Stellaris

Stellaris

ABANDONED - Shellworld Origin
26 Comments
Easy Pete 9 Apr, 2024 @ 5:24am 
Since this mod is abandoned, would you be okay giving me permission to repair this mod or add it into one of my mods?
Pommes 29 Jun, 2023 @ 4:18pm 
Quollveth is it Possible to get Some Files When Not Not a Problem but if yes just Write me A Quick PM and if you have some Blender Files and Mat Files Would Be Verrry Verrry Gud but do NOT Rush
Halcyon 6 Jun, 2023 @ 8:21am 
I second what Wizard_Ice suggested. This thing would be perfect for a half dyson half star lifter structure for gigas
Wizard_ice 15 Mar, 2023 @ 11:57am 
hey just wondering, if you're not going to continue this mod it be possible for you to maybe see if the, person who's doing the Gigastructural Engineering mod might be interested in taking this into the mod as a gigastructure? Just a thought... I did find this mod interesting while I was playing it.
theodorkw 20 Jan, 2023 @ 8:19pm 
Please update or talk to the gigastructural to put this beautiful megastructure back in the game. Many thanks!
Skallbreaker 20 May, 2022 @ 2:57pm 
is there a update comeing ? can build the shell world but i cant choose the origin its just not avalible
Marrow 3 Jan, 2022 @ 11:31pm 
Well, it certainly runs smoother to start with, although I'm not sure that shattered ring districts were really the solution here. I'd still much rather see an arcane generator put into place and have access to all the districts from the start. Banking 150k alloys to upgrade this thing is punishing, and it means nobody will get it until way late game when it's barely going to make a difference. Especially when you can just build a new one for 1/3 the price.

The 10/10 split on industrial districts was a step up from having 20 alloy jobs and only 6 consumer goods jobs, although the decision to specialise industry doesn't seem to split the districts like it says it will.

That +3500% resource production seems.... extreme. With modifiers like that the extra 1% from each district seems like a drop in an ocean, so either nerf the crap out of it (preferred) or buff the districts to +100% ish to match.
1465114862 2 Jan, 2022 @ 11:33am 
I use console code "event ehof_megastructure.531" to continue the EHOF event chains without breaking the shellworld. Looks like the last chapter of digsite "Hieroglyphics" will delete the colony with the digsite. I think prevent digsite "Hieroglyphics" in gigastructures mod appearing on the shellworld should fix the bug.
1465114862 1 Jan, 2022 @ 1:21pm 
When I use this origin and don't construct any starbase in about ten years, the digsite "Hieroglyphics" in gigastructures mod appear on the capital(shellworld). The shellworld will disappear when the event "Orange Bolt" happen. Is this mod or gigastructures causing this bug? It let capital disappear and people on it will die. Could this be fixed in some way?
Quollveth  [author] 31 Dec, 2021 @ 5:41pm 
I just completely rebalanced the origin as of 31/12, let me know how bad it is now
Porter 29 Dec, 2021 @ 6:16pm 
reminds me of the shield world from halo
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 28 Dec, 2021 @ 3:13pm 
it needs some serious sustanability as a start lol.
Marrow 27 Dec, 2021 @ 6:27pm 
In terms of balancing this I would strongly recommend adding an arcane generator type deposit, that sustains the upkeep for the first 1 of each district. As it stands now it's basically impossible to actually run this thing, because you'll end up in the negatives for most resources no matter what you try. I've been running it by force spawning two class 4 singularities and five dimensional fabricators, but that's obviously far from ideal and I still need to trade for some basic resources. This is with almost all specialist jobs disabled and several districts demolished at start.

The industrial districts also only provide 6 jobs, which seems like an oversight. And both industrial districts and farming districts seem worthless if you start as a machine empire (unless catalytic).

Overall good mod and I like it a lot but it definitely needs to be tweaked before it's actually playable.
Sadix99 27 Dec, 2021 @ 6:46am 
could be a good addition to megastructural engineering
Quollveth  [author] 26 Dec, 2021 @ 9:06pm 
the original mod doesn't exist, it's still in development and i cut a piece out of it that has been already finished. all the information is avaible on the mod itself if you just open it and read the tooltips, it's a habitable megastructure inspired by the birch world from gigastructures but it caps on expansion, it's capable of generating all resources, it has big modifiers to make jobs more powerful to be able to compete with other modded jobs while using vanilla ones, you can build more of them once you get the tech and is meant to be a reward from defeating a endgame crisis that still doesn't exist.
DarthK3v 26 Dec, 2021 @ 5:45pm 
That doesn't answer my question. What exactly does this origin do? What kinds of stats does a shellworld have? Can you make more of them? All basic information you're gonna need to include here for people who've never seen the original mod, such as myself.
Quollveth  [author] 26 Dec, 2021 @ 5:17pm 
@darth3v the original update did the exact same thing except the district set wasn't applied properly so they showed up on all planets regardless of class, it got fixed but something broke on the paradox launcher and it returned a error every time i tried to update the mod so i had to reupload
DarthK3v 26 Dec, 2021 @ 4:06pm 
So... what does it do? Where would I find the original upload if I wanted to know what this did?
Space_Void 26 Dec, 2021 @ 6:54am 
To be clear I think this could be a really good origin with just a bit more polish and work.
Space_Void 26 Dec, 2021 @ 6:52am 
Okay Suggestions: Make it similar to a Relic world where you have basic standard Districts, Housing, Generator, Mining and Agriculture. And then much like a Relic world you can repair it in the future. So start off with standard Pop amount and play like any other homeworld but you can upgrade it later. Besides that maybe some Dark matter deposits or other unique features % Increase to science production etc to give it some early game utility & advantage without being crazy.

Also suggestion: For the fully functional version just give it normal Ringworld districts and instead of mining jobs give decisions to upgrade an internal matter decompressor adding flat Mineral income to the planet. That makes it useful well into the late game and I would remove any crazy stats like 3000% increase to job production.
tolaburke 26 Dec, 2021 @ 4:46am 
Well. the first step would be to make it playable. It does not crash, but the opening situation...You start with 9 districts, with a total energy drain of 225 energy. One of these districts gives 20 Technicians. Technicians give 4 energy. Even with everyone diverted to a technician job, they can't cover the energy cost. That's not counting the fact you need people to run other resource jobs to cover other deficits, like rare resources, minerals, consumer goods...
samsockeater 24 Dec, 2021 @ 5:44pm 
figured it out
samsockeater 24 Dec, 2021 @ 5:43pm 
i have shellworld and shellworld origin in my mod menu bit in the launcher, which is it
Quollveth  [author] 23 Dec, 2021 @ 6:09pm 
it works fine with Gigas but doesn't require it, the only requirement is a mod that lets you see more districts (such as UIOD)
bossRCIman 23 Dec, 2021 @ 4:48pm 
Pretty sure meant to be with giga. The developer is quite active in the giga discord (though not talking much about this mod) and mentioned no problems.
samsockeater 23 Dec, 2021 @ 2:00pm 
this is cool, i shall poke it when i finish my next run - side note how does this behave with gigastructures? will they try to kill each other?