Stellaris

Stellaris

Necrodian Moons
213 Comments
Jostar980 15 Mar, 2024 @ 5:21pm 
Other issue is if you change the design template and then retrofit either the planet or the moon most of the time it won't upgrade and just stay as pending forever. We did get the moon to upgrade a few times but not every time. Easy problem to solve if you just make your good template before you make the moon or planet. But it would be nice if this worked as well.

Only suggestion I have is it would be cool if the models had the tentacles and face like in the game. But thats only a nice to have :steamhappy:
Jostar980 15 Mar, 2024 @ 5:21pm 
This is a great mod thank you so much! Works great for the most part just noticed some issues. The Necrodian Planet has a very erratic fleet power value, upon construction it shows being worth 550k. However it almost instantly drops down to only 1 and can be anywhere between the two while moving around the galaxy.

We put it up against a fallen empire fleet of 570k when it was only reported as 1 and it almost completely destroyed the fleet single handed. So the actual stats don't seem to be effected its just a really weird thing.
Cephalon Sithalo  [author] 13 Oct, 2023 @ 9:55pm 
This is mostly done to be honest. There are a couple things I would like to add. Such as an Origin and maybe some events. I would also like to do something with PreFTLS but I hadnt found a good way to implement such a feature until recently but thats in another mod project that is currently unfinished other than a very basic thing.

I would love to get back to this and add what I want. But there are also over 20 other ideas I have floating around in my head and written out in a list that I am wanting to work on. And then theres the handful of projects I already have uploaded that I want to add more too.

And then I wonder what to do and instead of picking any of those, I default to playing a game instead...

PreFTL interactions would be more complicated than I can handle mentally. The origin I was working on caused me enough confusion as is. I could add a handful of fun random anomaly event but they honestly would not add much to the mod.
Demon7swordofficial 13 Oct, 2023 @ 5:35pm 
will you still be working on this (if your busy with life I understand)
Cephalon Sithalo  [author] 18 Jul, 2023 @ 6:26pm 
Are you a Necrophage or a Gestalt Ethic?
Joan 18 Jul, 2023 @ 6:02pm 
i dont see the perks you mention, they dont show up
Cephalon Sithalo  [author] 14 Jul, 2023 @ 10:29pm 
It still works
n6363 14 Jul, 2023 @ 7:02am 
Please update.
Cephalon Sithalo  [author] 27 Jun, 2023 @ 7:12am 
I dont remember. I presume you need the large shipyards for it but I dont see anything in the code that specifies if a ship can be upgraded or not or how to limit it to a specific shipyard size.

I remember I tried to make the game create a default design but the game just wasnt doing what it was supposed to do.

I also vaguely remember testing different variations out but I might have just triggered the event that generates them over retrofitting them... Im sorry
FFomAA 27 Jun, 2023 @ 6:57am 
Hello, love your mod so far, but i have a question. Do i need colossal/titan shipyards to upgrade a necrodian planet or is it just permanently shit because i forgot to put anything except little strike ships?
Cephalon Sithalo  [author] 10 May, 2022 @ 8:05pm 
It was going so well before but now stuff just isnt working and im getting more and more frustrated events are the worst fricking thing in the world.
ParasiticSquid 26 Apr, 2022 @ 2:57pm 
It's all fine, take your time. A rushed mod is a buggy mod after all
Cephalon Sithalo  [author] 25 Apr, 2022 @ 10:09pm 
TBF, I'm not strictly trying to follow dead space canon. And again, there is the force convergence planet killer that forces a planet with less usable pops (any planet with life on it and unwilling) to undergo a convergence creating an Undeath Spawn which is smaller than a moon with less of everything (except speed since its smaller)

But I'll try to look into primitive interactions after the origin.

I never considered using the asteroid model though, thats a good idea. I might be able to set that as the spawn itself or incorporate it as its own thing we'll have to see.

I did have the idea to be able to grow spawns to moons and moons to planets with enough biomass but it hasnt been anything I've programmed in yet.

And I might have life stuff going for the next 3 days so I am expecting work to more or less take a pause for the next 3 days.
ParasiticSquid 25 Apr, 2022 @ 4:33pm 
Here's an idea: Not exactly dead space canon but why not convert primitives planets into asteroids? Basically a small less uniform looking moon with far weaker power due to the lack of organic matter. Reason being in dead space necromorphs can merge multiple forms together even outside of a convergence event so who's to say they can't make smaller less powerful moons when lacking population? They simply don't need too so don't for obvious reasons.

Then later players can throw more bodies at the organic lump of flesh and space rock/bone shell they made earlier to upgrade it to a full moon. Or simply make moons combat power and size based on the amount of pops used to make it so primitive is inferior anyways
Cephalon Sithalo  [author] 24 Apr, 2022 @ 9:19pm 
There currently is a Planet Killer weapon you can use on worlds with life to convert them into Necrodian Spawns. Smaller weaker versions of the moons.

Events are a pain in the butt to deal with. Although thinking about it now it might not be as complicated as I fear it may be but still.

The reason you can do it your self as a space faring race is because you have 75-100+ pops on a planet. I reason a pop unit being a billion of your citizens. And that is also something the Breathren moons required, massive billions of organic bodies.

Most primitive civs only have a few billion on a planet. Not really enough to make a moon.

At the risk of exciting Grendain, I have been working on the Origin for the past few days. But as it involves events I have gotten caught up a number of times in confusion and frustration and have had to stop.

I'll try to look into more direct/subtle primitive interactions of some sort after the origin is done but I dont like putting time frames on anything.
ParasiticSquid 24 Apr, 2022 @ 7:49pm 
Im guessing due to how long since last update that the ability to convert primitive civilizations into new moons isn't coming anytime soon, if at all? Only reason I haven't installed this yet. Mainly because I for one want to consume lesser species like the brethren moons in dead space, not to mention it just makes sense if you can do it to a space empires planet with better higher grade technology why not a primitive organic planet that won't be able to mount a proper defense?
Explosive Martyrdom 14 Apr, 2022 @ 1:26pm 
"They will find us. They will devour us. We will be made whole."

Shame that there is lack of Dead Space stuff for Stellaris.
Grendain 18 Feb, 2022 @ 12:53pm 
Mod stop ? only question
Grendain 23 Jan, 2022 @ 9:56am 
Cant wait for Origin like Dead Space Lore:DS2_Marker:
BasicallyClueless 5 Jan, 2022 @ 2:34pm 
What if you add in a special project that requires endgame tech or something near your home system that has a necroidian moon/planet flash frozen (I.E Tau Volantis) and you can revive it through some exotic tech or research project? Maybe depending on chance or your empire, it will attack you and yield a reward or it can join your fleet?
Cephalon Sithalo  [author] 5 Jan, 2022 @ 9:17am 
I dont expect any major updates anytime soon just so you know but I appreciate the enthusiasm lol
LooseNooseZeusMooseGooseJuice 5 Jan, 2022 @ 8:10am 
I am watching this mod intently. Downloaded and fanatically waiting, there isnt a enough Dead Space love in the modding scene.
Cephalon Sithalo  [author] 2 Jan, 2022 @ 5:04pm 
Ya idk if you seen it but feel free to look at the event code sometime for the copy and paste nightmare I had to deal with. Just for fun.

I like the idea of them growing. But all that stuff.
Reeon 2 Jan, 2022 @ 4:26pm 
I mean, it makes sense. They can only amass so much matter until it becomes detrimental.
While I did mean the use of the colossus weapon to make spawn, locking the one that makes them grow bigger to the Moons and the one that makes Spawn to Planets to facilitate this progression, an option of having an upper limit to how many times the planets can benefit from harvesting enemy ships before just popping out spawn per X number of size X ships is also a possibility.
I can totally see how programming this would be a major pain though. Making the game just store and remember all these values correctly alone, and then acting on them when necessary...
If you have already considered the idea and discarded it I won't bother you with it any more than discussing it.
Thank you for your time; answering my question and sating my curiosity.
Cephalon Sithalo  [author] 2 Jan, 2022 @ 2:52pm 
Yes such a thing would be possible. I even considered the idea of having the ability to grow from smaller to bigger. But I didnt wanna think through the event process that would be required.

That said I never considered them being able to "give birth" to a spawn outside of the colossus weapon.
Reeon 2 Jan, 2022 @ 5:20am 
Hello. After playing with and greatly enjoying the current state of this mod, I had a thought: Would it be possible to work a cyclical progression system into the ship classes added by the mod?
Moons gobbling up ships and colonies until their sheer mass tier them up into equivalent planets, which then transition into making Spawn, that fly around gobbling up ships until they again tier up into moons capable of eating colonies, and start the cycle over again.
Cephalon Sithalo  [author] 23 Dec, 2021 @ 4:52am 
Updated to include all the traits from that mod. That should fix ur issue :LotusFlower:
King Bee 23 Dec, 2021 @ 1:54am 
No problem. :)
Cephalon Sithalo  [author] 23 Dec, 2021 @ 12:08am 
I'll have to look into it sometime later tomorrow sorry.
King Bee 22 Dec, 2021 @ 11:35pm 
I'm sorry to bother again, but it seems to not count my pop as necrophages. They have the Undead trait, but not the Necrophage trait, as they could only be one or the other. I assumed that the Undead trait was treated the same as the Necrophage trait in the creation of Moon/Planets.
Cephalon Sithalo  [author] 22 Dec, 2021 @ 1:38pm 
The only reason is that should have stopped it from showing up was if you had the origin that mod added. Simple fix that comes with the benefit of working on ongoing saves.

Got on pc to quickly check Warframe and seen the notification. Had to get it done right then else it wouldnt have been done till later tonight after work and life.

Your lucky I had to get on Warframe else I wouldnt have seen it till much later.

But thank you very much. I'm just glad it was simple fix :LotusFlower:
King Bee 22 Dec, 2021 @ 6:36am 
You are a saint, Cephalon. Not just for such a quick update, but for also making it work in my current save (rather that was intentional or not). Thanks a ton, and I'm naming my new colony after you. :)
Grendain 22 Dec, 2021 @ 5:34am 
Us WHOLE
Cephalon Sithalo  [author] 22 Dec, 2021 @ 4:46am 
Updated, now if you are using their origin the APs should show up :LotusFlower:
Cephalon Sithalo  [author] 22 Dec, 2021 @ 4:42am 
It should do, this is listed as a mod to play together with it on their page.

However, if you are using their origin then its unlikely the perks will show up as they are origin based. Let me see if I can fix that super quick
King Bee 22 Dec, 2021 @ 3:14am 
Does this work with the "Dark Art of Necromancy" mod? It's a great mod for people who love the necrophages, but I can't seem to find the ascension perks. Any help is gladly appreciated.
Grendain 7 Dec, 2021 @ 11:49am 
Gg Made Us Whole
Cephalon Sithalo  [author] 7 Dec, 2021 @ 8:09am 
When I expanded this to hive and machine I considered making hive/machine worlds be a requirement to enacted on for them.

The original idea being you would just be moving the planet itself.

But then I felt like I'd need to make a bunch of variations depending on the planet size and resorted to the current system
BasicallyClueless 7 Dec, 2021 @ 7:27am 
The way i run my play-throughs now is I have standard production planets/ planets I need, and then I mass terraform all others into hive worlds (Would this perhaps need to be a requirement for convergence to ensure some kind of time sink?) and then put mass convergence points on it and wait for pops to grow, it's pretty fun
Cephalon Sithalo  [author] 7 Dec, 2021 @ 5:36am 
I have another way I wanted to see if I could doit but it was late and I didnt have tome to check.

Gonna see if I can put a modifier on a planet that prevents or makes it stupidly expensive for pops to move.

I know I could doit if I had a new desicion like "Prepparing for Convergence" that would put the modifier on the planet and then change the normal decisions to require that modifier.
But I'd much rather get something to enable on the start of enacting the main ones.
BasicallyClueless 7 Dec, 2021 @ 4:29am 
Thanks for that most recent update regarding the pops, people shouldn't be able to cheese it now like I found out.
Cephalon Sithalo  [author] 6 Dec, 2021 @ 8:52pm 
Also another updated to remove enactment time. So while it sucks they dont take years to enact, you cant sneak pops off the planet and turn 0 pops into death moon.
Cephalon Sithalo  [author] 6 Dec, 2021 @ 8:44pm 
Hey thank you very much for letting me know. The reactor files had a massive overlooked issue wanting a tech that didnt exist anymore.

And a lesser issue that the fission reactor would upgrade to a fission reactor.

I linked the techs back to the vanilla ones so now the issue should be solved.

And no you misunderstand. You need the "Necrodian Spawn" design for the Spawn to actually spawn. You need the "Necrodian Moon/Planet" design for the Moon/Planet to actually spawn.
Neckbeard 6 Dec, 2021 @ 3:17pm 
Hey there, for some reason I can't select a Reactor for the "Necrodian Spawn" Ship-Design so the Power of the design stays at -600.
And if I understood it correctly, I need the "Necrodian Spawn" design for the Moon/Planet to actually spawn right?
Cephalon Sithalo  [author] 4 Dec, 2021 @ 10:57pm 
Hm, more flavor is always a good thing. I'll consider it for next update.
Cliffheart 4 Dec, 2021 @ 9:25pm 
i absolutely love this mod, and was thinking, one thing id love to see would be like necromorph armytypes after researching the xenomorph army tech
Cephalon Sithalo  [author] 13 Nov, 2021 @ 12:45pm 
Im sure plenty of others can have it. Ship still powerful but tied to stupid systems.
I tried the other mod and it worked in fixing the number.
BasicallyClueless 13 Nov, 2021 @ 8:47am 
Is anyone else having the "1" glitch? I was gaining hull/armor/attack power from attacking enemy fleets and then it randomly did that. I'll try your suggested fix though!
Grendain 13 Nov, 2021 @ 8:45am 
You like my idea very thanks :3
Cephalon Sithalo  [author] 13 Nov, 2021 @ 8:42am 
@Carrion I have no idea how to fix that. But you could try using The Zenith of Fallen Empires: Defines which appears to fix a similar issue for their mod. Since it changes the define file (I presume for fleet power calculation) it should effect all ships from other mods as well so give that a try.

I never thought about moving pops off the planet... I guess I can just convert it to an instant application like Negotiating with crime lords.

@Grendain, See, thats a great idea. I have little idea or drive for dealing with the events that would be required to check and spawn and pop ups ectect.
Although I do already have the buildings in. The Red/Black Marker structures produce EC