Stellaris

Stellaris

Halo: The Flood
415 Comments
Optimus Prime 27 Sep @ 1:33pm 
Are the keymind ships locked behind a research, I have multiple planets all with keymind nests but I can only see Hive warren and grow pure flood forms under the decisions tab?
whyamihere 26 Sep @ 6:03pm 
am i cooked the faction is not showing up
finoman 13 Sep @ 5:49pm 
add origin variant but with infected high charity, IT WOULD BE PEAK
YOUNG DIVER BITRICK 9 Sep @ 5:19pm 
Love this mod
Auriel [GER] 1 Sep @ 9:28am 
Thank you :)
force728  [author] 1 Sep @ 8:28am 
@Auriel [GER]: Build a Keymind Nest and then using the planet decision to summon one into space which will remove the building. Once a Keymind is in space, they can't come back to the planet, but you can just build another nest to repeat the process.
Auriel [GER] 1 Sep @ 12:53am 
How do I put keyminds on the planet?
Auriel [GER] 31 Aug @ 1:02pm 
Is this mod working with the latest Stellaris version?
Lord Dashie 21 Aug @ 9:17pm 
is there anyway we could get a single flood picture/costume variant with a top hat so I could play a diplomatic flood game to bait and switch my friends : ) if not that's ok just thought would be fun!
SimplyySerenity 22 Jul @ 6:30pm 
gravemind origin crashes when trying to build districts (maybe also buildings)
[ps i have a bunch of the halo mods so sorry if the origin isnt from this]
PicklesDLXII 12 Jul @ 2:11pm 
portrait mods causing a blank pop up that pauses the game and pops back up right after closing it
XAceBandito 2 Jul @ 6:34am 
Can you tell us when the biogenesis ship set will be finished?
MaVeRiCk 2 Jul @ 3:48am 
I have a Flood Gravemind army that I used to take over a planet... does it really just sit there permanently after one invasion?

Not sure if this is a bug or intentional, but considering I can only make one flood gravemind I figured it would be reusable
j.yellow28 22 Jun @ 3:15pm 
@brokenarrow Sins of prophet isnt up to date yet
Brokenarrow726 18 Jun @ 9:49pm 
Anyone make this work with Sins of The Prophet mod? Im running in to an issue when the game is playing it continually pops up with a blank message box in the middle of the screen and wont let me actually play the game.
torn1147 14 Jun @ 9:11pm 
Ran into a bug(?) where the flood builds orbital habitats which i can't bombard to destroy like their regular hive worlds. Have to invade them. Same problem with some desert worlds under their control.
torn1147 13 Jun @ 1:10pm 
@CRISEUMR that's not a great idea I think, the AI cannot handle biomass at all in 4.0 and just stagnates immediately after game start
CristianMirror 9 Jun @ 4:48am 
Hello, will biomass be used as a resource in the mod?
Why shouldn't the biological class of flood ships be used?

Thank you for updating !
The Green Alien 6 Jun @ 9:14pm 
anyone know how to disable or at least change the negative origin modifiers that effects the floods ship fire rate and shield nullifcation
RezinQui 6 Jun @ 3:38pm 
This mod destroyed my whole fleet of Nanite swarmers and indicators once before, felt sad and defeated then.
force728  [author] 5 Jun @ 3:22pm 
@D34DCLOWN1231 & Terbuis: I don't see that on my end. You may have to re-download the mod because the steam workshop can sometimes have issues updating the mod properly.
D34DCL0WN1231 4 Jun @ 8:24pm 
I'm having the same problem as @Terbius
Terbuis 31 May @ 10:44pm 
Getting two daily empty event pop-ups when using any mod in this set. Love the mod but unsure of how to fix this, its to the point that its essentially unplayable.
j.yellow28 29 May @ 4:44pm 
prob bug fixes
EldritchSheep 24 May @ 5:24pm 
so whatd this update bring??
Raven 16 May @ 10:16am 
any chance for a second system for the flood which starts outside of the galaxy?
Shadowing 14 May @ 1:02am 
Would it be possible to get shipset only without everything else?
force728  [author] 12 May @ 10:39am 
@Arthur: I'll look into it, but there is no empire limit, just one per planet. I also removed the Spore Mound limit, so you can build more on one planet.
Arthur 12 May @ 5:49am 
is there an empire limit since i can't upgrade the one's on other planets or build the spore mound or mountain
force728  [author] 11 May @ 8:12pm 
@thepigemperor2: Not sure. There are no custom flood districts in the mod since Infected Flood worlds just use the hive world district set. I'll look into it, but I think that's something to do with the base game.

@Cho'Giki: Thanks.

@Arthur: You build a Flood Nest and upgrade the building into a Flood Den.

@ton10p: Yeah, I noticed there are some problems with the biomass resource. Like I said, it's too early for any of this until I can stabilize this mod properly.
thepigemperor2 11 May @ 11:04am 
heyo, the districts on the infected flood planets give a tiny amount of jobs (100 per district) compared to normal planets (200 + 100 per specialization), is this intended?
Cho'Giki 11 May @ 3:47am 
@Force728, new version of russian localization (I lost old files)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3479708723
Arthur 11 May @ 3:24am 
what does it mean must enable flood den or colony
Arthur 11 May @ 3:12am 
how do you build a flood den?
ton10p 10 May @ 7:01pm 
please make the wilderness version optional as the biomass feature is unusable due to it being unregulated and uncontrollable resulting in insufficient pops for jobs as the biomass feature sucks all the pops away from the jobs leaving them unfilled even when you have thousands more pops then needed to fully employ the worlds jobs, at-least that was my experience a few days ago.
Alaska 10 May @ 1:20pm 
@Force728 I am super excited for it. i know it will take time for both your halo mods and star wars ones but you are probably the best modder out there right now. i look forward to your updates.
force728  [author] 10 May @ 12:45pm 
@Alaska: I'm definitely taking a look at it. I'm already making an alternate Flood ship set that uses the organic ship mechanics, so it's possible I'll use elements from the wilderness origin and integrate the biomass resource for the faction, but it's still too early to tell.
Alaska 10 May @ 11:11am 
@force728 do you plan on making the flood a wilderness type with the biomass or making a different origin with that for the flood? i think the wilderness mechanics are spot on for the flood.
Alpha Duck 10 May @ 10:22am 
@force728 Excellent to hear! I had just gotten back into a Stellaris phase and really wanted to devour the galaxy. :cool_seagull:
force728  [author] 10 May @ 8:34am 
@Vodkavsky: I already fixed the pop-up notification bug, but I'm still working on getting everything in at least a playable state today. It shouldn't be too long.
Vodkavsky 10 May @ 7:54am 
mod broke, spams a blank flood_bombardment.5 event with every game tick. Ive been struggling for days to find out what mods have stopped my 100+ hour playthough I was in the middle of, and this is one of them thanks to the new game update.

Paradox really needs to stop fucking up the mod community, and just make fucking sequels instead of dripfeed overpriced DLC and updates that break everything. I hate these devs so much.
j.yellow28 9 May @ 6:26am 
Cant wait for update one of my Favorite mods
Warmaster_Prime 9 May @ 12:02am 
Event notifications are bugged with the new update.
Masterdude94 8 May @ 9:06pm 
Dangit. Was in the middle of a playthrough as the Flood. Had consumed about half the galaxy when the update broke everything. Tried rolling the version back but still no luck.

Oh well. Can't wait for everything to be updated again!
XAceBandito 7 May @ 9:56pm 
Can you say how much time you'll need for the update ?
Vader129 6 May @ 8:26pm 
will you update the mod 4.0?
Modern Spartan 5 May @ 5:12am 
That Wilderness Origin would work WONDERS for this mod!!
-<MisFits>- High on Death 19 Apr @ 2:50pm 
will you rework the flood mechanics since biogenesis is coming soon?
XAceBandito 17 Apr @ 10:21am 
Would also be great if we could get the possibility to trade in multiplayer is ther a possibility you could do it? I would love it
addy2845 17 Apr @ 2:35am 
I still dream of a Flood mid/late-game crisis :(
Could be like a flood version of the robotic uprising mid-game crisis