Stellaris

Stellaris

Elves of Stellaris - Special Start
24 Comments
TheGrandN May 14 @ 6:13pm 
If you get around to updating this drop me a note on the main mod page. I went and purged all the links and lost some still being updated. :lunar2019deadpanpig: :lunar2019piginablanket:
Sarus Mar 23 @ 5:40pm 
Yep, no idea what kind of spawning mechanic was being used, to find the "garden" ecumenopolis in odd places/orbits, or somehow having dyson swarms around em, if they somehow made em or they "naturally" spawned at start then ai colonised
Frai7ty  [author] Mar 16 @ 9:59am 
Strange. Once 4.0 is out I was planning on updating this mod, ill take a look at it then :)
Sarus Mar 10 @ 11:20pm 
if its not already been reported: one thing to note when this mod is active, is sometimes out in the galaxy, somehow some systems of the AI, FE, or its just random spawning, you can find the "Garden" city planet, once found 5 in a run, one of them even had a freaking dyson swarm around it, and the AI does not seem to know how to really use them, barely any buildings or districts done
perl Jan 18 @ 8:57pm 
nice mod
Frai7ty  [author] Jan 9 @ 8:06am 
Sorry my work on this has been slow, holidays and class work have been eating my free time. I think once the next update for EoS drops I will pick work on this back up.
dmccomp Jan 8 @ 10:27pm 
Just found a console command solution to the problem discussed below Just open the
situation Log, select project utopia, then type effect add_situation_progress = 100
Realhollow Nov 19, 2024 @ 11:53am 
Yep thats it its replaced the Vanilla one with one they have made (more slots etc) its Gigastruchtures that is the incap version Rest of it is cool though same i cant get the proper planet in the center but i can deal with that
Frai7ty  [author] Nov 19, 2024 @ 11:50am 
Likely a mod incompat yea. I have the situation paused based on flags. If the modded orbital ring doesn't remove the ruined orbital ring flag like the base game one does then it would break.
Realhollow Nov 18, 2024 @ 7:00pm 
Ah ok thanks iv tryed that already.
But the situation is stuck on me repairing the orbital ring but i think its expecting a vannila orbital not the one i have il just have to stick with the relic world and the ring world
Frai7ty  [author] Nov 18, 2024 @ 6:52pm 
The Decision should already disappear when you start the situation.

As for how to auto finish, just the normal command to add situation progress. `effect add_situation_progress = <num>`
Realhollow Nov 18, 2024 @ 3:02pm 
ok so its Gigastructures thats messing it up i think as the situation stoped saying we need to restore the OR witch i have and its max rank so i assume its due to the OR being recoded to have more slots etc thats broke it ;(

Is there a command to auto finish the project?
Realhollow Nov 18, 2024 @ 1:34pm 
nvm im stupid it starts Situation maybe disable the button once its started?
Realhollow Nov 18, 2024 @ 1:15pm 
the Decision to turn it into the garden world inst working going to assume its mod compatibly (though no clue what i could be) as iv noticed a few AI starting with the Garden world when they have a normal planet start
Frai7ty  [author] Nov 18, 2024 @ 11:58am 
Thanks for your feedback though! Ill consider it :)
Frai7ty  [author] Nov 18, 2024 @ 11:55am 
Sorry about that, as stated above still very much in beta. The tooltip has been updated. Also you should not have ring world preference, it should be whatever planet class you chose in empire creation.

As a note, the start designed to start off touch and go but become more powerful as you get further.
ShiftyNoob7 Nov 18, 2024 @ 9:41am 
Love the idea though, don't want to sound like I'm complaining xD
ShiftyNoob7 Nov 18, 2024 @ 9:41am 
@Frai7ty oh ok, although the origin tooltip says "Guaranteed habitable worlds: cognisable rings segments instead of planets" I guess this is just a leftover of the shattered ring origin tooltip? I'd like to suggest that guaranteed habitable planets are substituted with habitable ring segments if you are open to it. Currently it feels like this is a pretty big disadvantage in the early game, especially since your pops start with ring world preference making any other planets uninhabitable for a while.
Frai7ty  [author] Nov 17, 2024 @ 9:30pm 
New Beginnings - Most modded origins should appear towards then bottom of the in game menu.
Hermeus Nov 17, 2024 @ 5:56pm 
What is the exact name of the origin?
Frai7ty  [author] Nov 17, 2024 @ 2:32pm 
@ShiftyNoob7 They are supposed to be broken.
ShiftyNoob7 Nov 17, 2024 @ 8:08am 
Hi, thanks for the mod. Although it seems all of the ring segments are always broken regardless of guaranteed habitable planets.
Frai7ty  [author] Nov 12, 2024 @ 5:59pm 
Thanks for the feedback, I'm actually about to push an update today to hopefully "fix" that! I will be expanding on this :)
Hydra Nov 11, 2024 @ 1:40pm 
Pretty neat and i hope it gets expanded upon, also if you turn it into a Ecumenopolis the planet Model turns invisible