Stellaris

Stellaris

Distant Origin
821 Comments
Solar-Eruption Oct 2 @ 12:58am 
@mzilli Sorry. This was from a different mod. From Empires Expanded. Remnants is fine.
BladeRnr Oct 1 @ 5:23pm 
@mzilli Thanks for the quick patch, I can report that it works correctly now.
mzilli  [author] Sep 30 @ 12:09pm 
@Solar-Eruption Which modifiers do you mean? Remnants shouldn't start with any.
Solar-Eruption Sep 30 @ 5:21am 
How do you get rid of the negative modifiers from the Ecumenopolis start?
mzilli  [author] Sep 27 @ 8:23pm 
@BladeRnr Fixed now, thanks for reporting!
BladeRnr Sep 27 @ 5:30pm 
I've just started a new game and would like to report a bug. The "Occupied Homeworld" civic doesn't spawn any pops of the secondary specie. At game start, before unpausing, I can see in the "Species" tab that this second specie exists with zero pops and it disappears as soon as the game is unpaused.
BladeRnr Sep 27 @ 10:55am 
Love the new origins provided by your mod and the stories they make possible. However, I've found the Civics underwhelming as they do not provide a Council position like "standard" civics. Have you thought about adding them in?
Captain Cygni Sep 22 @ 7:20pm 
Bug report: The main features of new "Chosen" set of civics from Shadows of the Shroud don't work with this mod enabled. Neither instant Shroud access nor the "Psionic Aura" tech are granted at game start.
VA1t3N Jul 20 @ 2:36am 
@BroncoXeno2035 wow thank you dude!
BroncoXeno2035 Jul 19 @ 10:40pm 
@VA1t3N. Treat the Distant Origin/Homeworld more like a civic. Since I assume you've occupied Earth, Distant Origin a race on their homeworld most likely caused it to break, or it could be you're it's trying to spawn multiple races on it.

There is another mod called Abspecies you can try to help with your conundrum.
VA1t3N Jul 19 @ 9:51pm 
What am I doing wrong?
I create 3 Empires.
Homeworld 1 - Remnants (AI)

My Empire - Occupied Homeworld - Sol
Distant Origin 1 (for my Species)
Distant Origin - Sol (for coquered species (humans))

Interstellar Exiles (Humans)
Distant Origin - Sol

Instead my species gets Sol as homeworld and conquered humans spawn with 0 pops and then disappear the next day
Red Skull Jul 8 @ 5:12am 
yep, doesnt work with gpm and planet diversity and also Sol System 1000 is overwritten
Red Skull Jul 7 @ 10:12am 
definetly overwitten by other mods, such a shame the concept is super interesting
saqib126 Jun 29 @ 3:47pm 
Not sure why, might be a incompatibility with the other 50 mods I'm running, but having this mod installed along with them breaks the Biogensis Evolutionary Predators origin, meaning you don't get the homeworld modifier adding situation progress nor do you get the situation at all. The game still functions but the origin does not.
Snow27 Jun 22 @ 7:42pm 
Does the distant origin sol trait recognize alternative versions of sol like the toxic god version?
mzilli  [author] Jun 12 @ 5:34pm 
@mhariz1993 It works on my end, try unsubscribing and resubscribing?
mhariz1993 Jun 12 @ 3:54am 
This mod makes the Starlit Citadel origin unplayable as it makes the portal & the megastruc not spawned in the home system.

I tried having only this mod activated and i am correct, this mod is the culprit.
Red Skull May 31 @ 12:42pm 
I suspect this mod clashes with guilles planet modifiers, the relic world start doesnt seem to function correctly
Snow27 May 30 @ 12:42pm 
I would like to be able to play certain origins, shattered ring for instance, without a parent civ spawning, I think that you should either tell me which files to edit to make that happen or add a variant of that origin that doesn't spawn a parent civ
Kucige May 27 @ 12:01am 
Hey, i made a german localisation for your mod https://steamcommunity.com/sharedfiles/filedetails/?id=3486686758 thanks for all your effort.
Nikal May 20 @ 12:12pm 
Also, a minor point, but I was somehow hoping the Vengeful Refugees would've spawned as a different, completely random species. :P
Nikal May 20 @ 12:01pm 
Just a heads-up: The country spawned from the Contested Capital origin does not seem to have "day_zero_contact = no" set.
mzilli  [author] May 18 @ 6:08pm 
@labgnome Okay I'll take a look, thanks for reporting!
labgnome May 18 @ 5:40pm 
It's also not restricted to the Sol origin, they don't get any of the distant origins.
labgnome May 18 @ 5:39pm 
No, that's the machine version of Void Dwellers. It doesn't seem to be a "compatible origin" anymore. Machines get unique versions of Void Dwellers, Subterranean and Ocean Paradise origins with different names, that have associated robot traits that go with them. It's possible there's a mod conflict somewhere, but it also didn't specifically list Voidforged as a compatible origin either.
mzilli  [author] May 18 @ 5:36pm 
@labgnome Is that from a mod? I removed compatibility with some mods in 3.14 since they were no longer being updated.
labgnome May 18 @ 4:06pm 
Voidforged seems to no longer get Sol as an origin option.
mzilli  [author] May 14 @ 6:36pm 
Updated to 4.0! Not a lot of actual gameplay changes but it should be properly compatible with the new version of Stellaris now. Plus lots of bugfixes and optimizations.
BroncoXeno2035 May 13 @ 2:19pm 
I'm amazed that works at all, this is still on 3.14 Code
Remulus May 13 @ 1:11pm 
Hey the mod cuts down ALL pops on the start and I only have 100 pops (it should start with around 5k)
mzilli  [author] May 11 @ 11:05am 
Am working on updating this to 4.0, should be patched either today or tomorrow.
The Cream Cheese Wonton May 11 @ 8:17am 
@Janlitschka First it effects how many pops most vanilla origins start with, so they start with for example 26 pops instead of 2600 pops
second when i start the remnants origin i dont get the lost colonies situation
Remulus May 11 @ 1:19am 
What issues exactly?
The Cream Cheese Wonton May 10 @ 7:06pm 
I'm having issues with the remnants start
Seems to be compatible with 4.0 from my testing. I look forward to updating proper.
Remulus May 6 @ 10:41am 
Hey, how is the 4.0 Compatability? Thank you!
BroncoXeno2035 Jan 25 @ 3:27pm 
I force spawned a Interstellar Refugees and Contested Homeworld Empire of the same grouping, and they both instead spawned an AI empire instead.
Hidvx Jan 4 @ 7:37pm 
Hello! What do I need to edit so the interstellar exiles do not necessarily spawn another empire with contested homeworld origina. The reasong being, I want my earth humans to use a more fitting origin (domes origins from planetari diversity) while the exiled humans still having the -100 opinion modifier. I am fine with chill modifiers that represent a small claim to the homeworld. I ask this ebcause if I spawn my earth humans with another origin, they get destroyed by the contested homeworld humans spawn in the same system (and also changing the planet class of earth). I mostly would like to edit it to not force a random spawn on the other end so i get a more versatile lore of my custom empires. Anyways, than you very much for your hard work!!
youtubitz Dec 13, 2024 @ 9:54pm 
Would it Be possible to untie Interstellar Exile from Contested capital so one could Still use vengeful refugees (which could use a council Position) and spawn a Rival Nation in sol with another origin like Fear of the Dark or Under one Rule? or just free up the vengeful refugees instead?
Corset Lebelle Nov 25, 2024 @ 2:37am 
is this updated to the current version ?
Celador Nov 15, 2024 @ 6:23am 
@BroncoXeno2035 The remnant human empires that spawned are related to changed remnant origin. But I am not sure if they are the issue, just that Flusion is inside their empire and somehow being referenced all the time after they conquered and released it.
BroncoXeno2035 Nov 15, 2024 @ 5:59am 
@Celador, that sounds like an issue on Gigas end
Celador Nov 15, 2024 @ 5:29am 
@mzilli Is this compatible with gigastructural? I've started as Mars ascendancy remnant, at some point a bunch of extra human remnants spawned, one of them interacted with Flusion from gigastructural and conquered everything around it, and conquered it as well (but then I guess it auto freed itself?), and I've started getting ctd's over and over again. Majority of crashes mention Flusion, but I am not sure if this one is responsible.
Skelentin Nov 8, 2024 @ 5:10pm 
@mzilli Don't worry about it, I screwed up and didn't add the Distant Origin 1 and Homeworld 1 traits to the species.

@Danwar The fix worked, thank you for telling me.
mzilli  [author] Nov 8, 2024 @ 3:31pm 
@Skelentin I'll take a look at this, thanks for reporting.

@tredavidson77 Probably; I just removed them so the error log would stop complaining about an "invalid origin". :P
tredavidson77 Nov 7, 2024 @ 11:02pm 
If there’s a successor to the nomads mode or similar mods still being updated, will you make this mod compatible with them?
Danwar Nov 7, 2024 @ 7:17pm 
@Skelentin: Did you give the Interstellar Exiles and Contested Capital species the respective traits (Distant Origin 1 for the Exiles and Homeworld 1 for the Contested Capital)?
Skelentin Nov 7, 2024 @ 5:52pm 
Created two counterpart empires, one Interstellar Exiles, one Contested Capital. Force-spawned just one AI empire in to test if it works, and the game spawned in two more - an extra CC and IE empire to correspond with my empire and the AI's empire. Am I doing something wrong?
Gravyboat Nov 6, 2024 @ 8:42pm 
Update from my last comment regarding New Frontiers: mzilli's latest update seems to have fixed the issue!
topher.s.g Nov 3, 2024 @ 2:55pm 
Seconding @BroncoXeno2035's question/suggestion. I love this mod but the worst part of it is when I have Contested Capital Empire A and Interstellar Refugees Empire B set up with paired traits, and the game decides to include only one and randomly roll a partner for it when the real/intended partner is *right there*.