Stellaris

Stellaris

More Origins Mod
458 Comments
Malthus  [author] 16 hours ago 
@ted The 4.0 update changed too much in the script to be backwards compatible. Even yesterday's patch 4.0.15 introduced yet another script change that prevents compatibility with earlier versions. So unfortunately the answer is no.
ted 16 hours ago 
Does the new version still work with 3.14?
Nikal 18 hours ago 
Gotcha. I'll have a look-see later. :steamthumbsup:
Malthus  [author] 23 hours ago 
I already updated the mod yesterday. The empty event window popping up is due to the script change for add_trait in the latest patch. If you still get this issue, it means your local modfiles were not porperly updated.
Blagden Jun 4 @ 7:09pm 
But it might not fix it, as I'm still getting them even after disabling More Events and More Origins, time to check what else has been updated since yesterday (it worked fine then)0.
Blagden Jun 4 @ 5:50pm 
Nikal, I noted in the comments on More Events Mod (which just might have similar code for some reason...) that people were having a similar issue and that having steam validate your files fixes it.
Nikal Jun 4 @ 4:39pm 
I don't know whether this is some compatibility issue with some other mod I'm running, but I've had an empty event window popping up at game-start with a single, textless option which the debugtooltip identifies as "mom_god_emperor.3"
rakjasuhs May 31 @ 12:16pm 
thanks for fixing overcrowded ! You are an amazing dev and I really like your origins ideas !
Have you thought about reworking them a little bit with new balance changes ? Overcrowded doesn't really feel like it used to be since you hit 6.5k after 5 years if you start with a prosperous unification.
Malthus  [author] May 30 @ 10:40am 
I hope, I was able to address all reported issues. The hyperlane thing for house divided should not be that bad, as you can see it right at the start of the game and if you are unhappy with it, a quick restart does not hurt that much.
Severance with Sol start will now connect to Deneb and remove any preexisting empires within.
Crowded bug with modifier not getting removed should be fixed now (happens on yearly tick once circumstances allow).
House Divided: colony shelters should now be removed on spawn of the colonies.
Let me know if you run into other problems.
Grand Admiral Thrawn May 30 @ 8:57am 
Is there a sol denab severance? the other guy asking made me want it as well.
Nikal May 29 @ 4:23pm 
I couldn't confirm whether this was something bugged on my end, but do check whether the House Divided countries start with both a Ship Shelter and a Planetary Administration atst… 🤨

I do find that the most fun Origin of the bunch ngl, but it would be nice there was a trigger to make sure the splintered empires have at least two hyperlanes to expand towards. Sometimes they spawn boxed into corners, and that's no fun. 🤔
rakjasuhs May 28 @ 5:43am 
Hello. Thanks for updating the mod ! Overcrowded origin is bugged tho. It doesn't remove the modifier after the planet is turned to an ecumenopolis and the crime job are 5 instead of 500.
JohnnyBonny May 20 @ 2:06am 
Good seeing it update:surprised_yeti:
BroncoXeno2035 May 19 @ 1:55pm 
Is there a variation of Severance that uses Sol and Deneb together?
Nikal May 19 @ 10:15am 
Thanks a million. 👍
Malthus  [author] May 19 @ 10:08am 
Should be this setting in the create_country block: "day_zero_contact = no"
Nikal May 19 @ 9:43am 
If you don't mind me asking about how you did it? The same issue is happening with the “Splinter Colony” mod, with their newly spawned empires; it's probably the same thing happening.
Malthus  [author] May 19 @ 9:07am 
Was able to fix the issue. If only everything went this smooth^^
Malthus  [author] May 19 @ 8:38am 
I'll have to investigate this.
Nikal May 19 @ 8:29am 
I'm experiencing an odd issue with "A House Divided", where the newly spawned empires immediately get to research first contact for the entire galaxy.

This inevitably speeds up how fast empires find out about one another, ultimately leading to odd behaviours with empires which were supposed to be hidden, and speeding up how fast the galactic council is formed.
Malthus  [author] May 18 @ 6:16am 
I cleared the errorlog and adjusted a few things here and there. It should be working again. If you run into any issues let me know. Balance might be off as well. Feel free to provide feedback in that regard.
Malthus  [author] May 7 @ 4:12am 
Currently I'm busy updating MEM first. This will still take some time, but after that I'll check on the other mods.
Janlitschka May 7 @ 2:13am 
Thank you, will you be updating anytime soon?
Malthus  [author] May 6 @ 10:49am 
Judging from the amount of changes I already had to make in MEM, I wouldn't use the 3.14 version in 4.0. There will likely be considerable issues if it runs at all.
Janlitschka May 6 @ 10:42am 
Hey, how is the 4.0 Compatability? Thank you!
flAMe☣ May 4 @ 1:43pm 
Are you familiar with the Red Dawn origin from Origins Extended? I love the idea of that origin but the mod is super outdated, would be very cool if you can make an updated version.
Malthus  [author] Apr 3 @ 9:17pm 
You mean starting with an ecumenopolis? This sounds rather overpowered unless the planet had quite a few negative modifiers in turn. I can keep it in mind, but I'd need some more ideas in this direction which would make it more mechanically interesting to play. A lot of the origins in this mod are on the simpler side, of which I do not really want to add more.
It would have to be something interesting that actually warrants filling an origin slot. For example like E.D.E.N. Protocol, Ancestor's Grudge or the reworked Ceaseless Gaze origin which comes with the next MEM update.
Astrid Die Dame Apr 3 @ 2:03pm 
What do you think of an origin with ecumenopolis? The other mod that has this is very outdated
Malthus  [author] Mar 29 @ 12:23pm 
I will do that, but only after MEM has been updated, so it may take a bit of time.
Malthus  [author] Oct 7, 2024 @ 9:18pm 
@dabeek I'd have to check what are the prerequisites for these upgrades. If it requres dependencies on another mod, this won't be possible though.
dabeek Oct 7, 2024 @ 3:29pm 
Could you allow the construction of the ecumenopolis types from Planetary Diversity - More Arcologies for the Overcrowded origin? I'm playing a megacorp but I can't make my planet into a commercial ecumenopolis without taking the Arcology Project perk.
tilarium May 28, 2024 @ 4:05pm 
You're looking at it. Working perfectly fine in 3.12
marsmelon24 May 28, 2024 @ 4:03pm 
3.12?
KingSwaga86 Apr 29, 2024 @ 3:47pm 
nvm just took a while lmao
KingSwaga86 Apr 29, 2024 @ 3:39pm 
So i turned my capital into an ecompolis (whatever the word is) however the debuff is not removed?
mohalen Mar 24, 2024 @ 6:09pm 
What are the top origins in this mod? 🤓👍
Rewasder Mar 14, 2024 @ 12:38pm 
I still think the the 40% extra CG is excessive and crippling. I would change all the resource and upkeep modifiers by a minus 10-15% resources from jobs, and maybe a stability debuff. Something we can combat and that is easier to read than 10 lines of red aimed at doing the same, reduce the general power of having more pops. Now that we need to get the techs, we won't be able to upgrade the world that easily, so having ways to counter the debufs until then would be amazing. An event for a few years in the first colony you settle to give construction speed and resettlement cost, something like the empire focusing in getting the colony up and running to move all the excess population.
Malthus  [author] Mar 14, 2024 @ 7:18am 
Solid reasoning, I'll add the other tech as research option as well then.
How do you feel about the changes to the planet modifier?
Nike Willy Mar 14, 2024 @ 4:42am 
Having the research option for both techs is a must, If you start overcrowded you shouldn't have to wait to unlock tier 3 tech to get ecumenopolis. At the same time rushing both techs would still eat a ton of points in the early game.
Malthus  [author] Mar 8, 2024 @ 6:41am 
Ok, so I did a few changes. First you now start with the tech option forthe first housing upgrade instead of having both to begin with. Then I reduced the effect of the planet modifier, removing the trade value modifier and reducing the crime modifier.
Let me know, if this went too far to the other side of the spectrum.
Rewasder Mar 7, 2024 @ 3:54pm 
Also, this might not be your fault, but the ecu build a lot of foundry archologies, but none factory, so my eco just collapse with no CG production :D
Rewasder Mar 7, 2024 @ 12:27pm 
You could also, for increased difficulty and not just being a race for the 20k minerals, give the research option for the techs instead of giving the techs directly.
Rewasder Mar 7, 2024 @ 12:26pm 
Not sure how, I have managed to stabilize my economy, but I'd remove or heavily reduce the CG upkeep. Also, the planet is going to have a lot of unemployment as it is as you don't have enough districts or building slots to fit every one of the 65 pops, which creates a problem on its own. Maybe reduce the trade value reduction too, as you already get lots of crimilas that reduce it, making it so that you don't produce any anyway. An interesting thing could be starting with a colony ship ready, and getting an event for reduced settlement cost on colonicing the first planet, or even, if possible, making it so the planet effect with the debufs also has a built in resettlement cost reduction when the pop comes from that planet.
Malthus  [author] Mar 7, 2024 @ 11:57am 
Looks like I'll have to do a testgame in the near future. In the meantime suggestions for adjustmends are welcome.
That origin hasn't been touched for a long time. Back when it was made it worked, even though being a bit of a challenging start.
Rewasder Mar 7, 2024 @ 11:18am 
Let me explain a bit more, I start with a -24 consumer goods upkeep. To avoid being cripled by it, I have to change the capital to a factory, wich makes the other jobs produce ven less, and now I don't produce any alloys. I also have to disable the unity production building, and as the leaders cost unity upkeep, I now produce -7 unity. Food is negative, energy is negative, CG is at 0, Alloys are at 0. What am I supposed to do here?
Rewasder Mar 7, 2024 @ 11:13am 
COuld you check the difficulty of overcrowded? The increase consumer goods upkeep along all the other debufs is too much. I can't get an economy going in any way, I have lots of pop that don't have a job and I don't make resources, so I cant colonize or build outposts or anything.
I understant those extra pops are powerfull and there needs to be a downside, but what is the point of an origin that is simply unplayable?
TemporaryTeMp3R Dec 12, 2023 @ 2:32pm 
On behalf of making a template origin, is it alright if I privately messaged you my idea? I'd rather not publicize it per se.
Defenestrator Nov 25, 2023 @ 11:46am 
I tested it with a new game, it works on my end too. Thank you!
Malthus  [author] Nov 25, 2023 @ 1:23am 
It will now work again. The issue was that on_survey had been renamed to on_survey_planet, so my on_action did nothing, but it did not appear in the errorlog.
Malthus  [author] Nov 24, 2023 @ 12:12am 
Will check this later today.