Stellaris

Stellaris

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Dying of the Light: Destroyed Galaxy Origin
   
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29 Dec, 2024 @ 1:01pm
19 Aug @ 2:38pm
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Dying of the Light: Destroyed Galaxy Origin

Description
Inspired by the April Fools Dev Diary and the After the Rapture mods, "Dying of the Light" unlocks an origin that spawns you in the ruins of a destroyed Galaxy after the cataclysmic activation of the Aetherophasic Engine. Almost all systems are destroyed and useless. A few exceptions:
- Hauer (never forget)
- The Sealed System (dark psi-magic, no doubt; features the only habitable world in the galaxy)
- Void Clouds... so many void clouds...
- Various ruined megastructures, all of which are irreparable but still useful
- A system containing a ruined Atherophasic Engine

The Galaxy is almost completely devoid of life, and the Contingency and Cetana will no longer spawn (if you even make it to the endgame crisis...) because their secret lairs were obliterated. The Sentinels will not be around to help against the Prethoryn, either. However, there are still lots of Void Clouds lurking about.

There are still several events to be had, including an event chain where you figure out what the Void Clouds' deal is, and more are on the way. But for the most part, it is a very boring Galaxy indeed. Runs like a charm though!

The black holes added by this mod are NOT suitable for Matter Decompressors or mod-added black hole megastructures. In tech-speak, they are a different star class; in lore-speak, most of their mass was stripped off as part of the Aetherophasic Engine's activation, and there is now too little matter (and far too small of an event horizon) for even the best mega-engineers to work with. They CAN be the site of black hole observatories (and a certain other megastructure added by the mod), and the mod also includes primordial black holes that you can in fact use (you can find them on the galactic map pretty easily because they have standard black hole names).

The mod requires Utopia to allow for the orbital habitat functionality, and overwrites the following vanilla files:
- In common/solar_system_initializers: ancient_relics, apocalypse, astral_planes, central_crystal, cosmic_storm, crisis, federations, hostile_system, leviathans_system, machine_age, megacorp, overlord, paragon, pre_ftl, special_system, unique_system, utopia
- Various other vanilla events (crisis.50, crisis_trigger.1), decisions (decision_stripmine_planet), megastructures (ring_world_1, dyson_sphere_0, matter_decompressor_0, mega_shipyard_0), and starbase buildings (black_hole_observatory) are overwritten without overwriting the entire file
- If you have another mod that messes with or uses these files, there will likely be issues ¯\_(ツ)_/¯
32 Comments
이사우로스 3 Sep @ 3:59am 
drain two black hole survivine one is sad..
이사우로스 1 Sep @ 7:12pm 
game start crash..
Ocomunepom 29 Aug @ 9:42am 
for what Dr. quacker was saying, if it the same as me it on game start and may need to restard 2 to 3 time before a game manage to actually start (probably something to do whit us surviving the engine blowing up as the game dont put any screen whit end game notice even though the engine activated, and the modif off all system, turning an entire galaxy into scrap probably dont help)
Dr. Quackers M.D. 27 Aug @ 8:19am 
@A Crazy All i can say is I went thru all my Crisis mods and it waasnt one of those so check it off the list. That leaves Mega-structures/stations, Solarsystem/Galaxy Gen, then UI mods (though many UI mods be broke right now). I am back at school and have less tome to game and trouble shoot
A crazy courier 27 Aug @ 2:32am 
@DR Quackers have you figured what the mod causes the crash? im in the same situation
Dr. Quackers M.D. 23 Aug @ 6:18pm 
Thank you i will start the process of turning suspected mods on and off will let you know what I find.
kcm529  [author] 23 Aug @ 2:27am 
As for what's breaking... oh gee I'm pretty unversed in modding but it could be anything. Do you mean it crashes when you're launching Stellaris or when you're starting a new save? Either way, it's probably a conflict between this mod and another one that messes with the same files... the error.log file (generally in documents/Paradox Interactive/Stellaris/logs) should tell you what's wrong. My suspects would be mods that affect megastructures, galactic crises, and stars/solar systems/galaxy generation. I just tested it with the mods I have downloaded (Gigastructures, UI overhaul, Real Space, and a couple others) and it worked (though Gigastructures spawns its special systems after game start which means they survive the rapture).
kcm529  [author] 23 Aug @ 2:27am 
@Dr Quackers thank you, glad you like the mod! I've been thinking a lot about adding an event chain or something like it that guides you through the process of discovering new untouched solar systems (probably involving the L-Gates somehow to make sure those things have a use besides being scrappable, and likely requiring already having found the Aetherophasic Engine and the Hauer system). Having a different version of the origin that STARTS with a lot of healthy systems would be a bit tricky and annoying to script in (and would make the other untouched systems less special imo).
Dr. Quackers M.D. 20 Aug @ 11:19pm 
Also I agree with lemons. Why does it have to remain a joke. A mod that makes the game start after a galactic apocalypse but takes it self seriously and leaves a few planet to fight over by the primitives who come after sounds fun. Really Fun!
Dr. Quackers M.D. 20 Aug @ 11:10pm 
I have this huge playlist and this mod when added to it makes my game crash on start up. What type of mods might it effect?