Stellaris

Stellaris

[4.1] Decision Origins: Electric Boogaloo
45 条留言
Typhez 10 月 30 日 下午 8:14 
any plans on eventually adding calamitous birth?
1y_the_first 10 月 29 日 上午 5:37 
Maybe (MD) instead of md though, but it doesn't matter too much
1y_the_first 10 月 29 日 上午 5:36 
Why do you have to overwrite species rights? Is it to make necro work via trait check instead of origin check? Instead of overwriting species rights can't you just copy-paste the purge with the only deference being it relies on trait instead of origin? Maybe add a MD at the end if it needs to have a different name to not overwrite the original? Also whilst progenitor hive might be hard to implement, for hives its amazing since only progenitor hive allows releasing districts as subjects, which you can't do if you don't have it, plus it has better spawning drones that additionally give menial drone output, also just sounds funny to pick wilderness + progenitor hive + tree of life, so once your done with the easier origins progenitor hive is def one of the top 3 to add
Xahkarias  [作者] 10 月 28 日 下午 11:41 
@1y_the_first: I looked at necrophage and its not as bad as i thought. However it does mean i have to overwrite species rights, which i dont like doing since a lot of big mods like to touch it. So I'll just put a low priority override, aka if someone else touches it then my necrophage decision breaks, but thats just the risk i have to take.

next up will be slingshot (very easy), dragons (easy)

thinking but dont expect an eta:
creed has special factions and would be a painful overwrite
1y_the_first 10 月 28 日 下午 3:10 
when you add dragon can you also add necro?
Xahkarias  [作者] 10 月 26 日 下午 6:50 
@Jack: I'll still be responding to comments and stuff, I'll just be working on some different stuff like fixing bugs for gigas.
Jack - Allkeyshop 10 月 26 日 下午 6:06 
Ah I didn't see your comment before i posted, thanks for the update and I hope you feel less pissed off/burnt out soon.
Jack - Allkeyshop 10 月 26 日 下午 6:04 
I too would appreciate here be dragons being added. Thank you for making this mod.
Xahkarias  [作者] 10 月 26 日 下午 6:03 
@cash
Medium to low difficulty i think, but im distracted / clone army pissed me off a bit so im avoiding working on this for 2-3 weeks.
Xahkarias  [作者] 10 月 26 日 下午 6:02 
update v4p1u4
# New
Clone Army

# Changes
Added the new blockers that vanilla dded to Resource Consolidation to the origin.
Set Edict lockout to be half a year instead of a month.
cash 10 月 26 日 下午 2:07 
how hard would it be to add here be dragons?
Xahkarias  [作者] 10 月 24 日 下午 5:11 
@Era: Cybernetic creed is a low priority one, because there are a ton of different files that use the original trigger and I would have to check if there's any dangerous ones to overwrite.
Era 10 月 18 日 下午 1:37 
In case you have the time, and it isn't too much, I would love Cybernetic Creed to be added
Xahkarias  [作者] 10 月 18 日 上午 7:37 
Ill be a bit busy in the upcoming weeks so updates will be sporadic unless its a big bug.

I'd like to get around to necrophage and under one rule, its just a matter of figuring out the way with the least amount of overrides.
Panther 10 月 15 日 下午 2:47 
grant me united under one rule and my life is yours!
Xahkarias  [作者] 10 月 14 日 上午 4:52 
@Gold: Can you clarify on what you mean by mutually exclusive? Most of these have very little restrictions, is there a specific pairing that isn't working?
Xahkarias  [作者] 10 月 14 日 上午 4:51 
v4p1u3
# New
Starlit citadel

# Fixes
Fixed another Synthetic Fertility bug
Cleaned up code in the backend
Gold 10 月 10 日 下午 1:37 
Worderful mod, i just wanna ask is there a line that can make the decisions not mutually exclusive? Keep up the good work.
DeadLeaves 10 月 10 日 上午 11:00 
If you could add Necrophages or Starlit Citadel. I would be eternally grateful.
Xahkarias  [作者] 10 月 10 日 上午 4:37 
Fixed a bug with synthetic fertility decision. If you have already started a run with it, please use the command below.

effect set_country_flag = synthetics_traditions_unlocked
Drilla 10 月 9 日 下午 5:44 
just wanted to say thank you for the mod! there are a few similar ones but they outdated or brick my game, when all i wanted was to play under one rule with relic world xD
Xahkarias  [作者] 10 月 8 日 上午 3:22 
@Hatoful Pengu: That is very strange, I don't know that could happen, since the planet class swap is scoped to only affect the capital of the country who calls it. Worst case it affects every planet that country owns, but not some random FTL
@WhatTheForecast: That one ain't too bad, I'll do that on the weekend at the latest.
WhatTheForecast 10 月 7 日 下午 11:03 
I would be very grateful for Slingshot to the Stars to be added to the edict choices.
Thanks in advance.
Hatoful Pengu 10 月 7 日 下午 6:35 
hey, does the ocean paradise decision origin turn existing worlds into ocean worlds? because i just found a very miserable pre-ftl species with arid preference on an otherwise very nice ocean world. if so, then not necessarily requesting that you address this "bug" (given that this kind of mod will always gonna have a bit of jank and this is pretty harmless in the grand scheme of things), but i thought it was kind of funny lol
Xahkarias  [作者] 10 月 5 日 上午 4:53 
@sarveilo0: thanks for ur patience lol. Should be the only origin that needs a drastic change between updates. You may also want this file, as it has some fixes to the end of the questline
https://github.com/Xahkarias/XHK_Decision_Origins/blob/b7f6dc43c20d1e59bc3749a4c3bfee5de361cc1d/events/!!!!!_xhk_toxoid_event_override.txt
Delete the other toxoid event in the file you have and use this one
sarevilo0 10 月 5 日 上午 4:37 
It did fix the issue, thank you!
Xahkarias  [作者] 10 月 5 日 上午 4:22 
@sarevilo0: yeah you caught me right before I sleep, but let me know if installing the older version from the github link worked for you. If not, then i'll make a push to do some reverse compatibility tomorrow
sarevilo0 10 月 5 日 上午 4:16 
Thank you so very much, I didn't expect a response so soon, you are amazing! Keep the great job!
Xahkarias  [作者] 10 月 5 日 上午 4:12 
@sarevilo0: or tommorrow I push a patch that enables them again, but makes them unobtainable unless you already had them
Xahkarias  [作者] 10 月 5 日 上午 4:10 
@sarevilo0: You know, this is my fault for updating without thinking lmao: Steam may block this link but https://github.com/Xahkarias/XHK_Decision_Origins/tree/b7f6dc43c20d1e59bc3749a4c3bfee5de361cc1d you can download this zip file and use this version instead
sarevilo0 10 月 5 日 上午 4:07 
Help, this last update fucked up my game. I had order's demesne and order's hall in my homeworld and I loved it, but now those two things are gone and insted it show's up a normal urban district and two empty designations instead. Can you tell me what I have to change/edit in the mod files to had those two back? T_T
Xahkarias  [作者] 10 月 3 日 下午 4:48 
v4p1u2
# Changes
Made Knights Decision create a habitat like the vanilla origin.
Xahkarias  [作者] 10 月 2 日 下午 6:45 
Quick update:
Fixed the synthetic fertility situation not progressing after 1 month (thanks @Heir to Oblivion)
Heir to Oblivion 10 月 1 日 上午 6:22 
@Xahkarias No problem. Thanks for taking a look!

For reference, I ran into this when taking Mind Wardens as my primary origin, and synthetic fertility as my only decision origin. When I checked, the remaining_synth_fert_pops variable after triggering the edit, I did see it matched my starting population. It just did not seem to be increased with the +900 starting pops that synthetic fertility provides.

If I have some time, I might dig into the events and see if I can pinpoint it.
Xahkarias  [作者] 9 月 30 日 下午 7:48 
@Heir to Oblivion: Strange, I'll take a look over the weekend then (also I should probably see if I can modify that to match the starting populatio, for if the player has other stuff modifying the number of starting pops)
Heir to Oblivion 9 月 30 日 下午 7:14 
@Xahkarias First, thank you for ressurrecting this mod!

As a heads up, I ran into an issue with the synthetic fertility decision where the situation was locked at -1 progress after the first monthly tick. I was able to fix this locally by setting the remaining_synth_fert_pops variable to 5700 (4800 + 900) prior to that tick in a test save.

I'm not sure if this is a mod conflict or what. But I hope this helps anyone else that runs into the same issue.
Xahkarias  [作者] 9 月 29 日 下午 6:20 
@I AM TRANSCENDENT:
1)Player only
2) Im 99% sure that there would be no issues, the only possible problem is if you kill the toxic god they may not get the right events for it (knights getting depressed etc)
I AM TRANSCENDENT 9 月 29 日 上午 3:26 
Just want to clarify: are these edicts only available for the player, or can AI empires also use them?

Also second related question: if you have an AI empire force spawn with Nights of the Toxic God as their origin, and then you start (but your origin is not Knights) and you enable Nights of the Toxic God, will that create a conflict at all?
Xahkarias  [作者] 9 月 29 日 上午 1:26 
v4p1u1
# New Stuff
Added Teachers of the Shroud (Shroudwalker Apprentice)
Xahkarias  [作者] 9 月 27 日 下午 10:30 
v4p1u0

# New Styff
Added Riftworld
Added Synthetic Fertility

# Bugfix
Removed the ability to take some decision origins with the actual origin
Changed the Order's Hall zone icon to match the habitat version
Xahkarias  [作者] 9 月 26 日 上午 3:11 
It works for 4.0, but ill have a true update out with more origins in a few days
Xahkarias  [作者] 9 月 8 日 下午 6:02 
I've noticed that enabling knights destabilizes your economy at the beginning of the game since all the civilians convert immediately to squires (since squires is an uncapped job and the homeworld has a lot of civilians in comparison to a knights habitat). I'll be adding an edict that can be toggled to disabled / enable the squire job to help with early resource balancing.
Ramarak the Prophet of Chaos 9 月 5 日 上午 4:00 
I thank you for creating this, Very Useful.
Stern 9 月 4 日 上午 3:52 
banger
GalaxisStark 9 月 3 日 下午 11:52 
Mod author sent an angry emoji to me once, 0/10