Stellaris

Stellaris

Extra Origins (3.11)
415 Comments
G_S_Palmer  [author] Aug 8 @ 1:02pm 
Yeah, I haven't had time to play Stellaris in over a year. I feel bad abandoning something I put so much effort into but I just don't have the time right now, especially with all the relearning of game systems and scripting that would probably be required.
Alyx Forest Aug 8 @ 7:23am 
I keep getting a blank popup window, once per day, which makes the game unplayable. Debug tooltip indicates it's related to this mod (it specifically says "DEBUG: event ID eo_irradiated_evolution.37"). There's no way around it from what I can tell.
wancar May 14 @ 3:07pm 
I just tried starting a game as Irradiated Evolution and now I understand what Ch0mpD13 was saying: I had no fleet, no construction ship, no science ship.
LauraTons May 9 @ 10:34pm 
Any plans for a 4.0 rework?
Ch0mpD13 May 6 @ 11:18am 
Broken as of 4.0, causing an issue with shipsets and galaxy creation
Haerzog Jan 15 @ 11:33am 
I have the following error when eo_rules.txt was analyzed in Irony Mod Manager

Error at line: 446 column: 2 file: common\game_rules\eo_rules.txt.
Please report this error to the author of the mod: Extra Origins (3.12).

Error message says:

Error in common\game_rules\eo_rules.txt: Ln: 446 Col: 2
}
^
Note: The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at ("common\\game_rules\\eo_rules.txt", Ln: 375, Col: 24)
was not closed.
PieMan Oct 12, 2024 @ 10:37pm 
@mjolnirCSOcarrier, yes
mjolnirCSOcarrier Sep 30, 2024 @ 10:39am 
does this still work?
Haerzog Aug 4, 2024 @ 2:41pm 
I have an issue when using the Infiltrator's origin. When I take over a primitive world using the 'Infiltrate Government' espionage operation, the resulting planet has no population growth after it becomes mine. Permanently. The only pop growth comes from pop assembly. Also, one of the worlds carried on generating a primitive station and a primitive space ship as if it was still a primitive world. I suppose that means that a checkbox somewhere that is supposed to be flipped isn't being flipped?
✧Starshadow Melody✧ Aug 1, 2024 @ 10:03am 
>society of radioactive rats
Skaven, yes-yes?
Aki Aug 1, 2024 @ 8:38am 
Appreciate these simplistic origins. Many of the default ones are a bit extra for me. Especially love being a society of radioactive rats.
Gnarly Jul 22, 2024 @ 8:08am 
Personally, I miss Gray Goo. Especially since nanite ascension seems to be pretty bland. I would take gray goo from GSP any day over the ascension path
REDbeard Jul 15, 2024 @ 10:23am 
I you're doing well my dude. Please have a look at the new problem with Planetary Diversity introduced by the new update, hen you have time.

Have a good one!
athelred.se.bera Jul 8, 2024 @ 9:41am 
I am having the same issue as York. I have isolated it down to the variant planet types in planetary diversity. So if you have a Mesa World (Arid class mesa sub-type) it will not generate features for any non-vanilla origin on that world. Worlds that generate as their vanilla sub-types (Arid class arid sub-type for example) generate correctly. I don't know what is causing this, but that seems to be the triggering condition. Interestingly enough, if you create a species without this mod installed, install this mod, and then use that species, it seems to work correctly, so when testing make sure to use a newly created species, or to go into observe mode, and look at the other AI species for confirmation.
York Jun 11, 2024 @ 10:43am 
After the update to 3.12, playing with planetary diversity results in the starting homeworld generating with no districts or tiles.
edwin gibson Jun 7, 2024 @ 3:19pm 
Is there a Trade origin here? I'm thinking some thing like you are the Caravan NPC Onclave. So Basicly. just like having mercenary Onclaves. but you send out Caravon fleets in to the galaxy insted.
raventh3mage Jun 7, 2024 @ 1:57pm 
The exofungus origin seems to make the starting world have 0 starting districts/buildings, anyone else having this issue?
Ambulatory Cortex May 21, 2024 @ 8:11pm 
So I've played with infiltrators and am enjoying them, but does building up infiltrators in a normal empire actually lead to anything, or are they just really good at spying?
edwin gibson May 20, 2024 @ 2:16pm 
That sounds Interesting. that Grey Goo Fast Tracks to Nanite ascension. what do you all think?
G_S_Palmer  [author] May 19, 2024 @ 6:22pm 
Thanks for the reports, folks, I'll track down what's causing the issues. Re:Grey Goo, I disabled it since it seems a bit redundant with nanite ascension. I could always just make it a way to fast-track that though.
Clipda May 19, 2024 @ 1:41pm 
The Grey Goo origin is no longer showing up in the selection of origins.
REDbeard May 19, 2024 @ 4:49am 
Yeah I keep loading a game to find that a planet's feature's and building slots are empty. It only happens when I have this mod active, no idea why.

Thank you for the update btw.
Mercury! May 19, 2024 @ 4:20am 
Something wrong with the citizenship or job condition check, organic empires' job are broken with the mod enabled. But i cant locate the specific issue.
G_S_Palmer  [author] May 18, 2024 @ 11:57am 
Updated to 3.12. There's a few big changes to Infiltrators in the update, so check out the patch notes if you're curious.
Abathur May 16, 2024 @ 1:58pm 
Is the way for hiveminds and devouring swarms to have the infiltrator origin (even better if it's as a civic without the secondary species)?
G_S_Palmer  [author] May 12, 2024 @ 6:32am 
Will be fixed in the coming update.
< blank > May 11, 2024 @ 9:44pm 
The citizenship types override makes it impossible to assign a citizenship type to individualistic machines
G_S_Palmer  [author] May 8, 2024 @ 3:07am 
I can't immediately think of anything that's likely to be too broken, but I don't know, honestly. I hope to have time to update it this weekend.
Ariasla May 7, 2024 @ 6:12pm 
Is this likely to work fine on 3.12, or do I have to wait for a patch?
Jayva May 6, 2024 @ 2:07pm 
zamn alright, ty anyway
G_S_Palmer  [author] May 6, 2024 @ 1:41pm 
Barring some junky shenanigans, not really I don't think.
Jayva May 6, 2024 @ 1:19pm 
is it possible to choose the empire beaten back by my empire in the war of the worlds origin?
edwin gibson Apr 21, 2024 @ 9:15am 
@Ozzymandeus . Here Here. I agree fully. XD
REDbeard Apr 19, 2024 @ 12:42pm 
Makes sense. Thanks either way m8, your hard work is much appreciated. I have several custom empires now that simply would not exist without you and my games would be much duller without them.
G_S_Palmer  [author] Apr 19, 2024 @ 12:18pm 
That would be very difficult with the way Stellaris script works, but I'll put it on my long-term bucket list.
REDbeard Apr 19, 2024 @ 8:37am 
I also recommend the Infiltrators origin use the namelist from the secondary species for the planets in the starting star system.

Coz the primary namelist belongs to impostors.
edwin gibson Apr 18, 2024 @ 3:34pm 
@G_S_Palmer Sorry for the late reply. But yes. I'm Looking forward to the Stellar Storm DLC comeing up next. XD It should be great. Based on the Cover Art of that DLC. It looks like Storm Chasers from the Movie Twister. Which would be epic for a Sci-fi show theme. XD I really hope we get 2 or more Origins out of that DLC. and not just the 1, it currently points out getting. :)
G_S_Palmer  [author] Apr 13, 2024 @ 1:07pm 
@0zzymandeus oh, to be clear, I don't mean *you* do that, I mean *I* should do that in the next update of the mod. Sorry for the confusion.
REDbeard Apr 13, 2024 @ 12:57pm 
Lol, kinda embarrassing that never occurred to me. Thanks m8
G_S_Palmer  [author] Apr 13, 2024 @ 12:37pm 
@0zzymandeus it would be pretty easy actually to make whether your "parent" empire spawns depend on the advanced empire setting - no advanced empires, no "parent" empire.
REDbeard Apr 13, 2024 @ 11:16am 
Sorry to bother you m8, but would it be at all possible to have a version of the "Infiltrator's" origin without the advanced empire spawn?

I don't know if anyone else would want this version, I just don't like the randomly spawned empires of Stellaris and try to limit them as much as possible.

Regardless of the response, thank you for this great mod!
G_S_Palmer  [author] Apr 13, 2024 @ 10:17am 
@edwin gibson: looks like you might be getting this in the DLC after next, so that's cool.
edwin gibson Mar 28, 2024 @ 7:56am 
@ Dev. About my Old idea to start with the Zro Storm caster Star base Building. that creates a Steller storm in the system. Could you do that for an Origin. Where the tech is already researched. and your starting system has one. and also I found a thing that goes well with this Origin. There is an Empire Modifeir in game called. Zroni Ihsight: Safe Guards from the negitive effects of Space storms: -50% , Research Speed Particle. +5%. Would you be able to slap this Origin together in relitive short time? At least with just the stuff I spoke about here?
edwin gibson Mar 22, 2024 @ 5:50pm 
Thanks for the reply. :)
G_S_Palmer  [author] Mar 22, 2024 @ 2:42pm 
That would have to be a separate mod. I have thought about making a civic mod though, so ... maybe?
Abathur Mar 22, 2024 @ 2:39pm 
Uh sorry to be a bother but could you also make it a civic instead of an origin if possible
G_S_Palmer  [author] Mar 22, 2024 @ 2:21pm 
@AT: I have considered making a separate, espionage-based origin specifically for Hive Minds. We'll see if I get the time.
Abathur Mar 22, 2024 @ 2:15pm 
Is there any way you could have the infiltrators mod be for devouring swarms
REDbeard Mar 20, 2024 @ 9:43am 
Confirmed that the problem was on my end. I had neglected to load this mod AFTER Planetary Diversity as you had recommended.
G_S_Palmer  [author] Mar 19, 2024 @ 10:03am 
@edwin gibson: for the next couple of months I'm probably going to be focusing mainly on improving existing origins, but if a suggestion catches my eye I will definitely add it to my list, so yes, suggestions are welcome.