Stellaris

Stellaris

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Species Engineering Revived
   
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Apr 24, 2023 @ 6:34pm
Jun 4, 2023 @ 3:53am
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Species Engineering Revived

Description
This is a continuation of the “Species Engineering” mod by Skill Less.
The mod offers players the chance to create and customize unique species on planets. It allows players to create entirely new species with their own traits and appearances, giving them the freedom to design creatures that match their imagination.

One of the standout features of this mod is the ability to regress planets to pre-FTL status. This means that players can reset a planet's development back to Pre-FTL, which can offer new challenges and opportunities for players who want to experience a different gameplay style. For instance, players can create a colony, “devolved it” with pops in there, and return as an “almighty god or savior” to this species. Allowing to have the experience with Pre-FTL planets if you don't have any available in your borders.



F.A.Q
How do you make a species?
  1. Research Life Engineering (available after Gene Banks).
  2. Build Evolution Labs on any planet to get Life Breeders.
  3. Use the decision on any planet within your empire to create a species.
    • If used on a colonized planet the species will be part of your empire.
    • Or you can choose to regress the planet to an ancient pre-FTL era.
    • If used on a non-colonized planet the species will become primitives (to an ancient pre-FTL era).
  4. You get a prompt to choose which biological type the species will have. It might take a bit (in-game) time to create the species, but you will get an event as soon as it is done.

Can you update please?
Usually this mod won't break, so you can still run with the mod enabled. If you encounter a problem, feel free to report it here.

Does the mod work for multiplayer?
Yes, but for modded multiplayer, each player has to enable the same mods and have them in the same load order.

Does the AI use this too?
They are capable of it, but it is very rare (only xenophiles and/or materialists do). But each AI empire is limited to do it 2 times so they don't spam species.

Does this mod support custom species from other mods?
It depends. If the species is added to a vanilla species class, then it can occur that you create it (randomly). New species classes are not supported (except for colony regress or random selection).

Recommended Mods

Localisation
⠀• Italian 🇮🇹 Species Engineering Revived ITA
⠀• Simple Chinese 🇨🇳 thx to 零
⠀• English 🇬🇧 (fallback for all other)

Should work with 3.7 – 3.8 and beyond.

The Mod can be modified by other users, but put credit to the original modders.

If you'd like to provide a translation, please don't hesitate to PM me or leave a comment!
If you enjoy this mod, please rate it positively and favorite it so others can find it more easily.

Popular Discussions View All (1)
4
May 31, 2023 @ 10:20am
Suggestion
Jashkar
48 Comments
anonymously101605? Apr 6 @ 12:11am 
does it still work on the current version???
jasolchambers9 Dec 23, 2023 @ 9:19am 
whoever decided to make it so that when you regress a planet the species on the planet gains an (engineered evolution) and other random traits please take that feature out. Reason being, it takes away from the RPG aspect. Imagine creating a personlized species with carefully selected traits and just to have them turned into something else when you regress the planet.

Ex: I like creating elves, dwarves, trolls with specified traits and have them all turned into primitives and then advance them etc. you get the point.
Zeppguy Nov 3, 2023 @ 6:27pm 
On the "Societal Advancement" page, it was commented that this feature was moved over to this mod, however I am not seeing such a feature
The_Illusive_Man22  [author] Sep 14, 2023 @ 1:57pm 
Mod author here: My partner FirePrice will not be able to update the mod, due to personal changes in his lifestyle and wanting to focus on other things. If you can, we can update the mod together, or you cna updated by yourself for the new patch.
Nitron Sep 3, 2023 @ 11:22pm 
it means if any of the conditions it lists below it (you have less than 80 food, you have less than 40 pops ect.) than you wont be able to create pre-ftl's. so if you cant take the decision, the thing you've got wrong is any condition with a green tick next to it.
Creative_Clawmarks Sep 3, 2023 @ 2:07pm 
What does 'all must be false' mean? I assume it's prerequisites I need to meet before I can start creating life but I'm not sure I understand what those requirements are. I'm just trying to test the mod out but even when using the console to give myself infinite technology and resources I cant start the project and I'm worried I won't be able to get it to work.

I tried colonizing the planet, I built a genetic center on my homeworld, I made sure I owned a few planets because it looked like that was one of the requirements, nothing. I just wanna observe a custom pre-ftl man, what am I missing here?
WHOAMI Aug 4, 2023 @ 12:44am 
终于找到这种mod了,感谢作者制作。
Mysterius Jul 19, 2023 @ 3:42pm 
Creating a pre-sapient species on an uncolonized world doesn't work. I choose my species type, I then have a confirmation popup saying something like "Welcome to the [species name]". But the species doesn't appear on the planet nor the species screen.
It might be a mod conflict (main mods I have are Giga and ZOFE).
Nitron Jul 7, 2023 @ 9:59pm 
godsend
FirePrince  [author] Jul 7, 2023 @ 9:24pm 
As announced and requested, I've done the “Engineers of Life” 3.8.* UPDATE https://steamcommunity.com/sharedfiles/filedetails/3000826774