Stellaris

Stellaris

Kek's Origins (4.2.*)
60 条留言
Red Skull 12 月 3 日 下午 3:07 
@ Kekadoodle  Awesome man
 Kekadoodle   [作者] 12 月 3 日 下午 2:58 
@Red Skull Yeah you’re totally fine to do that.

@perl I’m sticking with the current setup since random Blood Court spawns were unpopular in previous versions. You can still create an empire yourself and set it to force-spawn, though.
Red Skull 11 月 30 日 下午 2:07 
@ Kekadoodle  Have pre-made a compatibility patch for my mod and Sol Wordshapers, Want to give it a final pass or permission for me to upload? Thanks!
perl 11 月 19 日 下午 5:57 
Can you enable a chance for the AI to spawn with blood court again? Base weight of 1 would be sufficient!
ItsDaKoolaidDude 11 月 19 日 上午 4:29 
@Kek Thanks for both the reply and suggestion, for now I've simply had both disabled and messing around with the modlist to prevent any further save corruptions that were occurring, the conflict between this and MindWardens being among them.
 Kekadoodle   [作者] 11 月 18 日 下午 11:30 
@ItsDaKoolaidDude I understand what you’re saying. I’ll have to upload a patch, it’ll come later in the week. For the time being, try putting this mod before Mindwardens Plus in your load order. It might work as a temporary solution, might not but it’s worth a shot.
ItsDaKoolaidDude 11 月 16 日 下午 2:16 
Getting a bit of confliction between this mod and MindWardens Plus mod, as there's undefined variables in the ascension path checks. And its appearing as missing/null values in zzz_00_ascension_paths
any chance for a default variable or guard for missing flags?
 Kekadoodle   [作者] 10 月 17 日 上午 3:13 
New update released!
If you’re curious about all the changes, check the Changelog .
 Kekadoodle   [作者] 10 月 9 日 下午 4:57 
@fairyheart What issue did you run into exactly? The only thing I’ve seen is that some map sizes spawn the unique systems more reliably than others. It could be the other way around, but I’m pretty sure on larger maps they can accidentally blend into existing systems while the hyperlanes still spawn isolated. Passed that, I haven’t run into anything else in testing, so if it’s something I missed please let me know.
fairyheart 10 月 9 日 上午 9:50 
Secluded paradise isn't working at all when I was using it.
үгжинжин чоно 10 月 2 日 上午 5:43 
Ahhh that's understandable. i'll forever miss the trade value farmers, technicans, and miners until we get it haha. Thanks again Kek and stay safe and soun!
 Kekadoodle   [作者] 10 月 2 日 上午 2:10 
@үгжинжин чоно To paint you a clearer picture, I’ve only just started rebuilding Kek’s Civics. Many of the old civics were made obsolete by Paradox updates or simply don’t function anymore and need a full rework. The good news is that 3 civics are already finished - two reworked classics and one new generic civic. My plan is to include both standard civics and ones that aim to change playstyle with unique buildings or district zoning as an example. It’s underway, but it’ll take time.
 Kekadoodle   [作者] 10 月 2 日 上午 2:08 
@Mael I don’t believe that’s an issue with this mod, though I’ll admit I haven’t tested it personally. From what I understand, that looks like a vanilla Stellaris problem. The Planetary Metropolis setup only swaps your homeworld and applies the corresponding districts and zoning already available in vanilla. Nothing custom is going on there beyond the blockers and planet modifiers.
Mael 9 月 30 日 下午 4:16 
I think there's a small issue with the Planetary Metropolis origin. I have the Fallen Empire Silo tech researched but am unable to build it anywhere on my homeworld, in fact the building doesn't even show up.
үгжинжин чоно 9 月 30 日 上午 5:07 
Gotcha gotcha, Dankee haha.
 Kekadoodle   [作者] 9 月 29 日 下午 9:13 
Soon™
үгжинжин чоно 9 月 29 日 上午 6:35 
When do you think you'll get those civics added to a mod, if ever? I'm still waiting on them tbh haha. Thanks for the mod though.
whityewhaleouob 9 月 24 日 上午 8:08 
have cn?
 Kekadoodle   [作者] 9 月 23 日 下午 6:08 
It already kinda does this.

Once terraforming technology is unlocked, an event a couple of years later grants a research option for a tech called Biological Planetary Integration, which enables hive world terraforming. The ascension perk is not required for this ability, though its bonuses and the unique spawning district still depend on it. Gaia worlds cannot be converted without the perk, and tomb or barren worlds remain restricted until climate restoration is completed.
9 月 23 日 上午 5:29 
could the hive world origin get the same treatment as vanilla maschine world origin? in the way that it you don't need any tech for the Ascension Perk to build more?
 Kekadoodle   [作者] 9 月 22 日 下午 10:10 
This mod has been updated to version 4.1. Most of the changes center on the shroud, with Zro-Touched brought in line with the Chosen civic. Revelation edicts are temporarily removed while I test balance and consider a rework. Hive Amalgamation and Secluded Paradise both got fixes, and Planetary Metropolis now starts stronger to prevent early deficits. I haven’t tested every detail, so if you run into issues, let me know.

I’m also exploring new ways Zro could tie into the origin, such as council agendas that function like rituals and summon entities at the cost of Zro (still uncertain if it’s possible, but worth exploring). If you have ideas of your own, I’d love to hear them. My goal is to make this origin feel like a clear step up from the Chosen civic.
 Kekadoodle   [作者] 9 月 22 日 下午 5:46 
To answer your question, yes it did. I'm working on patching it.
 Kekadoodle   [作者] 9 月 22 日 下午 4:40 
Checking it over soon.
9 月 22 日 下午 4:38 
Did it break?
 Kekadoodle   [作者] 9 月 21 日 下午 6:09 
Howdy! Just wanted to give a fair warning that the Zro-Touched origin may break upon release of the 4.1 Lyra update. With the new systems being introduced in the Shadows of the Shroud DLC, compatibility may take some time. My hope is that Utopia users will still be able to use the origin without any issues.
steefs935 9 月 6 日 上午 6:01 
Thanks whatever was the problem was seemingly fixed with this update. A new empire doesn't just magically appear anymore in multiplayer. No clue what it was, but something changed after the update.
*Lamilth* 8 月 31 日 下午 7:36 
glad my hive is about to return. plus nice balance pick!
Stern 8 月 30 日 上午 5:16 
huu
 Kekadoodle   [作者] 8 月 30 日 上午 2:19 
P.S. Fixed the special project description, thanks for letting me know.
 Kekadoodle   [作者] 8 月 30 日 上午 2:09 
New Update! Hive Amalgamation empires can once again terraform planets into Hive Worlds early! This ability now unlocks through a tech offered upon discovering Terrestrial Sculpting. I may shift this feature to the Resource Consolidation origin in the future, or spin it into a separate submodule, but for now it has returned!
steefs935 8 月 26 日 上午 8:18 
After looking again right now, it actually looks like one of the prescripted paradox empires that's been randomized slightly, same species portraits and names, but different government types and flags. So it might be something with paradox conflicting with the mod. One of my friends says a similar thing happens when he plays Planetary Diversity mods, so it's possible it's not the mod at all.
steefs935 8 月 26 日 上午 8:08 
It's just some random empire, I tested it today again after clean reinstalling stellaris and deleting all the caches and it still happens, but on three empires it replaces one of the forced spawn empires with a random empire. Any other numbers and one just gets added. It's not linked to any of the origins, I also made sure it's not linked to one of the guys playing a Scion or lost colony.
 Kekadoodle   [作者] 8 月 22 日 上午 11:36 
I'll take a look into both of these issues and test it for myself. Is it a randomized empire or is it one of the prescripted empires?
steefs935 8 月 22 日 上午 8:02 
Not sure if this is an issue with the mod itself or with the base-game being weird, but ever since the recent update a random empire keeps spawning even when i set it so only 4 empires spawn a random 5th one will still appear, i tried testing it in single player too, because this was messing with the performance for the multiplayer, and it happened again, even if i force only four specific empires to spawn and choose to play one of the four force spawned. It only happens with the mod turned on, so it might be some bug.

It's not much of an issue, it just messes with the performance for multiplayer for guys with lower end PCs that i play with.

Great mod, and really enjoy it man.
Thyroid 8 月 21 日 下午 10:43 
not a huge issue, but the description on the Secluded Paradise special project doesn't seem to be working, its empty
Red Skull 7 月 28 日 上午 8:38 
Thanks for the update!
 Kekadoodle   [作者] 7 月 28 日 上午 3:57 
NEW ORIGIN RELEASED – Heaven’s Bulwark
Heaven’s Bulwark is now live! This origin gives you early access to the orbital rings tech and starts you off with a Tier 2 orbital ring on your capital.

Please let me know if you run into any bugs or balance issues.

Note: This mod overwrites the orbital rings megastructure file to apply a -30% build cost modifier. It can be loaded before other mods that touch the same file, but you’ll lose that modifier if you do so.
 Kekadoodle   [作者] 7 月 24 日 上午 3:20 
For anybody testing the Tristellar Pact origin, let me know if removing colonizable planets from the home cluster feels too punishing. In my current game, an empire with the origin seems to have its growth stunted, but I’m not sure if that’s due to the limitation or just typical Stellaris AI behavior.
 Kekadoodle   [作者] 7 月 16 日 下午 10:55 
Yes @victoriousdread07 (private)
victoriousdread07 (private) 7 月 16 日 下午 7:47 
Does co-dominant evolution allow us to customize the second species?
 Kekadoodle   [作者] 7 月 16 日 下午 5:15 
I’VE CONSIDERED IT, my head is like “why the hell not put Sol in a trinary system?”
Red Skull 7 月 16 日 下午 2:57 
Apologies, I see how the origin functions now, my bad
Red Skull 7 月 16 日 下午 2:33 
Aw man excited for the new origin and no Sol Start :(
Does the coding just mess up the initialiser and cluster too much?
Stern 6 月 30 日 上午 9:44 
 Kekadoodle   [作者] 6 月 26 日 下午 4:46 
@wintertripod I imagine lol, so long as Stellaris is compatible and has workshop support.

@Nikal It used to just kinda work before the AI rework way back when. Once the AI started becoming relatively competent, it became BUSTED. In it’s current iteration, it removes the buffs given from the civic from all members but you still have to deal with their sheer AGGRESSION and that’s what really breaks it. For that reason, I set ai weight to 0. Genocidal origin go brrrrrr
Nikal 6 月 26 日 上午 9:57 
Early-game federations are already super strong, but the Blood Court is just… wow. 🙈
wintertripod 6 月 25 日 下午 8:56 
is this compatible with steam deck?
eqN 6 月 21 日 上午 8:27 
Thank you both, Kek and Sartek, for working together for compatibility between your mods! Sartek's mod is a life saver for awesome mods like this that typically conflict with tradition/perk mods. I'd encourage you to add a link to let others know about the merger mod and its easy compatibility Kek, so they aren't afraid to try it due to its overwrites.
Red Skull 6 月 21 日 上午 7:03 
@ Kekadoodle  Appreciate it!