Stellaris

Stellaris

Sosik's Ancient Worlds (OP Origin) [4.0.*]
165 Comments
ˢᵒˢ  [author] Oct 25 @ 11:43am 
@Soviet Dogo i made lil update
Soviet Dogo Oct 25 @ 11:13am 
Its me again sosik any new mods on the horizon?
mason531 Oct 17 @ 6:34pm 
ALSO LOVE THE MOD
mason531 Oct 17 @ 5:51pm 
Can you add a government type and civics to this mod? I would like where we have a Roman style imperial civics that has a special government type and a special army like legions I think the government type should be the following The Roman "Dominate" refers to the late Roman Empire, which was a period of autocratic rule following the Principate.
ˢᵒˢ  [author] Oct 15 @ 9:21am 
@Ovid I forgor💀 about the trading planet.... And probably I forgot about deleting those experimental hive traits when I was working at bigger project. Thanks for your opinion, it's really helpful, maybe I will fix that all but it would be my last stellaris mod update.
Ovid Sep 29 @ 6:05pm 
Oh, and another small issue. Despite not having your Hive Origin mod in my playlist, somehow your hive origin's traits are showing up in species modification if you are using this Ancient Worlds origin. They are using placeholder names, but the effects are very real and very powerful.
Ovid Sep 29 @ 6:03pm 
Got around to trying this one again. The new changes are awesomely OP. I do like the new Paprykov weapon and ship techs, it's honestly competitive with ACOT's delta/Alpha tier stuff, and is best applied to unmodded native ship types like your Battleships, juggernauts and so on, cause the Paprykov reactor is insane and the Parykov weapons and armor are super energy hungry.

I do have a few minor issues still.
1) The trade planet still doesn't seem to be getting it's bonus trade in it's planet modifier, it still is just the districts. Not too important since you can specialize it with commercial districts, but still kind of annoying in a minor-pain kind of way.

(snipped comment, these other concerns happen even in other mods, so no particularly relevant here)
ˢᵒˢ  [author] Sep 21 @ 10:00am 
@Orion you can change that in sosik_sys_events.txt, at the start of the file there is code about generating main system with position originating from galactic core, it's event named "sosik_sys.1". You just need to set min_distance >= 400 and max_distance <= 450 to 0.
Orion Sep 20 @ 5:15pm 
Hey, I have a suggestion for empire placement (I do not know if someone had already said this or if its even possible so please let me know if its not possible) but could the Ancient worlds spawn in the centre of the galaxy?
qwerty Sep 19 @ 1:26am 
I used to use this all the time! Thanks for the update <3
Dr. Universe (GER) Sep 18 @ 2:21pm 
finally^^ i waited so long. thx for your work
ˢᵒˢ  [author] Sep 18 @ 11:38am 
@Ovid I uploaded lil update
Ovid Aug 6 @ 5:37pm 
@sos Oh, I wasn't actually commenting on you or your actions. That was more of a "put a comment so other mod enjoyers know the current state".

Like I said, I'm legit impressed how well it holds up. so kudos to you.
ˢᵒˢ  [author] Aug 6 @ 10:32am 
I am trying to do an update. So far I made working cluster spawning outside galaxy not overlapping stars like before.
Ovid Aug 5 @ 6:47pm 
I decided to do a test run of this mod in 4.0. It works, mostly.
The Refinery world has rare resources from miners, but no mine district cap.
the trade world bonus provides districts, but has lost the 100% trade from jobs. This is the only modifier nerfed like this in 4.0
the Military world modifier has in fact adjusted to applying per 100 soldier jobs, it just provides only 5.

I may have a mod interaction issue, but I'm unsure if the cluster is spawning correctly. It's supposed to not have a connection to the wider galaxy beyond the clusters gateway, but my test run connected Sentinelium to Gigastructural Engineering's Gatzo system (which may or may not spawn after the rest of the galaxy generates) .

The archaeo site "Quest for the Rift Source" in Mysticrum is still not completed, so your only choice is to seal it.

Overall, I'm astounded at how well it's held up into 4.0 considering this was last updated for 3.9. Some odd jank, but overall still quite good.
Just The Wehrst Mar 23 @ 6:25pm 
does anyone know a way to make it spawn either outside the galaxy or inside the center? so its not overlapped with the rest of the galaxy?
Orion Dec 15, 2024 @ 5:45pm 
Hey, as far as I can tell this mod mostly works, however the planets in the system with the dyson sphere can't be colonized. hope this helps
Soviet Dogo Nov 28, 2024 @ 3:48am 
Any ETA of the update sosik1111111
russiansilverfox Nov 17, 2024 @ 1:33am 
Hi Sosik, if you plan to update this mod, which I am very fond of, might I suggest adding more celestial bodies into the home system? More moons around existing planets, a few more asteroids, a couple more random planets maybe? Completely random ones, they don't have to have any specific deposits. Otherwise, this mod is perfect for the type of RP playthroughs I like to do, thank you for making it.
Soviet Dogo Sep 16, 2024 @ 1:25am 
That is good news that it is being updated, this is one of my fav mod packs... My apologies for not checking for so long life gets in the way.
ˢᵒˢ  [author] Aug 25, 2024 @ 6:55am 
@Soviet Dogo it will be
ˢᵒˢ  [author] Aug 11, 2024 @ 4:57am 
Dogo, honestly i don't know, i kinda was working on new special components etc. but i don't feel this same inspiration as before
Soviet Dogo Aug 2, 2024 @ 12:45am 
Will this be updated to next version or is it abandoned?
Blessed_Martyr Jul 7, 2024 @ 6:04pm 
Thank you bro
ˢᵒˢ  [author] Jul 4, 2024 @ 2:36am 
before some update it was possible, mod was made for 3.9, i am working at new version
Blessed_Martyr Jul 3, 2024 @ 7:52pm 
Why would you put the most important planets in a system with a Dyson Sphere where you can't settle them my dude? :steamfacepalm:
ˢᵒˢ  [author] Jun 25, 2024 @ 3:00am 
as i said i am working at the new version, i probably will fix that
Dr. Universe (GER) Jun 25, 2024 @ 12:17am 
I think I found the mod that caused the crash problem. But that wasn't the only problem I had: in one of the systems there are 3 colonizable planets, but I can't have them because of the Dyson sphere in the system, it prevents colonization.
ˢᵒˢ  [author] Jun 21, 2024 @ 2:28pm 
@Dr. Universe, my game doesn't crash, maybe you have some incompatibility with other mods
ˢᵒˢ  [author] Jun 8, 2024 @ 4:06pm 
i am planning to remade them all into one "fresh" mod
ˢᵒˢ  [author] Jun 8, 2024 @ 4:03pm 
i will during summer holidays at the end of the june
Dr. Universe (GER) Jun 8, 2024 @ 11:15am 
will be an update come? my game crash every time i try to start with this origin
Demon7swordofficial Mar 31, 2024 @ 4:56pm 
I tested it it still works
ˢᵒˢ  [author] Mar 12, 2024 @ 1:26am 
@LegitGamer1017, don't know, haven't tested at this version yet
LegitGamer1017 Mar 10, 2024 @ 9:40pm 
Does this still work in 3.11.*?
MegaPoggy Feb 17, 2024 @ 10:06am 
thats how its supposed to be @soviet dogo. gotta progress the 'story' to open the gate, letting you into the rest of the galaxy. youre protected and cut off until then
Soviet Dogo Feb 17, 2024 @ 9:15am 
So when i use the origin and explore the systems i can access other hyperlanes without jumpdrives, not sure if it my end or the mod bugging out
ˢᵒˢ  [author] Feb 16, 2024 @ 7:41pm 
@Soviet Dogo, what do you mean?
Soviet Dogo Feb 15, 2024 @ 6:00am 
Hello!! I think this is bugged as when i use it i spawn in the normal galaxy with the usual systems but you can access the outside galaxy
ˢᵒˢ  [author] Jan 2, 2024 @ 3:47am 
@MegaPoggy wanna see
MegaPoggy Jan 1, 2024 @ 5:30pm 
@sosik Thank you for this mod. It provided a great start for me. I took what was here and made a few changes to fit better. I managed to get all of your systems to spawn in the galaxy so boarders arent messed up. Theyre still isolated so your cluster is still on its own. If you want i can share this with you and you can see if you wanna update the mod. let me know. Either way, thanks.
LegitGamer1017 Dec 14, 2023 @ 1:51pm 
Hello, I like this mod. On the contrary to what other people have mentioned, I'd like the option to HAVE this system be not isolated and actually be inside the galaxy.

Can you upload an alternative version of this mod? Or is there some file I should edit to have this system not isolated spawn inside the galaxy.

Thanks!
ˢᵒˢ  [author] Dec 9, 2023 @ 5:35pm 
when I will have more time i will think about it all 🥸
Pfc. Hocker [5th RB] Dec 9, 2023 @ 5:21pm 
All in all, the basic resource worlds should 100% be gaia worlds to also reflect the lore learned in the Mysticrum system, and how these worlds are also somewhat spiritualist in nature. ANyway, just my thoughts.

Oh yeah, and can you put the cluster out of the galaxy like the L cluster? The borders look so gross in the center of the galaxy
Pfc. Hocker [5th RB] Dec 9, 2023 @ 5:20pm 
A little recommendation for this mod: I think the three relic worlds, the food, energy, and mineral one, should be gaia worlds. It makes more sense for base resource worlds to be gaia worlds, and it'd make sense in this mod as this ancient civilization specially constructed each world for their descendants, right? So wouldn't they have made the base resource worlds gaia worlds to better reflect their nature as pure, basic resources? The rest fits fairly well, though I believe the refinery world is like an in between. On one end, it'd make sense for it to be a gaia world with the harvesting modifiers, but on the other, it makes sense for it to be a refinery world that's artificial.
dark_anima Nov 30, 2023 @ 9:07am 
I think this Origin got some Issue's with Precursor-Mods since Patch 3.1. Before i hadnt any Problems witch the Spawns.
Kido Virp Nov 26, 2023 @ 2:43am 
Can we expect this cluster out of galaxy, like L-cluster ? For better bordering :)
ˢᵒˢ  [author] Nov 24, 2023 @ 5:08pm 
bad luck
Soviet Dogo Nov 24, 2023 @ 11:03am 
Hello mr sosik, when i play this origin 20 years in i get an event called 'star cataclism' is this part of the mod or this bad luck for me.
ˢᵒˢ  [author] Nov 23, 2023 @ 2:44pm 
well