Stellaris

Stellaris

218 ratings
[4.0] Relic World Flavour
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609.347 KB
17 Jul, 2024 @ 10:20am
5 May @ 10:05am
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[4.0] Relic World Flavour

Description
This mod aims to explore the unique aspects of Relic Worlds and add a more unique feel to these ancient alien remnants.

Updated to 4.0. The legacy 3.14 version of Relic World Flavour can be accessed here.

[3.14] Relic World Flavour

Features
  • Delve deep into the history of your colony with the new Expeditions feature! Map unknown regions of the planet to find treasure, forgotten technologies and more.
  • Over a dozen new flavour events to add some uniqueness to life amidst the ruins of an ancient civilisation.
  • Several new deposits and modifiers for Relic Worlds and their neighbours.
  • Two new custom relic world systems.
  • Abandoned Ecumenopolis Worlds now gradually decay into Relic Worlds. Better not leave those empty!

Compatibility
  • Starting a new savegame is recommended for full functionality.
  • Running this mod on an existing save may result in some features not working.

Other Flavour Mods
City World Flavour - Adds unique events, deposits and mechanics to Ecumenopolis worlds.
29 Comments
Sabaithal 21 hours ago 
Same issue as @samsockeater, the "researcher" job isn't catagorized and therefore non functional at present.
samsockeater 26 May @ 3:07am 
assuming the relic world event that gives a modifier for +1 researcher every 20 pops is from here, the researchers it gives don't seem to have a job category and thus don't end up being workable, if they're nto from here then sod knows what's messing with relic worlds
Kucige 20 May @ 10:47pm 
Hey i made a german localisation fpr your mod, thanks! https://sp.zhabite.com/sharedfiles/filedetails/?id=3485002485
Bjorn_Stormcrow 12 May @ 2:53pm 
not sure how difficult it would be, but any chance of making it so wilderness empires can colonize relic worlds?
might be harder, because technically wilderness 'terraform' rather than colonize, and there is nothing apropriate you can terraform a relic world into.

so might require a new planet class "infested relic world" or something like that, which acts as a relic world for wilderness. but with limitations on it. (for example, planet size can't be expanded, maybe lower habitability since it can't be 'fully' incorporated.)

maybe add an ascension perk that lets you turn them back into ecemunopoli, as a "reclaimed ecemunopolis" or something. still with limitations such as not increasing the planet size. and you can't build NEW ones, only restore ones you find. (can't have EVERYTHING be available after all.)

but that is possibly outside the scope for this mod.
Dunno  [author] 5 May @ 9:58am 
Hi @Adventurer, @Maniac. Thanks for the suggestions. I've made those changes as part of the 4.0 update, so the deposits and trait should be working correctly now.
Adventurer 22 Mar @ 3:55am 
@Cicattrix @Sabaithal It's the wrong scripted triggers to use for spawning deposits. Those target species, hence their file location and the comment of "this = species" in the file (plus the patch notes when they were added mentioning them for species modification). It is also broken for hive empires. Can test as a hive or machine empire when planet is selected using command: effect add_deposit = rwf_forgotten_hoards

Use these instead for it to work:

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_regular_empire = yes }
}
modifier = {
job_archaeoengineers_add = 5
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_hive_empire = yes }
}
modifier = {
job_archaeo_drone_add = 5
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_machine_empire = yes }
}
modifier = {
job_archaeo_unit_add = 5
}
}
Maniac 17 Jan @ 2:51am 
Hey, nice mod.
For the Rejuvenated Vitality trait to work, you need to replace modifier with self_modifier. self_modifier applies to the leader; modifier to the ship ;-)
Cicattrix 12 Jan @ 2:10am 
@Sabaithal... Machine empires as Gestalt or Individual? Because, since Machine Age DLC, they are separated in all the game does for them. There should be spawning lines for ”owner_is_individual_machine” along with the existing ”owner_is_machine_intelligence” (look in scripted_triggers_traits). The way the modder has code it makes the game spawn ”units” only for gestalt machines, while for individual machines it defaults to ”organic” jobs. Hence, all ”rwf_deposits” must be updated to add the spawning solution for Individual Machines too. Other than this, great mod and wonderful execution.
Sabaithal 26 Dec, 2024 @ 1:34pm 
The event rwf_flavour.78 is not triggering correctly for machine empires. It is spawning in normal archeo-engineer jobs instead of the 'archeo-enginnering unit' jobs that it should be. Not entirely sure why this is happening as I don't see any visible mistakes in the deposits file?
hydra 5 Nov, 2024 @ 1:32pm 
anything new aDDED?