Stellaris

Stellaris

37 ratings
Stellar Pioneers
   
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379.386 KB
17 Jun, 2022 @ 12:52am
17 Jun, 2022 @ 9:19pm
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Stellar Pioneers

Description
The middle tier pick from ModJam2020 finally updated to Stellaris 3.4.x!

Events
Follow in your ancestors journey into the stars with the advent of the hyper drive and discover what happened to the lumbering sleeper ships launched a century earlier. The story unfolds in a pair of separate event lines (one for each of your guaranteed worlds), which are randomly chosen from four different event lines - allowing for variety between each of your games!

Mechanics
Your species fascination with the final frontier does not extend to just these events though. Even before the first successful experimental use of the hyperdrive your species expanded across your solar system, causing a significant percentage of your population to settle in massive facilities in orbit above your home world. These Primitive Habitats are cramped, and leave much to be desired compared to the standard habitat, but are supported by an Orbital Elevator on your world which generates bonuses for your planet based off of what districts the habitat in orbit possesses.

As you expand into the stars, you can build new Orbital Elevators to support your colonies, and once done, can even construct Habitats from your colonies.

Compatibility
The Origin has built in Compatibility for my other mod, SIHO. Other compatibility might be added with select mods if desired at a later date.

Other Mods
Space Industry Habitat Overhaul As an origin that focuses heavily upon Habitats, I heartily recommend using my other mod, SIHO, in combination with Stellar Pioneers. SIHO allows your Habitation Districts to scale into the late game, as well as provide bonuses to your habitats and colonies much like the Orbital Elevator building does.
34 Comments
Sidewinder Fang 10 Jan, 2024 @ 8:01am 
If you ever do update it I just finished a huge overhaul of Space Elevators, feel free to take all that code and use it yourself.
Makinus 3 Aug, 2023 @ 10:29am 
Nice. I loved playing this mod in earlier patches. I saw it as a "Void Dwelers Light" since you started on a normal planet but could immediatelly build limited habitats in any planets you colonized. Too bad I do not know how to mod to help you.
I'm A Distraction!  [author] 1 Aug, 2023 @ 2:05pm 
@Makinus I've been thinking of returning to the modding scene to update both this and SIHO once the habitat rework drops at least.
Makinus 31 Jul, 2023 @ 7:51am 
Can you update the mod for 3.8? Can I also suggest getting rid of the origin events that spawn new systems/wormholes? The mod is good even without these events, as being able to build the orbital elevator/early habitat and having a terraforming candidate in the starting system is balanced enough.
Maschinenmensch 28 Jul, 2023 @ 4:32am 
Nice
Ranger Dimitri 19 Mar, 2023 @ 4:20pm 
Can someone explain why I can't build space elevator's on new worlds I colonize? It's rather annoying and makes the origin a bit less interesting when the fact I can not build more early habitat's from the game start is a thing. Kind of defeat's the whole point of the origin beyond the story bits for the two pioneer fleets and the like.
Subatomic Seal 1 Mar, 2023 @ 12:46am 
For some reason the systems just straight-up aren't working? Like the situation log entries for Pioneer 1 and 2 are there, but they don't have a ping icon, and when I click on their center camera button they just take me to the galactic core. Is there something I'm missing?
Carsismi 12 Jan, 2023 @ 8:55am 
is this compatible to 3.6 atm?
greensniperhat 10 Jan, 2023 @ 3:21am 
I've gotten to the point where New Horizon event chain is finished, with another empire, and again the bug persists. I think it's more of a mistaken scope or misplaced flag in the events.
I'm A Distraction!  [author] 1 Dec, 2022 @ 2:13am 
@greensniperhat That old bug seems to be related to latency in the game's processing, which I think happens if you've got a lot of mods or some other lagg.

I think there was a way to check to make certain it spawned correctly and basically brute force it to make sure, but I've got to remember how to do it. I'll try to update it when I get some free times over the Holidays.