Stellaris

Stellaris

Daemonic Incursion - Knights of the Toxic God - Legacy
119 Comments
Mental Motel Jul 19 @ 5:43am 
So in other words, no 4.0 update is coming okaydoki
FirePrince  [author] Jul 19 @ 4:03am 
Nope, please, it’s thriving, for non casual players with actual taste. It’s alive and laughing at v4.0’s basic vibes. Only true scholars get it.
Mental Motel Jul 14 @ 6:59am 
Is the mod dead?
Human_me Jun 10 @ 5:45am 
@FirePrince - With the title being updated to 'Legacy' is it safe to assume work has discontinued on this mod and will no longer be getting updates?
Umbra Jun 1 @ 12:51pm 
is this getting a 4.0 update?
Virot May 8 @ 2:25am 
Hi there! Nice mod,. Can I ask you to create a mod with KoTG and UoR?
Salem727 Mar 6 @ 7:52pm 
being able to be machines would be dope
Westrian Feb 16 @ 8:41am 
i did say i enjoyed the individualistic machines on knights, even though i doubt it was intended, didnt have to remove and could have just said it was fine/cool to keep it in /shrug, i just figure i should report bugs/issues as theyre found
FirePrince  [author] Feb 9 @ 10:39am 
@Ben: I just removed it due the cmt from @Westrian. I've not tested with machines, so theoretically I could re-add this option with an extra warning.
Ben Feb 8 @ 5:41pm 
Is there a config setting that can be changed to allow machines to use the toxic god?
FirePrince  [author] Feb 7 @ 1:59pm 
Made an update, increasing the probability of the Hell event in general, accordingly to the Chance settings.
Ha_konZ Feb 7 @ 12:07am 
I set spawn crisis rate to 100% but the out come of A Dimension Suffering won’t guarantee the Dark knight event, instead I get the Hell and back event, so did I do smth wrong?
FirePrince  [author] Jan 29 @ 12:16am 
@Westrian: thx for hinting, made an update.
Westrian Jan 27 @ 10:48am 
2 things, first is one that im not really complaining about and i actually enjoy it, but individualistic machines can do the origin on game start which i doubt is intended, and the 2nd is i cant seem to consecrate any new habitats with the relic if you use it. havent tested the actual origin
FirePrince  [author] Jan 17 @ 1:37am 
@ Xean: there is a mod menu available only the first year of the game, Normally it should pop up automatically once.
Xean Jan 16 @ 11:09am 
So, HOW exactly do you choose to be knights without the origin? I'm not seeing any such options in species creation
FirePrince  [author] Jan 16 @ 3:27am 
@Aphyxia: no
@Valargent: no
@jowe01: no
@toonslayerking: no
toonslayerking Jan 15 @ 5:42pm 
can you move the knights per pops jobs the the keep
jowe01 Dec 31, 2024 @ 2:15am 
Does this mod add any weapon or propulsion tech? I am playing with Ships in scaling x 6, so these techs would most probably srew up my game.
dedszers Dec 26, 2024 @ 3:25pm 
Hi for the relocation part of the mod is it possible to relocate the keep to a planet?
Valargent Oct 5, 2024 @ 4:44am 
Can we hope for an update soon .o.?
Aphyxia Aug 16, 2024 @ 6:42am 
In my previous comment I was mistakenly comparing the multipliers to mods implementing a similar solution. Vanilla does not have upkeep multiplier modifiers. The first part of the comment is still an issue though.
Aphyxia Aug 15, 2024 @ 1:50pm 
There's a problem with this mod duplicating the overclocked origin traits if another mod uses the default filename 09_tox_traits.txt to change them.
You should probably include all the tox traits in your file and change it to the default filename. That way players can choose which changes to keep by load order.

Although, if I'm seeing it correctly, you are just changing 0.5 values to 0.5 in the file, effectively doing nothing. I'm not sure if the file is even necessary at this point. A remnant of past versions?
Arkenor Jul 2, 2024 @ 7:33pm 
Huh. Actually tried the proper Toxic Knight origin for the first time ever. (Used to use the old decision origin mod). So it's not a replacement capital habitat building that gives the knight jobs. It's a second building. I know you already knew that, but that changes how I was thinking about the issue.
Arkenor Jul 2, 2024 @ 7:00pm 
OK, removing Merger of Rules made no difference at all. I've got Daemonic Incursion very low down my mod list and I don't see what else would be interfering.
Arkenor Jul 2, 2024 @ 6:32pm 
That doesn't seem to have made a difference for me. Something is still replacing the keep with a habitat administration when the starbase is complete. It must be some other mod interfering. If I figure out which one I'll let you know. My suspicion is Merger of Rules.
FirePrince  [author] Jul 2, 2024 @ 3:00pm 
Updated: fix toxic_knights affected capital_hab buildings (added), conflicting mods must be reported.
Arkenor Jul 2, 2024 @ 6:08am 
Maybe a decision to swap the knight's capital building back in again would be cleanest?
FirePrince  [author] Jul 2, 2024 @ 5:29am 
@Arkenor: *hm* yes, it is indeed the capital building, I guess I left it because of very high incompatiblity potential. Let me see what I can do. 😏
Arkenor Jul 1, 2024 @ 11:50am 
Using the option to give myself the Knights origin, I get a habitat around my homeworld, and while it is building I can see it has Knight Commander and Knight jobs. However, when it finishes building, those are replaced by standard habitat jobs. I assume a special capital building is being replaced in that moment.

The squire jobs from the district are still there and fine.

I think this is what the previous poster was trying to describe. It could easily be some other mod interfering, but this is my first place to try.
FirePrince  [author] Jun 30, 2024 @ 10:13pm 
@heh: ok, let's check.
@Hatmann: Yes and yes, if they not overwrite something related from this mod. 😏
Hatmann Jun 30, 2024 @ 8:41pm 
So I can choose another origin and then use the toxic god option from this mod and have both? Will other mods act like I used the Toxic God Origin?
heh Jun 27, 2024 @ 2:36pm 
I think he means that when he builds other habitats, he can't consecrate them with the relic decision, so they just remain normal habitats. I think so because I have that same experience.
FirePrince  [author] Jun 15, 2024 @ 3:17pm 
@食饭咔: Sorry, but I don't understand what you mean, can you please give another hint?
Kakaa Jun 9, 2024 @ 8:29am 
The residential station built does not have a Knight's Order jurisdiction, only a regular residential station.
8 Lenillion Victims of Communism Jun 5, 2024 @ 5:28am 
Just wanted to say it's cool to see more modders that aren't super anal about not letting anyone touch their stuff. Modding communities thrive on collaboration and it's a shame how often they're dragged down by egotistical pettiness.
VictorWJ May 28, 2024 @ 9:41pm 
thx bro
FirePrince  [author] May 28, 2024 @ 9:03am 
@Human_me, VictorWJ: yes you can ignore it, just soft required
@Pawmee: I changed something in the last update on it, let me check again.
VictorWJ May 27, 2024 @ 4:13am 
可以不打必须物品那个mod么,我只想玩毒圣扩展的内容
Pawmee May 26, 2024 @ 12:40pm 
@FirePrince i cant set a difficulty everytime i wanna open the window for choosing a diff it closes instantly
Human_me May 21, 2024 @ 2:35pm 
Is Shroud Rising now indeed need for this mod?
I remember it wasn't a requirement in the past and just recommended, but i see the Shroud Rising Patch is now required, so just need to know if I do need to update my playlist or not.
FirePrince  [author] May 15, 2024 @ 8:12am 
3.11 is not usable with 3.12 but updated now.
Il-Khan May 14, 2024 @ 11:37pm 
Is this usable with 3.12 or does it need an updaate? thank you
FirePrince  [author] Apr 30, 2024 @ 5:00am 
@Amadeus: yes, it will also work if you don't have the origin, but only in some more restricted circumstances (and if you don't have the fake origins but Toxoids DLC). I guess when you are a subject of some kind.
Amadeus Apr 29, 2024 @ 7:23pm 
Does this mod only works for knights on the toxic god origin? Will it have any functionality if I use other origin?
FirePrince  [author] Mar 28, 2024 @ 9:05am 
@Next Evolution: ah ok ty for the hint, can be fixed in 3.11.3
Next Evolution Mar 24, 2024 @ 2:49am 
@FirePrince: actually, I realized the problem. It only happens when I instantly use the 'relocate keep' decision. I didn't realize at first that I simply needed to wait a little while for the habitat to appear. It's still technically a bug, but nothing as bad as I first thought.
FirePrince  [author] Mar 22, 2024 @ 2:50am 
@Next Evolution: oh, lets fix this. thx for report
@Classical Scholar: I guess not.
Classical Scholar Mar 21, 2024 @ 9:30pm 
Hi FirePrince, if I play against the crisis, is the DLC need for this mod?
Next Evolution Mar 7, 2024 @ 1:21pm 
The mod sounds awesome, but I have two questions.

I'm not sure if I'm doing something wrong, but no matter what load order I use, I always get two quest for the toxic god situations when I use both this mod and the decisions origins mod. Naturally, that also doubles the energy and alloy usage, which makes is practically unplayable. Any chance you know of a fix/something I might need to do different?

Also, the decisions origin mod doesn't currently work with the new update, because if you add the origin through it's decision, it doesn't recognize the recent changes made, like the squire and knight jobs unlocked through the planetary features. Can you tell me this mod does?