.

3) If you are a Machine Empire or I think a Lithoid you are actually able to colonize the Tomb Worlds in the system right away. Mainly the smallest one that at least in my game had +10 motes, crystals and gasses. Not sure if that is intended or was just a lucky find.

4) The Districts are just normal Ring World Distrcits, with all their jobs, meaning that Research Distracts are OP as hell. In the Shattered Ring, with the previously mentioned mod it adds a expensive blocker that reduces the jobs each District can give. And it requires either 100 years to have passed or Megastructual Engineering in order to clear.
Alastair 28 Jan, 2021 @ 4:18am 
So ummm the Re´etii System despite what the description says isn't balanced at all. It is basically Shattered Ring Origin, but even stronger. Which considering to my knowledge Shattered Ring is considered to be the strongest Origin and is nerfed in the Stefan Perfectly Balanced mod that is saying something.

I suggest changing it to a 5 size Ringworld like is normal, if possible adding a unique deposite that functions like the Arcane Generator of Shattered Ring, making the nearby planets uninhabitable but able to be Terraformed. And finally adding a blocker to reduce jobs. I am not 100% sure if this is possible in a System, but as is the System is CRAZY strong, and would be near impossible to win against. As it it Shattered Ring with all the upsides and none of the downsides, since it can be combined with another Origin and also still gets guaranteed habital worlds.

I will list what I believe to be the ways it is OP in a following comment since 1000 character limit.
Malthus  [author] 8 Jul, 2020 @ 11:09am 
You can ignore those, they are not part of the game, rather than the the system we use to keep our files in order.
WHR | TMaekler 8 Jul, 2020 @ 11:06am 
Paradoxos Mod Manager strangely marks your mod conflicting with "Dynamic Political Events", "Imperial Routine" and "Potent Rebellions". But the conflicting files are just a bunch of .git\ Files. I think those can be removed, can't they?
Fix Stellaris 16 May, 2020 @ 1:01pm 
please update :)
Duke Flapjack 9 May, 2020 @ 9:22pm 
OK, the doomsday origin is actually part of the vanilla Federation DLC. Didn't realize that.
Duke Flapjack 9 May, 2020 @ 12:23pm 
Here's an awesome start: Durin+ with the Cosmic Fury mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1575843310) . One of its origins is a doomed planet that will blow up your homeworld without destroying the entire sector.

1.) Evacuate the planet to somewhere. You have a baked-in option of evacuating everybody to an orbital habitat but I use Planetary Habitats (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1878751971) to move everybody to a domed habitat on a moon.
2.) Learn about the planet of the ancestors and lead a desperate expedition to find it.
3.) Make Kazad-dum the new capital of your empire!

IMO, it makes the Durin+ start SO much more enjoyable in that the quest is now no longer just scientific curiosity, but potentially the saving of an entire race of beings trapped in space (especially if you play with somewhere around 15% habitable planets like I do).
lyndonguitar 7 May, 2020 @ 8:33am 
Looks like it goes along nicely with scaling with Real Space 3.5. IM gonna keep on using this, thanks!
lyndonguitar 6 May, 2020 @ 9:02am 
Got it! will try it now and hoping it goes along nicely with scaling mods. Thanks for the fast reply
Malthus  [author] 6 May, 2020 @ 8:59am 
As long as the basegame planet classes still exist the system initializers will be functional. Not entirely sure how good the systems will look with mods that change the scaling, as everything is made with the vanilla game in mind.
lyndonguitar 6 May, 2020 @ 8:44am 
Hows the compatibilitywith real space/planetary diversity or beautiful universe mod?
UnDeadPuff 30 Mar, 2020 @ 5:03pm 
Hi there. I was wondering if I could discuss with you in PMs to pick your brain in regards to creating a custom start system. I've hacked together the whole thing, just can't seem to figure out why some deposit/modifier stuff isn't working. Any help would be appreciated :)
ph34rthe1337 21 Mar, 2020 @ 2:00pm 
huzzah
Mr. Flibble 21 Mar, 2020 @ 1:02pm 
Yay for update!
I was logging in to report that so far the old build of the mod was working fine for 2.6
But now we got an update!

Thanks Malthus for all of the mods you give us. they are great!
Malthus  [author] 21 Mar, 2020 @ 7:32am 
The update ist up. Please let me know about any problems you might still run into.
Malthus  [author] 21 Mar, 2020 @ 7:03am 
So guys, I am in the progress of getting this mod up and running again. Due to the many possible combinations of empire types and system initializers there is a lot that could possibly slip through my tests, so please bear with me, keep calm once the mod is updated and report any further existing problems at that point.
I should be ready to update in an hour or so, hang on.
Siryphas 19 Mar, 2020 @ 6:23pm 
Has anyone else experienced this mod causing low stability?
Mr. Flibble 19 Mar, 2020 @ 3:04pm 
Unless Paradox changed the coding for systems. This should still work for 2.6
I'm working on getting my mod list set back up and testing mods.
I'll post back here ASAP on if this still works.
ph34rthe1337 19 Mar, 2020 @ 9:12am 
mod dead?
killblock623 18 Dec, 2019 @ 8:14pm 
Hello. I am curious if I have permission to integrate some of your starting systems into my prescribed Mass Effect empire mod. I need to integrate about 6 of them to avoid having unnecessary dependencies.
Raptor Jesus Reborn 4 Dec, 2019 @ 6:52am 
Hi, I searched in the comments below, but didn't find the answer. Can I get achievement with this ? I'm getting tired of restarting to have a descent starting system.
Seanston 3 Dec, 2019 @ 7:08am 
Please tell me this works with 2.5
FAST1470 1 Nov, 2019 @ 12:32pm 
im guessing this does not work with 2.5
TurtleShroom 23 Aug, 2019 @ 9:31pm 
Instead of replacing a file, write an Event that searches for the wrong planet habitability and adds the right one. Or, more simply, write an Event that adds the right Trait to the species. The game won't crash if you have more than one Planetary Preference.
dunaedine 30 Jul, 2019 @ 9:37am 
I have used the command as indicated, and it's good :).
Malthus  [author] 29 Jul, 2019 @ 12:50pm 
The problem is fixed now, but for it to take effect you will need a new game. Until then you can use the console command to fire the event.
Malthus  [author] 29 Jul, 2019 @ 10:38am 
My event is still using the old on_action for blocker cleared which can be done now in the blocker entry itself. Which is what I am going to do, but have to test it first before updating the mod. Didn't get to do anything today unfortunately.
dunaedine 29 Jul, 2019 @ 10:32am 
For information: I just have a similar problem with another mod. A quest started with a blocker created on the planet and I had to clear it for a potential gain. The fact to cleared it did nothing, so I think there is effectively a problem in background.
dunaedine 28 Jul, 2019 @ 4:31am 
Thanks :).
Malthus  [author] 28 Jul, 2019 @ 4:27am 
It is possible that some code changes in the background may have broken the event. I'll have to do some tests. For now use "event mhs_durin.8" while you have that planet selected.
dunaedine 28 Jul, 2019 @ 3:27am 
I may be have a problem with the Durin's Forge Quest: I have colonized the planet and cleared all the city ruins. But the quest seems blocked at the Clear ruins on Khazad Dum step. The only blocker left are Impassable Mountains. Do I must cleared them too to complete this step? I have constructed nothing else on the planet for now.
MarkJerue 26 Jul, 2019 @ 10:26am 
Al right, I'll check that out now. Thanks a bunch Malthus
Malthus  [author] 26 Jul, 2019 @ 8:47am 
Check out event distar.2033 for an example how to do it.
MarkJerue 26 Jul, 2019 @ 6:16am 
So where would I put that in the code? I don't have any examples to work with, so am not sure how to go about it (I checked the wiki & every forum I could find).
Malthus  [author] 26 Jul, 2019 @ 5:15am 
You can either make them totally random or as specific as you want, you just have to look up the needed entries so you get the correct portrait for example, but totally doable.
MarkJerue 25 Jul, 2019 @ 6:40pm 
I plan to jerryrig the Ikor system to have 5 primitives instead of 2 :)
MarkJerue 25 Jul, 2019 @ 6:39pm 
So I have never modded Stellaris before, but I've modded other strategy games (like CK2 and CDDA). I am determined to make for my personal use a game start using the Sins of the Prophets: Stellaris mod, where I start as the Prophet leaders and have 5 primitives in my home system, one for each of the other five Covenant races (Elites, Brutes, Grunts, Jackals, & Engineers) present in that mod.

Getting five primitives to spawn looks to be straightforward with your mod & your code. But do you know if I can set a specific species to spawn on each planet?

- a fan
GraveKeeper916 29 Jun, 2019 @ 2:03am 
never mind the last comment i found a group of errors from earlier that told me i had asteroid belts in wrong place spelling errors and missed key strokes