Stellaris

Stellaris

Kek's Origins (4.1*)
51 Comments
 Kekadoodle   [author] 9 Oct @ 4:57pm 
@fairyheart What issue did you run into exactly? The only thing I’ve seen is that some map sizes spawn the unique systems more reliably than others. It could be the other way around, but I’m pretty sure on larger maps they can accidentally blend into existing systems while the hyperlanes still spawn isolated. Passed that, I haven’t run into anything else in testing, so if it’s something I missed please let me know.
fairyheart 9 Oct @ 9:50am 
Secluded paradise isn't working at all when I was using it.
үгжинжин чоно 2 Oct @ 5:43am 
Ahhh that's understandable. i'll forever miss the trade value farmers, technicans, and miners until we get it haha. Thanks again Kek and stay safe and soun!
 Kekadoodle   [author] 2 Oct @ 2:10am 
@үгжинжин чоно To paint you a clearer picture, I’ve only just started rebuilding Kek’s Civics. Many of the old civics were made obsolete by Paradox updates or simply don’t function anymore and need a full rework. The good news is that 3 civics are already finished - two reworked classics and one new generic civic. My plan is to include both standard civics and ones that aim to change playstyle with unique buildings or district zoning as an example. It’s underway, but it’ll take time.
 Kekadoodle   [author] 2 Oct @ 2:08am 
@Mael I don’t believe that’s an issue with this mod, though I’ll admit I haven’t tested it personally. From what I understand, that looks like a vanilla Stellaris problem. The Planetary Metropolis setup only swaps your homeworld and applies the corresponding districts and zoning already available in vanilla. Nothing custom is going on there beyond the blockers and planet modifiers.
Mael 30 Sep @ 4:16pm 
I think there's a small issue with the Planetary Metropolis origin. I have the Fallen Empire Silo tech researched but am unable to build it anywhere on my homeworld, in fact the building doesn't even show up.
үгжинжин чоно 30 Sep @ 5:07am 
Gotcha gotcha, Dankee haha.
 Kekadoodle   [author] 29 Sep @ 9:13pm 
Soon™
үгжинжин чоно 29 Sep @ 6:35am 
When do you think you'll get those civics added to a mod, if ever? I'm still waiting on them tbh haha. Thanks for the mod though.
whityewhaleouob 24 Sep @ 8:08am 
have cn?
 Kekadoodle   [author] 23 Sep @ 6:08pm 
It already kinda does this.

Once terraforming technology is unlocked, an event a couple of years later grants a research option for a tech called Biological Planetary Integration, which enables hive world terraforming. The ascension perk is not required for this ability, though its bonuses and the unique spawning district still depend on it. Gaia worlds cannot be converted without the perk, and tomb or barren worlds remain restricted until climate restoration is completed.
23 Sep @ 5:29am 
could the hive world origin get the same treatment as vanilla maschine world origin? in the way that it you don't need any tech for the Ascension Perk to build more?
 Kekadoodle   [author] 22 Sep @ 10:10pm 
This mod has been updated to version 4.1. Most of the changes center on the shroud, with Zro-Touched brought in line with the Chosen civic. Revelation edicts are temporarily removed while I test balance and consider a rework. Hive Amalgamation and Secluded Paradise both got fixes, and Planetary Metropolis now starts stronger to prevent early deficits. I haven’t tested every detail, so if you run into issues, let me know.

I’m also exploring new ways Zro could tie into the origin, such as council agendas that function like rituals and summon entities at the cost of Zro (still uncertain if it’s possible, but worth exploring). If you have ideas of your own, I’d love to hear them. My goal is to make this origin feel like a clear step up from the Chosen civic.
 Kekadoodle   [author] 22 Sep @ 5:46pm 
To answer your question, yes it did. I'm working on patching it.
 Kekadoodle   [author] 22 Sep @ 4:40pm 
Checking it over soon.
22 Sep @ 4:38pm 
Did it break?
 Kekadoodle   [author] 21 Sep @ 6:09pm 
Howdy! Just wanted to give a fair warning that the Zro-Touched origin may break upon release of the 4.1 Lyra update. With the new systems being introduced in the Shadows of the Shroud DLC, compatibility may take some time. My hope is that Utopia users will still be able to use the origin without any issues.
steefs935 6 Sep @ 6:01am 
Thanks whatever was the problem was seemingly fixed with this update. A new empire doesn't just magically appear anymore in multiplayer. No clue what it was, but something changed after the update.
*Lamilth* 31 Aug @ 7:36pm 
glad my hive is about to return. plus nice balance pick!
Stern 30 Aug @ 5:16am 
huu
 Kekadoodle   [author] 30 Aug @ 2:19am 
P.S. Fixed the special project description, thanks for letting me know.
 Kekadoodle   [author] 30 Aug @ 2:09am 
New Update! Hive Amalgamation empires can once again terraform planets into Hive Worlds early! This ability now unlocks through a tech offered upon discovering Terrestrial Sculpting. I may shift this feature to the Resource Consolidation origin in the future, or spin it into a separate submodule, but for now it has returned!
steefs935 26 Aug @ 8:18am 
After looking again right now, it actually looks like one of the prescripted paradox empires that's been randomized slightly, same species portraits and names, but different government types and flags. So it might be something with paradox conflicting with the mod. One of my friends says a similar thing happens when he plays Planetary Diversity mods, so it's possible it's not the mod at all.
steefs935 26 Aug @ 8:08am 
It's just some random empire, I tested it today again after clean reinstalling stellaris and deleting all the caches and it still happens, but on three empires it replaces one of the forced spawn empires with a random empire. Any other numbers and one just gets added. It's not linked to any of the origins, I also made sure it's not linked to one of the guys playing a Scion or lost colony.
 Kekadoodle   [author] 22 Aug @ 11:36am 
I'll take a look into both of these issues and test it for myself. Is it a randomized empire or is it one of the prescripted empires?
steefs935 22 Aug @ 8:02am 
Not sure if this is an issue with the mod itself or with the base-game being weird, but ever since the recent update a random empire keeps spawning even when i set it so only 4 empires spawn a random 5th one will still appear, i tried testing it in single player too, because this was messing with the performance for the multiplayer, and it happened again, even if i force only four specific empires to spawn and choose to play one of the four force spawned. It only happens with the mod turned on, so it might be some bug.

It's not much of an issue, it just messes with the performance for multiplayer for guys with lower end PCs that i play with.

Great mod, and really enjoy it man.
Thyroid 21 Aug @ 10:43pm 
not a huge issue, but the description on the Secluded Paradise special project doesn't seem to be working, its empty
Red Skull 28 Jul @ 8:38am 
Thanks for the update!
 Kekadoodle   [author] 28 Jul @ 3:57am 
NEW ORIGIN RELEASED – Heaven’s Bulwark
Heaven’s Bulwark is now live! This origin gives you early access to the orbital rings tech and starts you off with a Tier 2 orbital ring on your capital.

Please let me know if you run into any bugs or balance issues.

Note: This mod overwrites the orbital rings megastructure file to apply a -30% build cost modifier. It can be loaded before other mods that touch the same file, but you’ll lose that modifier if you do so.
 Kekadoodle   [author] 24 Jul @ 3:20am 
For anybody testing the Tristellar Pact origin, let me know if removing colonizable planets from the home cluster feels too punishing. In my current game, an empire with the origin seems to have its growth stunted, but I’m not sure if that’s due to the limitation or just typical Stellaris AI behavior.
 Kekadoodle   [author] 16 Jul @ 10:55pm 
Yes @victoriousdread07 (private)
victoriousdread07 (private) 16 Jul @ 7:47pm 
Does co-dominant evolution allow us to customize the second species?
 Kekadoodle   [author] 16 Jul @ 5:15pm 
I’VE CONSIDERED IT, my head is like “why the hell not put Sol in a trinary system?”
Red Skull 16 Jul @ 2:57pm 
Apologies, I see how the origin functions now, my bad
Red Skull 16 Jul @ 2:33pm 
Aw man excited for the new origin and no Sol Start :(
Does the coding just mess up the initialiser and cluster too much?
Stern 30 Jun @ 9:44am 
French version here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3512972862

Thank you for the mod.
 Kekadoodle   [author] 26 Jun @ 4:46pm 
@wintertripod I imagine lol, so long as Stellaris is compatible and has workshop support.

@Nikal It used to just kinda work before the AI rework way back when. Once the AI started becoming relatively competent, it became BUSTED. In it’s current iteration, it removes the buffs given from the civic from all members but you still have to deal with their sheer AGGRESSION and that’s what really breaks it. For that reason, I set ai weight to 0. Genocidal origin go brrrrrr
Nikal 26 Jun @ 9:57am 
Early-game federations are already super strong, but the Blood Court is just… wow. 🙈
wintertripod 25 Jun @ 8:56pm 
is this compatible with steam deck?
eqN 21 Jun @ 8:27am 
Thank you both, Kek and Sartek, for working together for compatibility between your mods! Sartek's mod is a life saver for awesome mods like this that typically conflict with tradition/perk mods. I'd encourage you to add a link to let others know about the merger mod and its easy compatibility Kek, so they aren't afraid to try it due to its overwrites.
Red Skull 21 Jun @ 7:03am 
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 Kekadoodle   [author] 21 Jun @ 1:10am 
@hydra It turned out I needed to create an absolutely tiny patch that adds compatibility between Kek's Origins and Planetary Diversity. It can be downloaded here .
The Rider 20 Jun @ 4:58pm 
I'm just glad to have some version of codominant evolution back. The elves shall fly their dragons again!
 Kekadoodle   [author] 20 Jun @ 2:09pm 
@A-Sartek Yeah for sure, I’ll add it tonight.
A-Sartek 20 Jun @ 4:21am 
Hello @ Kekadoodle , one of my mod users (at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2821711162 ) requested compatibility with your mod. I see that you have a global flag "KO_Origins_Setup_Fired" which is good but I've been transitioning from global flags to scripted variables recently, this is because inline toggles (which require scripted variables) are better for performance and also allows for a cleaner implementation (tidy error log).

Implementing this is quite simple, for example you could add that variable to KO_test_variables.txt and name it something like "@kek_origins_active = 1".

Thank you for hearing me out. :happykitty:
 Kekadoodle   [author] 19 Jun @ 11:13pm 
@Falontani I haven’t been able to reproduce the issue you’re seeing with Planetary Diversity features disappearing. I’m running Gigas, PD, GPM, and my own mod, and everything seems to spawn fine on my end.

That said, I did catch a separate issue where the second planet from Terraforming Pioneers was trying to adopt a nonexistent planet class – that’s on my radar now. Otherwise, all other planets appear fine in terms of planetary features.

As for PD compatibility: this mod doesn’t modify any PD content directly. The only interaction is the pdignore flag (defined by PD) added to the Terraforming Pioneers starting colony, which prevents it from auto-converting to a different subtype. No PD planet classes, features, or scripts are touched.
falontani 19 Jun @ 9:00pm 
Hi, saw your reddit post yesterday, nabbed it up in my somewhat heavily modded game. You said that Planetary Diversity is compatible, but I'm having an issue. When I start the game, all of the Planetary Diversity planets lose all of their Planetary Features. This has happened on 4 different game starts, and it happens to most of the AI as well. I believe it is this mod because it is the only mod that is different between runs where it didn't happen and runs where it did.
*Lamilth* 19 Jun @ 7:28pm 
thx for your work. my mod is waiting for hive world decision though
Red Skull 18 Jun @ 12:46pm 
@ Kekadoodle  Got it! I won’t be using Secluded Paradise, so that should avoid the Gigas conflict entirely. I’ll test everything out in another playthrough and see how it goes. Thanks for the heads-up—and I’ll definitely check the !!OVERWRITES!! discussion too
 Kekadoodle   [author] 18 Jun @ 11:10am 
@hydra GPM should be fully compatible. I don’t think AOTC will have any issues either. The only potential conflict is with Gigas, since Secluded Paradise and EHOF both use the same code. Disabling EHOF at game start should avoid that.

Planetary Diversity is compatible. The only problem I’m seeing is with the Terraforming Pioneers origin, its starting colony doesn’t receive the unique planet modifiers from PD’s special planet types.

I wouldn’t worry too much about compatibility, if you’re curious, check the !!OVERWRITES!! discussion I pinned.