Stellaris

Stellaris

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More Home Systems [OUTDATED] New version is separate workshop item
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2.588 MB
26 Jun, 2016 @ 12:10pm
18 Apr, 2021 @ 5:48am
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More Home Systems [OUTDATED] New version is separate workshop item

Description
Compatible with Version 3.0.*

Do you think the randomly generated starting systems lack character? Then this might be the right mod for you!

This mod aims to add more interesting starting systems to use for the player and custom AI empires while keeping everything balanced - for the most part.

This mod adds the following systems:
  • Qastliani System:
    • The Qastliani System, once home to an ancient long forgotten civilisation is now again cradle to a young species reaching for the stars.
    • Homeworld - Size 16-20
    • 1 Sun, 1 Destroyed World, 2 Molten Worlds, 8 Asteroids, 1 Gas Giant and 2 Frozen Worlds
  • Ikor System:
    • Ikor - a binary star system - may be scarce in orbital ressources but it is teaming with life. Your civilisation is the first to reach for the stars. How will your presence influence the other species sharing this system with you?
    • Homeworld - Size 16-20
    • 2 Suns, 2 inhabited Planets, 1 Gas Giant and multiple Moons and Asteroids
  • Resh´Tar System:
    • The Resh´Tar system with three habitable planets orbiting their sun on the same orbit though now long abandoned seems to have once been subject of an experiment of stellar scale.
    • Homeworld - Size 16-20
    • 1 Sun, 2 Habitable Planets, 12 Asteroids
  • Daedalus System:
    • The Daedalus System features a very special world. Your Ancestor´s legends tell of a great cataclysm destroying your world and dooming your people to extinction. But then the gods climbed down from the heavens to lead your people to their new home in the sky. Though the gods may be gone but their gift to you remains.
    • Homeworld - Size 16-20
    • 2 Suns, 2 Molten Worls, 2 Gas Giants, 1 Barren World, 4 Frozen Worlds
  • Kholdan System:
    • The Kholdan system is a trinary star system consisting of a small binary star system orbiting a red giant and his planets. Your homeplanet is located inside a massive asteroid belt orbiting the red giant. Its surface is littered with craters from previous impatcs that forced your species to develop subterranean.
    • Homeworld - Size 16-20
    • 3 Suns, 3 Molten Worlds, 1 Gas Giant, 2 Barren Worlds, 2 Toxic Worlds and various Asteroids
  • Durin's Forge System:
  • Re´etii System:
    • The Re´etii system once center of an ancient empire lies in ruins. Their worlds have been burned and their biggest achievement - a giant ringworld - has been destroyed. Your species was once nothing more than pets in one of their zoos. You were lucky enough to outlive your former masters and now rule over the last habitable parts of your ringworld segment.
    • Homeworld - Ringworldsegment
    • 1 Black Hole, 4 Nuked Planets, Destroyed Ringworld
    • This is a fixed version of the "Children of the Ancients" mod created by Belannear. Unfortunately he seems to have abandoned his great work. After the last Stellaris update it was bugged and I don´t want to let his work go to waste.

Mass Effect Systems:
All home planets are randomly sized 16 - 20 like the others.
  • Tikkun System:
    • Homesystem of the Quarians and Geth of the Mass Effect universe.
    • get the Quarians here: http://gtm.you1.cn/sharedfiles/filedetails/?id=708669421
      Though they come with their own custom starting System (Kealer System, which has some issues because of oversized objects) they lack their original / reconquered system.
  • Parnitha System:
  • Aralakh System:
    • Homesystem of the Krogan of the Mass Effect universe.
  • Pranas System:
    • Homesystem of the Salarians of the Mass Effect universe.
  • Trebia System:
    • Homesystem of the Turians of the Mass Effect universe.
  • Harsa System:
    • Homesystem of the Batarians of the Mass Effect universe.
  • Phontes System:
    • Homesystem of the Elcor of the Mass Effect universe.
  • Aru System:
    • Homesystem of the Volus of the Mass Effect universe.
  • Maskim Xul System:
    • Homesystem of the Rachni of the Mass Effect universe.
  • Kyzil System:
    • Homesystem of the Vorcha of the Mass Effect universe.

Compatibility with other mods
  • Now compatible with "Milky Way Unleashed"
  • possibly incompatible with other static galaxy mods because they might us an event at gamestart that reverts capital planets back to the native planet class of the species living on it to solve a static galaxy bug
  • This mod overrides the file "utopia_on_action_events.txt" in order to prevent pops whos homeworld is one of the custom planet classes to end up with a messed up planet preferrence. Having another mod override this file will mess up my fix, but would not break the mod. If you don´t use any systems that use planets other than the 9 standard habitable planets as homeworlds for your or other species, you won´t experience any problems.

Do you have special wishes or ideas for new starting systems or ideas how to improve the existing ones? Please let me know in the comments or discussion section.

FAQ:
Q: My syncretic Species has an unknown habitability trait/ringworld trait. WHY?
A: Don't use syncretic species on ringworld or custom planet class starting systems. The new system makes it nearly impossible to solve this issue...
Q: I did a kybernetic ascension, now my species has a wrong habitability trait. WHY?
A: Don't use ringworld or gaia planets(without the trait) or custom planet class starting systems if you plan to do this ascension. The ascension system takes the homeworld planet class for creating the new species when ascending...

Credits:
  • Belannear - original creator of the "Children of the Ancients" custom starting system.
  • Zednosius from "More Events Mod" team for helping with ringworld code and starting event for the Resh´Tar System to make sure the two other planets don´t get the player´s native planet type.
  • Nikkle - creator of "RingWorld Cluster" mod for providing the code for the planetary ringworld
Popular Discussions View All (3)
77
18 Apr, 2021 @ 5:42am
Bug Reports
Malthus
60
19 Oct, 2019 @ 2:20am
Ideas/Suggestions Thread
Eisvisage
0
2 Jul, 2016 @ 5:26am
Mod Description
Malthus
563 Comments
什么都会,什么都被宰 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.