Stellaris

Stellaris

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Distant Stars Overhaul & Playable Nanite Machines
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Jan 18, 2020 @ 1:33am
Jan 24 @ 10:36pm
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Distant Stars Overhaul & Playable Nanite Machines

In 2 collections by Coggernaut
Cog's Simple Modlist
26 items
Cog's Simpler Modlist
12 items
Description
Adds a new Nanite Machine Origin and overhaul of the Distant Stars DLC with new nanite technology, archaeology, ships and more!

I've always felt the Distant Stars L-Gate DLC was lackluster… like it was missing some greater part of the story within Stellaris. I've spent 200+ hours coding huge amounts of content into overhauling what distant stars is about.

This was inspired by the Bio-Harvester Nanite Mod.

We have worked in collaboration with Twink315's Dessanu asset/texture pack.

L-Cluster Overhaul: L-Drake Scenario
The L-Drake scenario has been overhauled with new mysterious L-Gaia Worlds that contain a vibrant ecosystem of new species. There is now a variety of new L-Species that populate the L-Cluster, with tons of content to explore and stories to unfold. Discover the origin of the L-Species and maybe even interact with locals that may inhabit the L-Cluster. But be cautious, not everything is friendly within the Flourishing Ecosystem… especially if you provoke it. The mod introduces a mechanic to randomly assign systems and planets with events, so every game won't have the same location of events or types of event!

Nanite Machine Origin & Harvesting Habitable Worlds Mechanic:
A new way to play, where this machine race can only colonize tomb worlds, machine worlds, etc. Though, Nanite Harvesters start on a Nanite Forgeworld as an advantage. Though instead of colonizing habitable worlds, Harvesters transform them into "harvest worlds" which yields resources at a decaying rate for a specific amount of years tied to its planet size/class. This yields an interesting way to play where early expansion is unneeded, but by the time these harvest worlds begin decaying, you will rapidly need to expand more and more to feed your hunger for resources later game. Encouraged to expand through purely economic needs rather than a will to consume biological life. Though, every world you harvest will cause all known empires to dislike you (since you're wiping out life).
  • [District] Bio-Processing Foundry: Bio-Processor Drones convert Food into Energy
  • [District] Alloy Foundry: Fabricator Drones convert Minerals into Alloys
  • [Planetary Feature] Nanite Forgeworld: Produces an income of 1 Nanite resource per month.

Gateway Guardian Origin:
This is a Tri-Ethic Empire (Spiritualist/Xenophile/Militarist) that worships a covenant made with the Gate Builders.
- Can unlock precursor relics & war machines of Dessanu origin
- NEW Story Event Chain: The Gateway Orthodox Schism
- See preview pictures for more




L-Gate Technology:
Opening the L-Gates only gives a single technology… it hardly feels like you're unleashing a deadly machine technology into the galaxy like it's lead to be. This mod adds dangerous new technology that utilizes nanites for new weapons, war machines, titan-ships, and world destroying (harvesting) weapons. Providing a whole new avenue of play mid-game.

New Nanite Mothership (Titan) and Harvester Engine:
After researching necessary components, you are able to build a titan-class Nanite Mothership that comes with the "Harvester Engine" which gives the ability to harvest habitable planets like nanite-machines can do. This ship has been balanced and is subject to change upon any balance change needed. This ship utilizes new nanite weapons provided by this mod, which also require a nanite resource upkeep.

New Technologies:
  • Nanite Bombardment Stance
  • [Titan-Class] Nanite Mothership
  • [Station Upgrade] Orbital Nanite Shipyard
  • [Megastructure] Nanite Foundry
  • [Building] Nanite Weapons Lab
  • [Weapon] Nanite Torpedo Capsules
  • [Titan Weapon] Titanic Nanite Lance
  • [World Destroyer Option] Harvester Engine
  • [Hybrid Fighter/Bomber] Nanite Lancers
  • [Upgrade for Robot Pop Producer] Nanite Assembly Plant

Archaeology (DLC Not Required)
− The "Cult of the Gateway" Dessanu origin has archaeology gameplay with mechanics on reclaiming precursor war machines.


To-Do:
− Random events / story for harvest worlds
− Nanite "Grey Goo" Rebellion Event (A possible scenario caused by researching Dangerous Tech)
− Precursor Questline/Story for Gateway Pursuer and Harvester Civic (Partly Done)

Mods & Compatibility:
This mod should be compatible with most mods that don't modify Distant Stars DLC heavily. Place this mod at the top of the list so it may be overwritten by other mods for compatibility.

Italian Translation provided by NN123

This IS Compatible with:
NOT Compatible:
− "Universal Districts Patch" mod

For Modders:
If you'ed like to make this mod compatible, there are some planet flags/triggers for conditions:
has_planet_flag = pc_bh_harvest # Harvest World has_planet_flag = pc_bh_harvested # Harvested World (Depleted) has_planet_flag = pc_nanite_forgeworld # Nanite Forgeworld

The goal is to make this mod compatible as possible, and we will continue to reach out to modders to make more mods compatible amongst each other (by utilizing flags and triggers).

Discord:
Want to contact us about bugs, suggestions, or anything? Come join us on Discord![discord.gg]

This discord is also the Cultures Overhaul Mod discord, which this mod is meant to be paired (recommended) with. We hope to see you there to discuss modding! :D
Popular Discussions View All (1)
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Nov 28, 2021 @ 4:36pm
PINNED: Tech Tree
FirePrince
876 Comments
Furydragonstormer Mar 11 @ 6:36pm 
Alright, did some more testing and even went with patching game files to be safe. Think it's due to a recent update if it isn't a mod conflict then. That, or maybe something in the code given you mentioned it's a new origin. Even a small typo can be enough to screw that kind of thing up when I checked for possible reasons online
Coggernaut  [author] Mar 11 @ 3:25pm 
Keep me posted on your status

However, I don't think it would be a mod conflict since this is a new origin, unless your Authority is different and not fulfilling the requirement
Furydragonstormer Mar 11 @ 10:19am 
Did have that since I was in the middle of tweaking one I had to be more nanite central in theme. Which is what perplexes me. I'll give it a shot again with a completely new one again though. But it might be a possible clash with one of the other mods I got running.

Two current suspects I have are machines and robot expansion continued, or the extra ship components NEXT (nanites expansion continued is a third suspect now that I think about it)
Coggernaut  [author] Mar 11 @ 4:42am 
@Furydragonstormer

Make sure you have Gestalt Ethic & machine intelligence chosen and the origin should appear
Furydragonstormer Mar 6 @ 3:32pm 
Not sure if this is my end for this, but when trying to give a machine empire that harvester origin, I cannot find it anywhere despite looking several times very carefully. Even uninstalled and reinstalled the mod, but nothing changes. Did one of the recent Stellaris updates bork things or what?
ClassyPilot177 Mar 6 @ 8:40am 
Ah, I see
Unfortunate, but I believe I am able to use the non-weapon techs in it so that's still good
Best of luck with updating it tho!
Coggernaut  [author] Mar 5 @ 6:03pm 
@ClassyPilot

It does not apply to nanite ascension, I... really need to code that. I've gotten busy in the last year and put what little time I had into maintaining E&C Classic. It would be nice to have someone help me code DSO, that would be a huge help in updating it to the 'new' Nanite DLC. Ironic, given that DLC is almost half a year old...

It's been so long I really need to set aside time this weekend and merge those two ships and avoid confusion. Of course, for those that don't have nanite DLC, I'll keep that modded nanite ship to allow people without the DLC to still get the ship.

This mod introduces it's own nanite shipsets (separate from nanite ascension) which is why you're finding it unable to work on that one. It's confusing, but comes from a time before the DLC
ClassyPilot177 Mar 4 @ 10:13pm 
So I've researched the nanite lancer/titanic option for it, the torpedos and the core but nothing is able to be put anywhere
Do I need to wait until the mothership research option pops up in order to use them or something? Or am I missing something/the mod doesn't work with nanotech ascension or? Sorry if this is worded a little weird, just unable to figure out why I've researched them yet am unable to actually do anything with them.
Coggernaut  [author] Feb 3 @ 6:10pm 
Okay
Varlun Feb 3 @ 4:50pm 
I really don't know. I can't offer advice on balancing or how to implement it. Trust your own judgement