Stellaris

Stellaris

Origins Extended
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QUENTOPOLIS  [developer] 28 Apr, 2021 @ 3:27pm
Issue Report
Report any bugs or problems you may have encountered here.

Please make sure to include which origin you were using, what broke, and when it broke.

The more information you can provide the better. Please note that you may be asked to send savegame files, error logs, etc., if possible.
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Showing 1-15 of 115 comments
TehFishey 22 Mar, 2020 @ 7:37pm 
Not sure if it's a bug - is the Starborn trait from the related origin intended to take up a trait point? I realize that you're using the vanilla presapient trait, but it still seems strange; no other origin-sourced traits cost anything...
Last edited by TehFishey; 22 Mar, 2020 @ 8:22pm
TehFishey 22 Mar, 2020 @ 9:55pm 
You've done some really great work with this mod already; I'm really excited to see how it goes as you move forward!

A couple thoughts on origin concepts:

- Origins for (non assimilator/servitor/genocidal) hive minds and machine intelligences that allow them to retain non-gestalt pops in their empire. I did something like this for a personal mod back in 1.9; it's not that hard to pull off, but depending on how the files are set up these days it might end up being pretty invasive (requiring overwrites of the default species_rights, pop_jobs, and others). May be beyond your desired scope for this mod.

- Some kind of hivemind bioform/bioconstructor origin. Give them the ability to build ships/districts/buildings directly (or partially) out of food, or else allow them to directly convert food to alloys/minerals via structures. Again, may involve too may dirty overwrites to be worth it.

- A hivemind origin that allows the assimilation of biological pops from the start of the game. Should be simple enough, and it would add a new and flavorful playstyle to the game. Maybe package it with a diplomatic malus of some kind. It'd be nice to be able to role play the flood before spending 4 ascension perks...

- An origin for spawning in an extragalactic cluster. I believe that people have been making extragalactic start mods since Distant Stars came out (apparently the galaxy can have an arbitrary number of clusters added to it?), but I've yet to see one done as an origin. Seems like they should go together like chocolate and peanut butter, though I don't know what it would actually entail in practice.

- More 'challenge' origins like the vanilla Doomsday one. Start as a vassal to a belligerent advanced start empire; start with some other powerful empire in the galaxy hating your guts; start on a small or disadvantaged planet...

Again, really great mod. Thanks a lot for it!
Last edited by TehFishey; 23 Mar, 2020 @ 9:39am
QUENTOPOLIS  [developer] 23 Mar, 2020 @ 7:31am 
Originally posted by TehFishey:
Not sure if it's a bug - is the Starborn trait from the related origin intended to take up a trait point? I realize that you're using the vanilla presapient trait, but it still seems strange; no other origin-sourced traits cost anything...

Hmm, that's interesting, the origin-added traits shouldn't take up a trait point. I will look more into it, thanks for bringing this to my attention!
QUENTOPOLIS  [developer] 23 Mar, 2020 @ 7:37am 
Originally posted by Alpharius:
Origin idea: Ecumonopolis start

Over the years the planetary species took its time developing space travel, instead focusing on space elevators and creaky spires into the sky. Eventually these elevators became the foundations for levels upon levels of industries, living zones, military depots, and more. Now it is time to rise above the cities, and to the stars.

I've definitely been looking into an ecumonopolis start (I like the idea of the challenge that all of your districts are city and you can't produce any food/minerals/energy credits on your homeworld). I will look more into it seeing how many people are interested in this. Probably call it something like "Last Resort"...

Originally posted by TehFishey:
You've done some really great work with this mod already; I'm really excited to see how it goes as you move forward...

Thanks for the ideas TehFishey, they are very interesting and I'll be looking more into them. I think the previously proposed ecumonopolis start could act as a nice challenge and as far as extragalactic clusters go, I thought I saw a newer mod out there add one as an origin (but I'm not sure), not a different extragalactic start would be bad. :)
TehFishey 23 Mar, 2020 @ 9:42am 
The other origin traits don't take points because they all have cost = 0; vanilla presapient traits were changed a while back to cost 1 (for whatever reason).

It should be easy enough to just add a copy of Starborn and change the cost, though...
Last edited by TehFishey; 23 Mar, 2020 @ 9:54am
QUENTOPOLIS  [developer] 23 Mar, 2020 @ 9:56am 
Fixed bugs with update:

Version 1.0.1

- Fixed bug of Starborn taking up an extra trait point, which it shouldn't have (basically just made a different trait). - Fixed bug of Brain Slug Hosts not actually having their little companions, now everyone always has one! - Fixed some minor localisation problems that were tripping up when combined with various UI mods, plus spelling mistakes *shame*
Harper Mae Walker 23 Mar, 2020 @ 12:55pm 
Not sure if it's a bug, but when taking the latent psyonic origin the "mind over matter" perk seems to vanish. It then becomes impossible to follow the psyonic tree.
QUENTOPOLIS  [developer] 23 Mar, 2020 @ 2:42pm 
Originally posted by Harper Mae Walker:
Not sure if it's a bug, but when taking the latent psyonic origin the "mind over matter" perk seems to vanish. It then becomes impossible to follow the psyonic tree.

This is not a bug, and does not stop you from following the psionic tree. Essentially, the origin acts as if it already gave you the Mind Over Matter ascension perk (by giving you the trait, tech, and tech option you would otherwise gain from it). All you have to do to progress is research 'Telepathy,' and have two (or 3, or whatever) ascension perks, which will allow you to proceed directly to Transcendence (or, at least it should). :steamhappy:

tl;dr, you don't need it to follow the tree, it's already skipped for you
Uthred 24 Mar, 2020 @ 8:42am 
I love how all these origins have a very vanilla theme to them
shaw42 31 Mar, 2020 @ 7:43am 
Try to use the brain slug but saying does not have the trait.
QUENTOPOLIS  [developer] 31 Mar, 2020 @ 8:22am 
Originally posted by shaw42:
Try to use the brain slug but saying does not have the trait.

Make sure that you refresh the traits tab of your empire and that the brain slug trait is able to be applied (I think it does require a trait point). If that doesn't work, let me know.
Xenoic-Omega 2 Apr, 2020 @ 11:12pm 
Xeno Livestock Farming doesn't seem to spawn the Livestock pops for me at the start of the game, I dont think I had this issue before until i added in Ethics and Civics alternative, let me double check
Xenoic-Omega 2 Apr, 2020 @ 11:21pm 
I disabled Ethics and Civics alternative and now it does indeed work properly. There is probably an incompatibility with initial pop generation
Last edited by Xenoic-Omega; 2 Apr, 2020 @ 11:33pm
QUENTOPOLIS  [developer] 3 Apr, 2020 @ 4:13am 
Originally posted by Xenoic:
I disabled Ethics and Civics alternative and now it does indeed work properly. There is probably an incompatibility with initial pop generation

Thanks for bringing this to my attention, I'm currently working on a fix for how pops are generated, which should also address this issue. That update will be out soon(tm).
Hyperlane 4 Apr, 2020 @ 11:45am 
Originally posted by Xenoic:
Xeno Livestock Farming doesn't seem to spawn the Livestock pops for me at the start of the game, I dont think I had this issue before until i added in Ethics and Civics alternative, let me double check
I am also having this issue, though I am not running Ethics and Civics alternative, so there is another conflict, though I have not figured out with what yet. Looking forward to the pop generation fix
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