Stellaris

Stellaris

New origins [For Stellaris 3.9.3]
76 Comments
Ralendil  [author] May 12 @ 12:40am 
This mod won't be updated and the final version is for Stellaris 3.9.4.
It would require too much work to update to the last 3.x version.
A refreshed mod (with new name) should come.

However, considering the changes of Stellaris v4, several origins will be reworked and several have to disappear. As an example, I would say that the cast system won't work now with the new pop system.
Considering the complexity if this mod, I prefer starting from scratch. This means that, at contrary of the other mods I will update, the new mod will be an entire rework.
This does not mean that everything will disappear.
Expect to see in the new mods all best origins... Spacers, The hive, Underwater, Void Children or even Liberated and Oppressors.
Ralendil  [author] Mar 28, 2024 @ 1:29pm 
Hello guys,

I must say that I wish I could continue the support of this mod. However, the truth is that I run out of time irl and that I do not play Stellaris actually.

So, I let the mod here. The code is heavily documented, just ot make easier to update things. If someone wants to fix/update the mod feel free to do it.
I must say that, every update, Paradox introduces changes that I was taking into consideration every time. The mod could have worked without integrating them, but I have think that players would have missed the experience of the DLCs.
I have spent lot of hours on this mod and I hope it has given also pleasure to others. That’s why I choose to share what I code for myself. But, and you should have unterstood it, I have no more time to continue the support of this mod.
GRanger75 Mar 26, 2024 @ 11:27pm 
I narrowed down my mods and when I turned this one on Hive Minded Empires (I never tried normal empires) have a bug when this mod is installed where most pops become Precursor (Specifically Hedonist) pops
Spector641 Mar 5, 2024 @ 11:25pm 
1. I don't know what that is. :sleepybs:
2. It is in your mod if it wasn't, I wouldn't be texting here anyway. :TheRedCrown:
3. Trust me mate, I did try that as always. I've 300 mods. I tried one by one then 10 by 10 then 50 by 50. It's always your mod causing this issue. :theskull:

Just to show you I've started the game with nothing but your mod and it still has the same error. Will be posting the screenshot in my account. :cherrypie: :zs_coffee:
Ralendil  [author] Mar 5, 2024 @ 4:18pm 
What is precursors ? anyways, I cannot help if the problem is not in my mod. Does this happen without any other mod? if no, then you should try combinations of mods until you find the mod that cause the problem.
Spector641 Mar 4, 2024 @ 12:57pm 
Hey. I really do love this mod :luv: but idk if it's only me or anyone else; there seem to be an issue with this mod compability. :boycry: Whenever I run this mod with my other mods, it adds something called precursors to my planets and f*cks my stability :insurgent:,jobs,military :security: basically everything. Is it possible for you to check it out if you have time ofc :GhostLoveEyes: :espresso:
Annarresti Jan 22, 2024 @ 4:40pm 
Thanks for replying! I had a play around with the load order and it doesn't seem to be a problem anymore!

I *think* New Origins does cause a bug however. The zooming yellow arrows that happen when "Survey/Construction" complete don't show up, though there is still the audio and icon. I'll check when I have time, but I am pretty sure it is this.

But thank you again! I'm putting together a DIY Babylon 5 Modlist and Liberated/Oppressor and other origins are extremely useful and fun
Ralendil  [author] Jan 22, 2024 @ 2:51pm 
Hello,

thanks for the interest in the mod. I must admit that I have not played stellaris for a long time and I feel the updates coming faster than I would like.
I made the code of the mod with quote everywhere to make easy to update the mod. It doesn’t mean that it removes the need to fix things or rework other points that have been drastically tweaked by Paradox team.
I have less time to update the mod... if I had this time, the mod would have been updated to the last version. If something is broken, I can look into it. I plan to update the mod a week end when I will find spare time.
BUT, from what you said, it doesn’t look like a compatibility problem. It should be linked to the restrictions related to these origins.
Oppressors need or imperial government or dictatorial one. Also they have to be OR authoritarian OR militarists. At contrary, liberators cannot get dictatorial or imperial government.
Annarresti Jan 19, 2024 @ 3:07pm 
I absolutely love the Liberated/Oppressors linked origin! However, when using Civics and Ethics Classic (I have a lot of mods, but I assume it is this ethics mod), this mod seems to remove the "direct democracy" authority, and get rid of a civic or two (e.g. "Peaceful Commonwealth").

Would there be any chance of a compatibiltiy patch, or even just a standalone Liberated/Oppressors mod that did not have this problem?

Thanks for a great mod!
Ralendil  [author] Sep 24, 2023 @ 1:17pm 
Just to say it... I work on the update that will impact Void Children origin. It will take a little time to update to the current stellaris version, implement modifications and test them.
The Old Fossil May 25, 2023 @ 3:30am 
thank you,
Ralendil  [author] May 24, 2023 @ 6:12pm 
Update done.
It should be "more" compatible now. But I must repeat that the mod, cause of the very specific gameplays introduced in the mod, changes lot of vanilla files.
So, if you encounter an error and use other mods (something that I can perfectly understand), please test with this mod loaded at the end (excepted if you have other mods I did and that I have specified that they need to be loaded after this one).
The Old Fossil May 24, 2023 @ 4:15am 
Merci
Ralendil  [author] May 23, 2023 @ 5:21pm 
I will try to remove the code lines in game_start for next update.
The Old Fossil May 23, 2023 @ 4:49pm 
Thanks, will have to hunt down the conflicting mod.
Ralendil  [author] May 23, 2023 @ 4:35pm 
You have an other mod that conflicts with this one.
Red Laser is not given auto like in the vanilla game. Instead, it is given to all countries except the ones with the origin The Hive .
This is done in game_start event file. So you have a mod that is loaded after New Origins and that made changes on this file.

As a result, you do not get red laser at start (minor problem) but you also break the start of several origins (aquatic, void children, castes system, gateway masters).
The Old Fossil May 23, 2023 @ 3:51pm 
Not sure if this is an intended feature, This mod seems to make the red laser now needed to be researched?
Ralendil  [author] May 22, 2023 @ 1:08pm 
Updated the mod with 2 new origins. This version introduce several code change that have fixed few things.
It introduces also two new origins that are really specials. Oppressors and liberated people are linked. As a result, when you pick one, you should see the other appearing at one momennt in your game.
War_Affair May 12, 2023 @ 8:09am 
I understand. My ideas always seem good to me at first but then as I think more about them they always have flaws that I need to think through and solve, So I understand your response to my request.

Regarding your need to fix the start for city world origin, what exactly seems to be the issue with it? not trying to step on your toes so to speak, but if you need a nerf or De-buff for it I might be able to think of one. That being said I would need more info about it because I honestly have no clue what the issue is with it.
Ralendil  [author] May 12, 2023 @ 4:10am 
I have not to hate it... I try to balance things (that's why I created a mod that boost a little the unchanged vanilla origins in the new origins mods serie).

Tbh, I have to find something to correct the too strong start for city world origin.
I actually work on 2 new origins around the ones proposed by the firet contact dlc. Off course, they will be really different than what Paradox proposed.
Without closing the door to radical changes, the 2 origins will be opposed. One would have freed themselves and thenother would be ancient oppressors. Both would be technically advanced, one with an hardest start (homeworld devasted, population affected by radiations, no qdvanced start) and the other one would be far more advanced than any other civilization but with poor opportunities to become stronger. Basically the oppressors would be decadent and theyvwould require lot of efforts to develop new technologies.

Coming back to what you propose, I think it is really too strong in my opinion.
War_Affair May 11, 2023 @ 3:52pm 
Sounds like you would really hate the mod I was picturing in my mind when I wrote that then, I was hoping to get someone to make a ringworld that only has 3 equally sized segments built around a Dyson Sphere with a new building slot structure provided by the mod that would replace the Energy grid structure and directly link any segment/segments it was built on to the Dyson Sphere allowing them to use the Dyson Sphere its-self to provide their power thus eliminating the need for Energy districts and freeing up space to build more nexus, mining, Industrial, and/or Agricultural districts. xD
Ralendil  [author] May 11, 2023 @ 11:16am 
Problem of what you ask is that the true Ringworld is using several resources you don’t have at start. I could do what I did for the origin City-World, however it would not be really balanced. Even without several planets, City-World origin is already pretty strong... so much that I had to refrain to nerf it a little...
War_Affair May 11, 2023 @ 10:13am 
Would you Mayhaps be willing to make a mod that would replace the Shattered Ring start with an Intact Ringworld start? there used to be mods that added an intact Ringworld start but the only up-to-date one I know of My friend wont add cause tweaking the mod settings so that the AI doesn't spawn with megastructures is too involved to suit him.:steamsad:
Ralendil  [author] Jan 22, 2023 @ 4:10pm 
Test if it is fixed now. It should correct he problem. However, I actually don’t play stellaris.
Sylen Jan 22, 2023 @ 12:22pm 
Thank you, your answer explains a lot. I also didn't notice the part where you talked about possible incompatibilities(oops). In this case my only concern is that Galactic Wonders Ascension Perk is missing it's icon.
Ralendil  [author] Jan 22, 2023 @ 4:07am 
Voidborn is limite to Void children and void dwellers
Ringworld is limited to Void children and shattered ring origin.

Hope it answer your questions.
Sylen Jan 21, 2023 @ 5:13pm 
Hi, your mod appears to be breaking the Galactic Wonders and Voidborne Ascension Perks.
It removes the Voidborne perk completely and makes Galactic Wonders not give the ringworld technology. It also doesn't give the techs added by Gigastructures mod.
picard65 Dec 29, 2022 @ 10:48pm 
thank you for the quick fix, i realy appreciate your mods
Ralendil  [author] Dec 29, 2022 @ 6:34pm 
The bug is fixed.
Thanks for the report.
picard65 Dec 29, 2022 @ 5:33pm 
I am trying to see if the reason may be another, veryfing files, reinstalling, checking if the problem is with saves, redownloading the mod, but as of now nothing seem to do anything, and it's 2am here and tomorrow i can't escape from work, so i can't think of what to do. The moment i disable this mod, the problem disappear as well, i am sorry if my previous message wasn't clear, and i will try to answer all questions when i'll be able to. As i said, it happened to both me and a friend, we were playing with some mods, decided to remove some, and this happened, then we spent the last two days trying to figure what caused the issue
picard65 Dec 29, 2022 @ 5:33pm 
That screen is the "build megastructure" screen on any construction ship, and it happens with any origin/civic, all ai spam them, as they are probably seen as free megastructures, when i say no dlc i mean that i went into the launcher and disabled all dlcs and i have only this mod active, so the most vanilla experience aviable, with this mod on, the following screenshot taken after using the console to take controll of an ai empire after 2 years of fast forward, showing what it shows when selecting one, the fact that they are all stacked in the star, and that the ai created a lot of them on the same system on the right,it's the same among all the empires i took control of. https://steamcommunity.com/sharedfiles/filedetails/?id=2909204507
Ralendil  [author] Dec 29, 2022 @ 4:27pm 
how do you get this screen please ? when you say that AI spam them, what is spawned?
Is this any AI empires?
Basically, I have only 4 files in megastructures. First is orbital ring, the change I did in it cannot provocates anything. The change basically exclude asteroid from getting orbital rings.
Second are habitats. But here, only Void children or void dwellers could be impacted.
Third are asteroids. Here only void children can create asteroid stations.
Finally last one is gateway files that create special gateways restricted to gateways masters.

So that’s why I need more informations. I will try to make more tests, but more details would be great.
Also, when you say no dlc, you mean that you have only stellaris without any DLC? if yes, what origin were you playing when getting encountering the problem?
picard65 Dec 29, 2022 @ 3:26pm 
No other mods, no dlc enabled, but me and a friend started having the issue in this screenshot recently:
https://steamcommunity.com/sharedfiles/filedetails/?id=2909155942
Basicaly "megastructures" that cost nothing, and ai spam them to insane levels
Ralendil  [author] Dec 2, 2022 @ 1:19pm 
@Tarka
Thanks for reporting. I was not at home the last week. I will work on the update for the new stellaris version and on a fix for the bug you reported
Tarka1945 Nov 27, 2022 @ 9:20am 
i found out the reason for the bug is line 25 in common\scripted_triggers\01_scripted_triggers_buildings.txt
if you play machines, you have nexus on ringworlds instead of habitat capital
Tarka1945 Nov 27, 2022 @ 8:28am 
even on max planetary administration level
Tarka1945 Nov 27, 2022 @ 8:27am 
to be precise, it says i need upgraded habitat capital on a ring world
Tarka1945 Nov 27, 2022 @ 8:14am 
i encountered another problem, you cant build upgraded unity and tech buildings on ring worlds, it is 95% your mod (can upgrade if disabled), but cant locate where in files lies the problem
Ralendil  [author] Nov 18, 2022 @ 4:15am 
@xika: this has been discussed before (see comment of may 15 th). There is a change on game_start.txt (event script file) that has an impact on red lasers and also all lasers after. This has been done for the Hive origin. I can’t change that without creating errors.
I would advice you to change the loading order and place this mod loaded after the other mods. One of your mods is modifying this same file.
Ralendil  [author] Nov 18, 2022 @ 4:05am 
@Tarka1945
Sorry for delayed answer... I did not get any notification of your comment. The point is not really to link industrial district to the planet size, the number of districts is linked to the planet type. More water there is on it, more industrial districts you can have. This is better seen with my mod reworked terraformation :
See this picture: https://steamuserimages-a.akamaihd.net/ugc/1841422510921190406/5A50C92119AA5921C90FD84A781408786FB028FA/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false
Tarka1945 Nov 2, 2022 @ 6:24pm 
what is the point of special planetary features for amphibious species, if the max district number is determined by planet size anyway
xika Oct 13, 2022 @ 3:05am 
If ran into a weird bug using this mod. I've got no access to any energy weapons. Even the basic red lasers are not available. I've tried three to games now and the picture is the same.

I cannot research them using console cheats. They never show up naturally and if I research debris it will just give me a popup for unlocking red lasers once for each energy weapon.

This also blocks other research progress, for example titans.

Once I deactivated this mod the energy weapons show up again.

I'm certain this some broken interaction with another mod, but I don't know which one. Tell me if I can help with any other information.
Ralendil  [author] Oct 9, 2022 @ 5:33pm 
If you speak about Void children, that’s intented. You can see potential habitat placement by trying to biuld an habitat (menu for the constructors).
Void children cannot build any mining or research station.

If you don’t speak about void children... then I have not, yet, understood your problem
Realhollow Oct 1, 2022 @ 2:52pm 
I understand i cant colonize planets but how come i cant build or see deposists that you would put mineing/research stations on.
Ralendil  [author] Oct 1, 2022 @ 2:19pm 
I did not understand your problem... sorry
Realhollow Sep 28, 2022 @ 12:43pm 
How come i cant see deposits with the void children one makes it hard to pick were to put hibitats etc
Ralendil  [author] Sep 22, 2022 @ 8:07pm 
Should be fixed now… for THIS mod. I need to check all mods that are in the New Origins collection. It will take a little time.
Kangarus Sep 21, 2022 @ 3:52pm 
Caused a crash on startup on 3.5 - needs updating.
Ralendil  [author] Aug 7, 2022 @ 6:05pm 
If I cannot know the mod that conflict, I cannot even see if I can avoid such behavior in this mod. I doubt that I could fix it in this mod, but maybe with a "compatibility patch"
As I said, this mod changes lot of code. I cannot guarentee it will work with the mods published in the workshop, ezxcept the ones I have tested. But I can check to try to find a solution.

You can also test if the bug you have encountered happens if you put this mod at the end of the loading order list in the launcher. This will usually fix the problem… even if it could make the conflicting mod broken(but would help to find the mod that is in conflict with this one).
Heken Kiv0 Aug 7, 2022 @ 10:00am 
Hi there, same problem as birdmike003. No robot assembly, after i removed your mod from the modpack, the issue was gone. in fact, when i used only this mode, the problem dissapeared. I suspect this may be a compatibility problem with other mods.

Apart from that, a good mod, thanks for making it!

:)