Stellaris

Stellaris

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Decision Origins - Play with Multiple Origins FIXING -> Work in Progress
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21 Jun @ 6:41am
23 Jun @ 7:15am
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Decision Origins - Play with Multiple Origins FIXING -> Work in Progress

Description
This is a fixed & modified Version of the "Decision Origins - Play with Multiple Origins" Mod made by Destiny Phoenix.

Original Mod: https://steamproxy.net/sharedfiles/filedetails/?id=2966266472


Although i changed a lot of code provided by the original Mod, the idea/concept belongs to Destiny Phoenix. I published this mod without his permission. If he wants me to delete this mod from the workshop, i will do so. If he wants my code to update his mod, he is free to do to so :*

Original Mod is not needed
..for this mod to work. If u run both, conflicts will appear.

Important:

This Mod is still Work in Progress. Its not finished at all, actually most origins already implemented might miss features and/or might not work correctly (although i dont think i made game breaking/crashing errors). I will continuely working on this mod and add features that in my opinion were missing in the original mod (or simply features i like, nothing drastic though).


Content & Content-additions

This mod lets u play with multiple vanilla Origins. Every Origin implemented by this mod can be activated ingame via an Edict (same name as origin).
After Game Start you will have one ingame year to decide with which origins u want to play with.
Ofc some origins are limited for some empire types (it makes no sence for exterminators to play with syncretic evolution, they would just kill the pops).

My version of "Decision Origins - Play with Multiple Origins" aims to overwrite as less as possible vanilla files, to make it potentialy more compatibel with other mods. (means i had to duplicate buildings/jobs/events with different names, instead of plain overwriting vanilla files, in many cases at least)

Im also trying to provide the player with more customization while trying to keep the setup not that annoying.

Implemented Origins - with some info

Please forgive me if i forget to implement some features of the according origin and report it to me :) Also i have to revise all of them, because half way through i decided to integrate the origins another way.

Origin Decision
Description
Prosperous Unification
  • Adds 2 districts & 4 pops and the Prosperous Unification Modifer to Homeworld.
  • The event that adds districts is very basic, if u think a certain district generation isnt fitting to ur empire, please report to me: What planet is ur homeworld? Which civics? Which government (hive, lithoid, machine...)?
Mechanist
  • works, although u get access to duplicate buildins of the robot assembly building line
  • 3 choices of how many pops u want to replace with robots
Syncretic Evolution
  • works, you'll have limited options to create your new secondary species
Life-Seeded
  • works fully?
Post-Apocalyptic
  • works fully? idk
Remnants
  • works fully? idk
Galactic Doorstep
  • didnt playtest if it works
Tree of Life
  • works fully? idk
  • will add a lithoid & machine version later on
On the Shoulders of Giants
  • it worked in playtesting, but my notes say theres more work to do
Calamitous Birth
  • should work, had to make a new ship for this sh**
Resource Consolidation
  • only avaible for regular & individual machines
Doomsday
  • should work fine, didnt playtest
Here be Dragons
  • spawns the dragon but does nothing more (it even doesnt protect u) i will fix this origin ...later !
Ocean Paradise
  • works
Slingshot to the Stars
  • didnt playtest it
Overtuned
  • should work, but u might get duplicate pop traits in rare cases (vanilla overtuned origin pops)
Knights of the Toxic God
  • works, though u'll get more knights from order keep/castle rn, than vanilla (was personal modification, will be changed later)
  • you are able to place the order castle on every planet u want via decision if u activated this edict. To replace the Keep, just activate the decision on another planet.
  • i aim/planned to implement demesne district types for all planet types (ecu, ring, normal planets) later on.
  • i may aim to be able to spawn habitat (optional ofc, like the changes aboth)
Riftworld
  • didnt playtest
  • ignored some events modified by this origin for now

Community Contribution

Please contribute Feedback in the assigned Discussions (Bugs in Bugs, Feedback in Feedback)

As im not a Modder and 'hell no' no programmer (and have a slow pc), i will heavily rely on Your Feedback, be it how the mod works, how the origin works, grammar mistakes or simply playtesting... or the mods description (my english is very germanized).
I really appreciate code reviews & code contributions. In fact i appreciate every feedback, so dont be shy. But i cant promise to integrate all your feedback, be it not being able to achieve what u suggested skillwise, or balancing the mod for all players (some features one person might like, but others wont).

If u want me to focus on one aspect of the mod sooner, please tell me. i will consider upping my priorities (under one rule & here be dragons i might still aim to implement last, because i hate events.)

Documentation

You are kinda lucky if u want to look at my code. I have made a readme.txt in the mods folder, where i wrote down infos how the mod kinda works, to-do list, folder & file structure. So if u want to take a look at it, the readme should provide you with an overview of what ive done. In most files i also wrote little #comments on what ive done, although i dont explain my or vanilla code.

Localisation

Only avaible for english & german right now.

Compatibility

idk, tell me


~ List of overwritten vanilla files ~
first is the vanilla file, in brackets () i state which parts i overwrote and after -> in which file i stored it

05_gateways (gateway_restored) -> fzzz_05_gateways_vanilla
apocalypse_events (apoc.10) -> fzzz_galactic_doorstep_vanilla_events
13_quantum_catapult (quantum_catapult_restored_slingshot) -> fzzz_13_quantum_catapult_vanilla
06_scripted_loc_overlord (GetQuanticAmbushBonus) -> fzzz_06_scripted_loc_overlord_vanilla
02_script_values_astral_planes (progressive_rifts_additional_weight) -> fzzz_riftworld_script_value_vanilla
06_astral_planes_situations (situation_a_rift_in_space) -> fzzz_riftworld_situation_vanilla

Updates

Will i update this mod regulary? NO! I will not keep track of when a new stellaris update is released, so please feel free to ->spam<- the comment section down below when this mod needs an update ;) (i will definetly update this mod when i notice ur comments)

Other related bugs & Feedback please in the associated Discussions.
Popular Discussions View All (2)
13
25 Jun @ 9:56am
PINNED: Feedback, wanted Features
chilllounge
2
6 hours ago
PINNED: Bugs, Fixes, Code
chilllounge
5 Comments
Phoenix Nebula 25 Jun @ 6:16pm 
So far the mod works with mods that tweaks origins like clone solders and it works fine with modded origins like those from ACOT and gigas. If the mod maker is basically making copies of existing origins with unique code for the decision origin this all should to continue to work mostly.

The only issues I could foresee is that if you have a mod that changes say the syncretic evolution origin then it won't give you the changes that mod makes if you give it to yourself with the decision it will function like the vanilla one.

As far as I'm aware you can't tell the game to give you an effect of an origin as it is loaded with any combination of mods, I don't think that's even possible with modding, like how would you even code a mod to pull code from and already loaded play set?
Locomotor79 25 Jun @ 4:11am 
becausse i whanna combine E.H.O.F. and Arc Furnace Origin's
not that i know how to mod
Locomotor79 25 Jun @ 4:08am 
hee phoenix what about modded origin's like the ones from Gigastructural engineering
Phoenix Nebula 22 Jun @ 11:22am 
Hey awesome I was having some problems with the original not working with mods that tweaks the clone solider origin and the original would overwrite the changes regardless of load order or if I was starting with the origin or adding it. I'll probably play around with it today and if I run into any issues I'll see about posting a bug report.
chilllounge  [author] 21 Jun @ 8:41am 
From Monday to Sunday im traveling, so i definetly will not work on this mod in that time period, but dont hesitate to report to me everything u notice :)