Stellaris

Stellaris

Horizon Signal: Summon Allied Worm
35 Comments
Duckle Jun 14, 2023 @ 11:53am 
does this still work?
猫尾草 May 21, 2023 @ 2:31am 
it's still work on 3.8.2。
这个mod在3.8.2仍然有用。
NihilRetnar Feb 19, 2022 @ 4:03pm 
Is this still working?
Xentor Dec 19, 2021 @ 2:30am 
Well. I tried it, with the manual trigger (due the automatic trigger works not), and it spawned a hostile Sim Horror. hurray.
BurningCold Apr 27, 2021 @ 2:11pm 
I feel like this should be a mod that makes it a summonable thing from the shroud, it feels like it would totally fit a psionic race making pacts with extra dimensional creatures being able to summon them in to aid in combat, at least that would be cooler than the summons psionics gives normally.
May♥may  [author] Apr 21, 2021 @ 9:04am 
Mod updated for 3.0 now!
Natalie6 Apr 21, 2021 @ 7:36am 
Any chance for a 3.0 patch?
May♥may  [author] Dec 18, 2020 @ 10:42am 
@Xentor

select a colonized planet, open the command console, enter "event akx.10010" into the console, then pick the first option of the event and it should spawn!
May♥may  [author] Dec 18, 2020 @ 10:40am 
Mod should be working with 2.8 now!
allanonkai Oct 31, 2020 @ 11:54am 
new game patch please update mod
Xentor Oct 1, 2020 @ 3:32pm 
Is there an console command to spawn the good worm?
Guest In Disguise Jul 21, 2020 @ 6:14am 
@asaeampan really i always seem to get it after getting a black hole. 1 out of 10 games i got it 8 times
Pancakes and Syrup Jul 14, 2020 @ 11:47am 
Isn't there a mod that adds a system that guarentees the horizon signal?
Asae Atez Ampan Jul 2, 2020 @ 3:54pm 
@guest in disguise You are aware that the horizon signal event is a 1% chance every time you enter a black hole system yes?
Guest In Disguise Jun 30, 2020 @ 2:36am 
I hardly get the event anymore if thats what you are after tried going to other black holes for investigations but nothing, just found a wild Worm boi instead
May♥may  [author] Jun 18, 2020 @ 11:29am 
@PierrDemon

Bingo! That was exactly what i needed, thank you for finding that! The mod has been updated accordingly!
PierrDemon Jun 18, 2020 @ 8:38am 
@maximumchurchill
@Hyperspearman.swf

Two fleets I can think of off the top of my head are a Warform corvette with an unswappable leader of the same name, and the baby amoeba that you can name and use, which cannot have a leader at all (like what you want)
Pancakes and Syrup Jun 17, 2020 @ 9:29pm 
The image of like a plant riding on the back of a giant interdimensional worm is funny
Hyperspearman.Swf - TheRyuSword Jun 17, 2020 @ 3:01pm 
Yeah, I have no idea how to do it, but I've seen some event spawned fleets that can't have them if I am remembering correctly, sadly I forget from what games I'm remembering stuff from. I play with over 20 mods and I don't know everything vanilla, so I can't really pin point the example.
May♥may  [author] Jun 17, 2020 @ 2:07pm 
@EmeraldWorldLP

It spawns in whatever system has the Omega Alignment building in it!


@rllehman416

select a colonized planet, open the command console, enter "event akx.10010" into the console, then pick the first option of the event and it should spawn!


@Hyperspearman.swf

I've poked around in the files, but i can't find any code to disable admirals... Do you happen to know of a fleet with that code? If i can find an example i'm sure i can implement it!
Steelkitten7 Jun 16, 2020 @ 1:28pm 
I'm a little sad I never got to finish this quest line. My empire got wiped out before I could. I had initially been in favor of studying it, and trying to communicate. However, as I learned more about what it was, I did everything in my power to slow its progress. I think what the turning point for me was when all of the pops on a planet suddenly disappeared entirely. That was the "aw hell no" moment.
Hyperspearman.Swf - TheRyuSword Jun 16, 2020 @ 12:34pm 
I mean, you can set the spawned Fleet you've created here so it can't have an admiral.
Digital Homic Jun 16, 2020 @ 11:30am 
what command do i use to start the dimentonal horror
Ferris the Red Jun 16, 2020 @ 7:21am 
Very nice implementation, I've actually been wanting something like this. I'm not planning on letting any other civ get as far as my capital system, so the combat benefit is appropriately minimal, while I get the satisfying view of a giant space worm whenever I go back to developing my trinary system of many Tomb Worlds.
Ragnarok Jun 15, 2020 @ 10:11am 
Huh. Maybe, as you learn to mod, change up what the Dimensional Horror is (as it's coded as a ship) to give it movement ability and a jump drive or something so it can leave?
EmeraldMoth Jun 15, 2020 @ 10:08am 
so, does the _Worm_ summon appear in the black hole system or the capital? :cozyjunimogreen:
Juke™ Jun 15, 2020 @ 9:10am 
I like it! WHATWASWILLBEWHATWILLBEWAS
emberwood Jun 14, 2020 @ 11:22pm 
Allied worm girl?
JDL2149 Jun 14, 2020 @ 10:58pm 
@vael
i do kind of like the idea of an admiral riding the worm like the Kwisatz Haderach
Skitter Jun 14, 2020 @ 1:57pm 
The Worm loves us.
Journeyman Prime Jun 12, 2020 @ 8:04am 
I just do this with the console personally, lol. Still not a bad idea.
Nyx (She/Her) Jun 11, 2020 @ 1:42pm 
I....actually do not know and advise asking the folks at the Stellaris Modding Discord server ^^;
May♥may  [author] Jun 11, 2020 @ 12:11pm 
@Vael

Thank you for the advice, but I can't find any code for leviathans that prevents admirals from being assigned... Do you know where that code is located?
Keukotis Jun 11, 2020 @ 8:33am 
This mod is good and you should feel good about it.
Nyx (She/Her) Jun 11, 2020 @ 7:08am 
try using code from the Leviathans that blocks admirals!