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Gestalt Void Dwellers
   
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Mar 27, 2020 @ 2:51am
Nov 28, 2020 @ 12:30am
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Gestalt Void Dwellers

Description
This mod changes the requirements for the Void Dwellers origin to allow Gestalt Consciousnesses to pick it.

Will work for people that do no own the required DLC (Federations), but obviously there will be no visible difference unless you, or the host of a multiplayer game own it.

Please Note: As a gestalt Consciousness, you WILL start with buildings and districts that are useless to you, in addition to some new balancing (see below). After removing the useless buildings, I recommend using console commands to add relevant buildings and districts across your habitats to make it match a more standard start, which are detailed below in balancing. Without at least some changes you will have a far more challenging start, especially as Machine Empire.
I will look into adding these changes as part of the mod in the future.

Mods or future updates that change Void Dweller requirements or any traits may cause this mod to break, I can update accordingly. Will not work with game versions older than v2.6.0.

Balancing
Obviously there are some problems with balance using this mod. Some can be quite noticeable (e.g. MEs still having 100% habitability on planets) while others are negligible. Regardless, it can be very difficult to keep your entire empire running smoothly, and issues with stability or resource upkeep can be very common. The major issues are different for each of the consciousnesses, but each of them will struggle in different ways.

Please remember that this origin was never intended to be balanced for Gestalt Consciousnesses and it can be challenging to remain on par with others.

Machine Empires
Machine Assembly Plant - Essential, however recommend only 1 unless you add extra Alloy Foundries and Mining Districts
Uplink Node - Not recommended, provided by Habitat Central Control
Research Labs - Not recommended, provided by Habitat Research District
Alloy Foundries - Essential, but already provided

Generator District - Recommend adding 3
Mining District - Recommend adding 1

Hive Minds
Spawning Pools - Recommended on starting Habitats for stability
Synaptic Node - Not recommended, provided by Habitat Central Control
Research Labs - Not recommended, provided by Habitat Research District
Alloy Foundries - Essential, but already provided
Hive Warren - Not recommended, provided by Habitat Housing District
Hydroponics Farm - Recommend adding 1 (Obviously not needed if Lithoid)

Generator District - Recommend adding 2
Mining District - Recommend adding 1 (+1 if Lithoid)

Known Issues
These are bugs or major balance issues I or others have found, comment if you find and confirm one not mentioned. I will attempt to fix these when possible.
  • You will still spawn with the non gestalt buildings no matter your ethic. See balancing above.
  • Habitat Capital building will still produce +4 consumer goods, regardless of ethic.
  • Many descriptions of traditions and the like will not make sense. This is purely cosmetic.
  • Machine Pops will still have 100% habitability on regular planets.
  • Machine Pops with the Void Dweller trait placed on planets will build new pops with the negative Void Dweller trait (technically intended, but a bit weird).
  • Machine Empires with Rogue Servitor will not spawn Bio-Trophies.
  • Machine Empires will have major issues with amenities due to the removal of Maintenance Depots.
12 Comments
Greenshadow Sep 17, 2021 @ 5:15am 
well hope you can sometime,as with the new update this mod makes the plantoid-only traits like budding or radiotropic disappear from the list,even if you correctly have a plantoid portrait!
Aphelion  [author] Apr 16, 2021 @ 6:24am 
@Calibrated I'll be spending a bit of time familiarizing myself with the new features of Nemesis, in regards to the mod especially the way districts and buildings work now. If possible, I hope to try to redo this mod in the near-ish future.
Calibrated Apr 15, 2021 @ 3:29pm 
If you do redo this mod I for one will love you for it
Aphelion  [author] Nov 28, 2020 @ 12:21am 
@leva.zakharov This mod is pretty out of date right now. I was going to completely redo this mod to account for more things like starting buildings and districts, but with the new changes to buildings and districts coming I'm waiting for that to reach stable. In the mean time I've found the issue with the sol system and will post a small update to make it playable.
leva.zakharov Nov 27, 2020 @ 12:40pm 
Thanks for this mod, but i have one moment: when I choose "Void Dwellers" origin, I couldn't chose "Void Dwellers (Sol)" system (for some roleplay moments). How I can fix it?
phantombandit May 15, 2020 @ 11:07pm 
I agree anubis! I want to be a robot who is there to DESTROY all life and planets. I dont want to like... live in a planet. Why would a robot... live on a planet? Living on a space station makes objectively more sense. there is nothing on a planet that is advantagious for a robot.
Aphelion  [author] Apr 8, 2020 @ 8:10pm 
@Carrier Yeah, sadly void dwellers are just not balanced properly for GEs, hence the need for this mod. An overhaul mod would probably be needed to make them work properly, but that's beyond me.
Carrier Apr 8, 2020 @ 2:53pm 
Wish I could say I liked this but no matter what I do theres always atleast one resource in the red.
anubis Apr 3, 2020 @ 4:21pm 
Void dwelling machine empire was exactly what I was excited for but I was disapointed that it wasn't an available option by base. Thanks for the mod
PR0M3TH1AN Apr 1, 2020 @ 8:36am 
could you do this for the lost colony origin