Stellaris

Stellaris

Splinter Colony Ver 4.1
27 Comments
FebHare  [author] 28 May @ 5:39am 
@Nikal
I fixed created countries have all first contact chances.

About CoM and the splinter colony, they both are The Chrysanthemum descendants. So I am content with the status quo (the splinter colony takes CoM name and vanilla one change its name).
FebHare  [author] 26 May @ 5:49am 
@Nikal Thank you! I'll dig about it.
Nikal 19 May @ 10:17am 
Apparently there should be a "day_zero_contact = no" in the create_country code block.
Nikal 19 May @ 8:31am 
Also, I console-switched to the Splinter Colony and noticed an odd issue with them immediately getting to research first contact for the entire galaxy.

I'm guessing this would speed up how fast empires find out about one another, ultimately leading to odd behaviours with empires which were supposed to be hidden, and speeding up how fast the galactic council is formed. Probably not intended.
Nikal 19 May @ 7:00am 
I liked to abuse the pre-scripted spawning of the CoM when a human empire uses the Sol system. They make for good antagonists. It'd be great if the mod picked a system other than Deneb, so that initalization still worked. 👍

Anyhow, posted some more error messages in the discussion section. Don't think they do much, but just in case. 😅
FebHare  [author] 19 May @ 3:15am 
@Nikal If you play as UEN and there is both the Splinter Colony and CoM, the Splinter Colony will have CoM name and the later is changed to random other empire. System names won't be changed, so there are two Deneb.
If you play as non-UEN and there are UEN, the Splinter Colony and CoM, nothing special happen.
Nikal 18 May @ 2:47pm 
Seems to be working now. I'll give it a couple of more spins to be sure.
I haven't checked the code, but does the Splinter Colony always spawn in Deneb? Does it prevent the Commonwealth from spawning if the UNE is present?
FebHare  [author] 18 May @ 7:32am 
@Nikal Thank you for report.
I figure there is no system which splinter_is_hyacinth_candidate_system will be yes.
I updated just now. It is hard to confirm, but I think it will work.
Nikal 18 May @ 6:40am 
My logs keep getting spammed with an issue by splinter_hyacinth_settlers.

[code]
[14:51:53][trigger_impl.cpp:1193]: Script Error: Invalid context switch [space_owner] from *DIFFERENT SYSTEM NAMES* [galactic_object], common/scripted_triggers/scripted_triggers_splinter.txt:15 @ in scripted trigger splinter_is_hyacinth_candidate_system at file: events/splinter_events_arkship.txt line: 1650, Scope:
type=galactic_object
id=225
opener_id=4294967295
random={ 0 2365055693 }
random_allowed=yes
root=
{
type=fleet
id=167772579
opener_id=4294967295
random={ 0 2365055693 }
random_allowed=yes
from=
{
etc.
[/code]

I checked the Star Systems in game and found nothing there.
FebHare  [author] 29 May, 2024 @ 6:43am 
@Tivaaky1 Update for Stellaris 3.12 is ongoing, and I noticed the issue around Synthetic Fertility. I am blocking the origin when I read your post... but I am considering a different option, removing Pathogenic Genes Trait from Arks descendents.
Yes, Pathogenic Genes Trait is an aftereffect of the Harbinger Plague! And Arks descendents are free from it and won't vanish out.
Kheeran 29 May, 2024 @ 3:50am 
With the Machine Age expansion, Splinter Empires main species will die out with Pathogenic Genes trait if the Player Empire has Synthetic Fertility. From a role playing standpoint, one assumes the Splinter Empire left the homeworld before the plague hit (as is noted with their initial communications and being unaware of the plague), but that plague is new to the new expansion, though it dovetails nicely to the mod. The only times the Splinter Empire does not vanish entirely is when they have slaves, who then take over the empire once all of the player race has died out.
FebHare  [author] 21 Jun, 2023 @ 2:24am 
@Shoff No. A dialog will be displayed and you can choose to start the whole Splinter Colony Event or not.
Shoff 20 Jun, 2023 @ 1:04pm 
So, to be clear, if I'm playing an empire that satisfies the conditions listed here, the Splinter Colony event chain will happen every single game, right? Just seems like that is too often if I'm being honest. I'll look into it myself I guess, but I was hoping I misunderstood
FebHare  [author] 10 Dec, 2022 @ 8:42pm 
@Tivaaky1 I got the issue. It is about Spiritual Splinter Colony, not human species or country.
And I fixed it. Thank you for reporting.
Kheeran 10 Dec, 2022 @ 2:07am 
It could be a mod compatibility issue, but it happens whenever the human splinter colony has spiritual ethics. When it does not have spiritual ethics the splinter colony has a name. This did not happen pre 3.6 so I'm thinking something has changed but I will also remove mods and see if that fixes the issue as well. Thanks!
FebHare  [author] 9 Dec, 2022 @ 8:21pm 
@Tivaaky1 your issue didn't be reproduced on my side. So I have a few hypothesises.
1: in Stellaris 3.4 and 3.5, I have encountered several nameless (but unrelated with Splinter Colony) empires. That issue (Paradox one) might be remaining in Stellaris 3.6.
2: the issue needs more specific conditions. Are your empire United Nations of Earth? There is Commonwealth of Man? Does the nameless empire have splinter_chrys_country country_flag?
3: compatibility issue with other mods.
4: unrelated issue.
Kheeran 9 Dec, 2022 @ 5:36pm 
Recently the main human splinter colony has no empire name and the fleets are "neutral" without names. Did 3.6 change and bug the name lists somehow perhaps? Hopefully this is fixable, thanks!
malthric 19 Jun, 2022 @ 6:53am 
ok understandable
FebHare  [author] 19 Jun, 2022 @ 5:57am 
@malthric Massive update will be required to allow it, and AI behavior is tricky to test. So it has very low priority.
malthric 19 Jun, 2022 @ 4:03am 
why cant ai get splinter colonies
FebHare  [author] 18 Jun, 2022 @ 10:18pm 
@malthric you are correct, AI empires couldn't be the homeworlder.
malthric 15 Jun, 2022 @ 3:46pm 
wait ai empire don't get splinter colonies
FebHare  [author] 19 May, 2022 @ 4:30am 
@Commissar BS Splinter start systems can be picked but aren't required.
If you don't picked them, a dialog asks whether you start the whole Splinter Colony event or not, is opened.
If you picked them, it is assumed you select "Yes".

It is a legacy feature from original Splinter Colony mod.
Commissar BS 18 May, 2022 @ 12:43pm 
So this version does not require the start system initializer?
chronosphaenon 18 May, 2022 @ 6:16am 
Hey Feb, I use a sh*t ton of other mods (around 60, not counting the music ones), which will probably mess things up, sure, Language is ye gud ole English. I can't remember the planet class or name nor access my home computer right now. Star system is Deneb. I'll report again as soon as I can get home and open that save.
FebHare  [author] 17 May, 2022 @ 4:21pm 
@chronosphaenon Thank you for the report.
But this event (splinter_diplomacy.20, at Egalitarian Splinter Colony) works fine on my side. Event title include the capital's name (like "Embassy on Awixall Tymcrix"), there is planetary background and there are 3 options ("Tell me more.", "Please consent to the testing." and "We will not support their grotesqueries.").
I am figuring the capital's name is corrupted (in Stellaris 3.4, some non-English characters corrupt the whole name) and it breaks this event.
Is the capital's name intact? How about language setting, the capital's planet class or other mods you use?
chronosphaenon 17 May, 2022 @ 8:29am 
There's a bug on the "Embassy established" event, where no options appear. See the screenshot at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2809304037

Nice mod, anyways.