Stellaris

Stellaris

More Origins Mod
429 kommenttia
Malthus  [tekijä] 7.10.2024 klo 21.18 
@dabeek I'd have to check what are the prerequisites for these upgrades. If it requres dependencies on another mod, this won't be possible though.
dabeek 7.10.2024 klo 15.29 
Could you allow the construction of the ecumenopolis types from Planetary Diversity - More Arcologies for the Overcrowded origin? I'm playing a megacorp but I can't make my planet into a commercial ecumenopolis without taking the Arcology Project perk.
tilarium 28.5.2024 klo 16.05 
You're looking at it. Working perfectly fine in 3.12
marsmelon24 28.5.2024 klo 16.03 
3.12?
KingSwaga86 29.4.2024 klo 15.47 
nvm just took a while lmao
KingSwaga86 29.4.2024 klo 15.39 
So i turned my capital into an ecompolis (whatever the word is) however the debuff is not removed?
mohalen 24.3.2024 klo 18.09 
What are the top origins in this mod? 🤓👍
Rewasder 14.3.2024 klo 12.38 
I still think the the 40% extra CG is excessive and crippling. I would change all the resource and upkeep modifiers by a minus 10-15% resources from jobs, and maybe a stability debuff. Something we can combat and that is easier to read than 10 lines of red aimed at doing the same, reduce the general power of having more pops. Now that we need to get the techs, we won't be able to upgrade the world that easily, so having ways to counter the debufs until then would be amazing. An event for a few years in the first colony you settle to give construction speed and resettlement cost, something like the empire focusing in getting the colony up and running to move all the excess population.
Malthus  [tekijä] 14.3.2024 klo 7.18 
Solid reasoning, I'll add the other tech as research option as well then.
How do you feel about the changes to the planet modifier?
Nike Willy 14.3.2024 klo 4.42 
Having the research option for both techs is a must, If you start overcrowded you shouldn't have to wait to unlock tier 3 tech to get ecumenopolis. At the same time rushing both techs would still eat a ton of points in the early game.
Malthus  [tekijä] 8.3.2024 klo 6.41 
Ok, so I did a few changes. First you now start with the tech option forthe first housing upgrade instead of having both to begin with. Then I reduced the effect of the planet modifier, removing the trade value modifier and reducing the crime modifier.
Let me know, if this went too far to the other side of the spectrum.
Rewasder 7.3.2024 klo 15.54 
Also, this might not be your fault, but the ecu build a lot of foundry archologies, but none factory, so my eco just collapse with no CG production :D
Rewasder 7.3.2024 klo 12.27 
You could also, for increased difficulty and not just being a race for the 20k minerals, give the research option for the techs instead of giving the techs directly.
Rewasder 7.3.2024 klo 12.26 
Not sure how, I have managed to stabilize my economy, but I'd remove or heavily reduce the CG upkeep. Also, the planet is going to have a lot of unemployment as it is as you don't have enough districts or building slots to fit every one of the 65 pops, which creates a problem on its own. Maybe reduce the trade value reduction too, as you already get lots of crimilas that reduce it, making it so that you don't produce any anyway. An interesting thing could be starting with a colony ship ready, and getting an event for reduced settlement cost on colonicing the first planet, or even, if possible, making it so the planet effect with the debufs also has a built in resettlement cost reduction when the pop comes from that planet.
Malthus  [tekijä] 7.3.2024 klo 11.57 
Looks like I'll have to do a testgame in the near future. In the meantime suggestions for adjustmends are welcome.
That origin hasn't been touched for a long time. Back when it was made it worked, even though being a bit of a challenging start.
Rewasder 7.3.2024 klo 11.18 
Let me explain a bit more, I start with a -24 consumer goods upkeep. To avoid being cripled by it, I have to change the capital to a factory, wich makes the other jobs produce ven less, and now I don't produce any alloys. I also have to disable the unity production building, and as the leaders cost unity upkeep, I now produce -7 unity. Food is negative, energy is negative, CG is at 0, Alloys are at 0. What am I supposed to do here?
Rewasder 7.3.2024 klo 11.13 
COuld you check the difficulty of overcrowded? The increase consumer goods upkeep along all the other debufs is too much. I can't get an economy going in any way, I have lots of pop that don't have a job and I don't make resources, so I cant colonize or build outposts or anything.
I understant those extra pops are powerfull and there needs to be a downside, but what is the point of an origin that is simply unplayable?
TemporaryTeMp3R 12.12.2023 klo 14.32 
On behalf of making a template origin, is it alright if I privately messaged you my idea? I'd rather not publicize it per se.
Defenestrator 25.11.2023 klo 11.46 
I tested it with a new game, it works on my end too. Thank you!
Malthus  [tekijä] 25.11.2023 klo 1.23 
It will now work again. The issue was that on_survey had been renamed to on_survey_planet, so my on_action did nothing, but it did not appear in the errorlog.
Malthus  [tekijä] 24.11.2023 klo 0.12 
Will check this later today.
Gazelem 23.11.2023 klo 14.02 
I ran into the same thing as @Defenstrator--scanning Domus didn't proc the event chain. Tried with two different games to make sure, though it may be another mod breaking it.
Malthus  [tekijä] 21.11.2023 klo 9.39 
I cleared the errorlog as far as possible. What remains there should not be an issue.

If you run into any problems, please let me know.
Defenestrator 21.11.2023 klo 1.21 
No worries! When looking at the event code, I was really impressed by how ambitious your event chains are :)
Malthus  [tekijä] 20.11.2023 klo 20.22 
I've been busy with fixes for MEM so far, but I think I'll get to this within the week.
Defenestrator 20.11.2023 klo 14.36 
I had trouble with the "Exiles" questline: Surveying Domus didn't progress to the next step. Reloading and surveying again didn't help. I tried to fire mom_exiles.4 as console command, but nothing happened.
Malthus  [tekijä] 18.11.2023 klo 9.42 
I haven't gotten to check it yet.
StewieTheFish 18.11.2023 klo 9.27 
is it working in 3.10?
Malthus  [tekijä] 23.9.2023 klo 10.12 
I don't think anything changed, that is connected to any of the events included here. If you run into any problems let me know though.
ZumZoom 23.9.2023 klo 7.20 
Is this compatible with latest update?
Archemyre 21.9.2023 klo 13.45 
I love this mod, if only for the overcrowded origin. Very fun to put on AI nations.
Grendain 22.8.2023 klo 10.10 
gg :ecos:
Malthus  [tekijä] 22.8.2023 klo 10.06 
I think I've fixed the problems I've read about. If you still run into issues please let me know with a detailed description of the problem.
Malthus  [tekijä] 21.8.2023 klo 12.17 
I have to admit this mod went under my radar for quite some time. At this point I'm thinking about whether or not to integrate the origins that still make sense into MEM. This would make maintenance a lot easier on my end.

The question is how many of you do not use it and maybe don't want to either.
JadeBlood815 26.7.2023 klo 5.54 
Currently, this mod have two major problems.
1. Climate Catastrophe starts with two buildings collapsed.(including climate protection habitat, this origin's exclusive building)
Since 3.0, planet building slots unlocked with city district and some technologies, not from planet pops. But Climate Catastrophe origin removing all city districts on start, so available building slots not enough to maintain starter buildings.
This problem still persist in latest update of mod.
2. Since 3.8, Divine Guidance does not give starting ruler immortal(chosen one trait or etc), so starting ruler will die instantly and origins main mechanics become broken.

I am still awaiting update of this mod, but...
初雪 22.7.2023 klo 1.34 
The origin of Divine Guidance is broken. Please update this as it is a pointless origin where the leader dies instantly at the start and is just debuffed indefinitely.
Hawkatana 7.7.2023 klo 3.48 
Could you please update this?
Rubaedo 20.5.2023 klo 13.32 
The divine guidance origin isn't properly flagging the leader with the chosen one trait
猴哥铁粉小灵通 20.5.2023 klo 2.59 
hi guys, is this module working?
Sin 8.2.2023 klo 23.08 
Update pretty please??
bascott83 24.1.2023 klo 6.29 
Launcher is throwing a Flag for this Mod. Please update.
Mercury! 7.12.2022 klo 7.23 
update please
Jimbo Yojimbo 30.11.2022 klo 21.51 
Hope this gets updated.
A Fallen Archangel 22.11.2022 klo 22.00 
Please update this absolute banger as soon as you can.
John Shepard N7117 30.9.2022 klo 22.00 
update please
Azona 26.9.2022 klo 13.19 
last view times Severance colony start on other empires zones get removed. had 3 times now that spawned in a ancient empire.

also this origin bugs out with Coop: Start in Team both wormholes goes to same system of this mod makes it impossible to reach your colony and its wormhole is kinda dead.
Kangarus 21.9.2022 klo 15.52 
Needs updating - caused a crash on startup.
「Trigger」 Three Strikes 22.8.2022 klo 13.22 
that's the mod that adds the invading democractic crusaders parrots, right? love this mod. hope it gets an update someday.
Chuddly 3.6.2022 klo 18.42 
Can you update this mod?
bigboy-toby 14.5.2022 klo 4.39 
hey I was wondering if you will be updating to 3.4 or not?