Stellaris

Stellaris

Settled Solar Systems
172 Comments
Renegade994 26 May @ 10:38pm 
Is it normal to see two reassembled ship shelters on Nascent Worlds?
星辰耀龙 19 May @ 8:37pm 
nice
Commissar BS 12 May @ 11:42pm 
Such an pleasing mod
jtbush00 6 May @ 9:10am 
I hope this gets updated
RobotLiker9000 30 Dec, 2024 @ 6:58pm 
Will there be any compatibility with Planetary Diversity or Real Space?
sdschildberg 15 Dec, 2024 @ 9:09pm 
could it be possible to disable Colony Events from occurring on starting Naescent worlds? It's weird to see Subterranean Lifeforms on Titan, the Odd Factory on Luna, and the Dimensional Portal on Mars.
mzilli  [author] 9 May, 2024 @ 7:04pm 
@hsrp It seems to work fine on my end, though that may be due to something changing in 3.12 vanilla.

@CyberCola I probably won't remove Venus as a potential colony, but you can just start a new game if you'd prefer Titan.
CyberCola 30 Apr, 2024 @ 9:17pm 
Any way I can just remove Venus as a potential starting colony when using the Interplanetary Expansion origin in the Sol system? I'd like if it was limited purely to Titan.
hsrp 18 Apr, 2024 @ 8:37pm 
Might have found a bug with the Knights of the Toxic God origin, the station that the origin creates seems to instead be replaced by one of the Nascent Worlds (Tried it specifically with the Sol version of the origin's starting system).
Annarresti 5 Feb, 2024 @ 6:25am 
Liked and favourited :steamthumbsup:
Annarresti 5 Feb, 2024 @ 6:24am 
No worries about taking a while, this is a hobby not a job! Thanks for giving me the requested idiot's guide. I think I tried deleting the prescripted countries folder before and it didn't work, but I shall try again! If I have problems I'll probably ask again if that's ok. Thanks again for one of my essential mods
mzilli  [author] 4 Feb, 2024 @ 9:06am 
@Annarresti Hi, sorry for the delay in responding! I don't plan to release an alternate version of the mod, but both of those are pretty easy to do on your end.

First, go to Steam/steamapps/workshop/content/281990/1705159325.

To remove the prescripted empire, simply delete the prescripted_countries folder.

To set the Nascent Worlds for player empires only, open events/00_mzilli_settled_events.txt, and in the event 00_mzilli_settled.1, change this line:

limit = { NOT = { has_origin = origin_backup_planet } }

to this:

limit = { NOR = { is_ai = yes has_origin = origin_backup_planet } }
Annarresti 13 Jan, 2024 @ 7:22am 
Also, would there be a way of removing the prescripted empire this mod creates, please?
Annarresti 13 Jan, 2024 @ 7:21am 
Hello. Would it be possible for you to make a version of this mod which applies only to the player empire, please? If not, will happily edit the files myself, but I will need an idiot's guide! Thanks
A.V.A.Weyland 23 Aug, 2023 @ 10:10am 
For some reason, I can't build any farms on nascent worlds, eventhough there are districts unlocked none show up. Apart from the Dark Horizons 3.8.4 collection, I'm using the Secondary Origins mod with all patches.
Nesserino Scissors 27 May, 2023 @ 9:51am 
I know this isn't quite the purpose of your mod, but do you think it would be possible to make it so that Gas Giants can be settled using Habitats, either by making a new planet class for it or some other means? If you aren't interested in exploring this idea I'd at least appreciate the advice and maybe the chance to use some of your mod files as a template to try and make a mod for this myself. Please and thank you, I love this mod.
mzilli  [author] 20 May, 2023 @ 8:53am 
@lyra_tcm What do you mean by "can't use these"? They should be able to colonize Nascent Worlds, though they don't start with any by default.
lyra_tcm 19 May, 2023 @ 6:50pm 
Is it intended that machines can't use this (they always pass the ideal_planet_class = pc_toxoid check which means they can't use this)
mzilli  [author] 8 May, 2023 @ 6:28pm 
@Trevor Drakenor Aquatic species do not start out with Nascent Worlds due to their more extreme life support requirements. I may tweak this in the future, however.
Trevor Drakenor 7 May, 2023 @ 11:45pm 
Does this mod not work with aquatic species? apparently every other empire starts out with 2 but his is only his capital. no life seeded civic.
mzilli  [author] 7 May, 2023 @ 10:23am 
@Tivaaky1 That's working as intended, the backstory for Payback is that you were forced into a war with MSI and didn't have the resources to terraform your solar system.
Kheeran 7 May, 2023 @ 3:04am 
Does not appear to work with the Payback origin perhaps as the Sol system is altered with the MSI station, pity tho, this is a great mod.
SalmonFeet 4 Mar, 2023 @ 10:19pm 
I second Feurgott's comment, buildings look "corrupted"
chris.valencia.tap 10 Jan, 2023 @ 9:19pm 
hola buenos días tardes o noches, quería informarte de un error que me ha estado pasando últimamente, el mod no carga sistemas nuevos por anomalías o excavaciones por ejemplo: el sistema del rubricador.

eso un saludo y me encanto el mod.
Feurgott 28 Oct, 2022 @ 5:27am 
I am noticing a issue where the background of the my nascent worlds are either misaligned and that the cities themselves are "corrupted" in some way
mzilli  [author] 13 Sep, 2022 @ 12:53pm 
@Husker That's a good idea, I'll look into it for the next update!
Husker 7 Sep, 2022 @ 5:51am 
Hey, first I must say I really love this mod, it's basically a must have for me
Only issue I have is that you can terraform a nascent world into a normal world with only terrestrial sculpting, so aside from your starting planets (where you must wait for eco adaptation), there is no real point settling nascent worlds. If you can terraform it's better to immediately continue terraforming into a normal type. It would make much more sense to require climate adaptation for that nascent -> normal terraformation
mzilli  [author] 4 Sep, 2022 @ 10:40am 
@asgeir Those are mostly done through scripted effects. "choose_mzilli_settled_planet" picks the planet within your homeworld's solar system, and "setup_mzilli_settled_planet" changes the planet classes and sets you as their owner. Then the event "00_mzilli_settled.2" adds pops, districts, and deposits.
𝔞𝔫𝔰𝔤𝔞𝔯 2 Sep, 2022 @ 3:12pm 
what part of the mod actually colonizes and "owns" the planets? trying to understand in the files
mzilli  [author] 23 Aug, 2022 @ 7:13pm 
@massimogreco1982 I'll look into this, thanks!

@Tivaaky1 That's an occasional side-effect of the method I used to create the backdrops. Not much I can do about it at present, sorry!
Kheeran 20 Aug, 2022 @ 5:13am 
Love the mod, noticed that nascent colony's city views are turned into green silhouettes tho. Home world city set is unchanged. This also happens to AI empires as well, home worlds city sets are unchanged, nascent colonies are all green silhouettes. Not game breaking but its odd. thanks!
massimogreco1982 26 Feb, 2022 @ 3:57am 
Wonderful mod, but the origin Interplanetary expansion it's less usefull for Lithoids. Can you make a version/swap that add a mineral techs, instrad of hydroponic ones? Please?
Veno_Aug 24 Feb, 2022 @ 2:26am 
Thanks a lot!
mzilli  [author] 23 Feb, 2022 @ 11:42am 
@Veno_Aug

planet_class pc_dormant
planet_class pc_dormant_cold
planet_class pc_dormant_toxic
planet_class pc_dormant_frozen
planet_class pc_dormant_molten
Veno_Aug 23 Feb, 2022 @ 7:05am 
Hey, is there any console effect I can use to turn planets into Nascent Worlds, similar to the planet_class command?
Gatzek 7 Dec, 2021 @ 7:07am 
Ok, thanks for the clarification.
mzilli  [author] 6 Dec, 2021 @ 1:55pm 
@Gatzek That's a normal feature of this mod, regardless of solar system. The colonies will be spawned as long as you don't have an incompatible origin or civic (Life-Seeded, Shattered Ring, Void Dwellers, Doomsday, Resource Consolidation, Ocean Paradise, Backup Colony, or Devouring Swarm).
Gatzek 6 Dec, 2021 @ 11:00am 
I know that these are two different initializers but no matter which one I choose when creating an empire I always have colonies on Titan and Luna in Sol system.
mzilli  [author] 6 Dec, 2021 @ 10:40am 
@Gatzek They are two distinct initializers that share the same name. If the description mentions the "Backup Colony" origin, that's from this mod; if not, it's the Distant Origin one. I'll probably change the descriptions and names to make this more explicit in the future.
Gatzek 6 Dec, 2021 @ 7:38am 
Correction: regardless of the order in which the two mods are loaded and whether I choose Sol from Distant Origin or from Settled Solar Systems, the Sol system (Mars) from Settled Solar Systems will always load
Gatzek 6 Dec, 2021 @ 7:07am 
I'm playing Settled Solar Systems plus Distant Origin. Both mods have identical launch system names (Sol sytem (Mars).
In the selection list in the new game there are both to choose from but it always loads the one that is last in the loading order. Could you change this in some update so that you can choose either Sol System (Mars) from this mod or from Distant Origin?
mzilli  [author] 11 Nov, 2021 @ 8:57am 
@Authentic Tincan That's an occasional consequence of the method I used to create those backdrops. Will try to fix at some point but can't give an eta, sorry.
authentic_tincan 8 Nov, 2021 @ 9:50pm 
hello! after an extensive trial and error state, ive determined that your mod is causing a green texture on buildings on Nacsent and barren worlds, this is the only mod i have enabled and the problem only persists on this mod
mzilli  [author] 29 Sep, 2021 @ 10:58am 
@Anorius7 That sounds like it might be a different mod, this one doesn't create "minor colonies" but rather allows for terraforming Terraforming Candidates into "Nascent Worlds" that can be colonized like any other habitable planet. Can you send a screenshot of the issue to clarify?
Anorius7 29 Sep, 2021 @ 4:48am 
Hello, I can't seem to create minor colonies. I have the necessary energy and influence, but the list of conditions, always seem to be false.
I have a condition that is always false : Arithmetic trigger of variable exploit_energy_tracking greater than 0.00. (same for energy, minerals and alloys)
I have lots of mods, but none that can allow settling on barren planets.
Do you have any idea where this can come from ?
Thank you
mzilli  [author] 9 Aug, 2021 @ 10:41am 
@bross02 I considered doing it that way, but ultimately I think any species capable of FTL travel would be more than capable of colonizing their own solar system. Call it a world-building feature. :P That said, I am still working to improve the AI's handling of Nascent Worlds.
bross02 8 Aug, 2021 @ 1:24pm 
This mod is very good, but I think it would be better if it was one origin that gave nascent worlds, rather than all get two with an origin that gave a 3rd.
Especially since the AI doesn't do very well at managing them
mzilli  [author] 10 Jun, 2021 @ 9:21am 
@Black Goat All origins have Nascent Worlds unless specified otherwise in their origin description. You can disable it for a specific empire by going into Documents/Paradox Interactive/Stellaris/user_empire_designs.txt, finding the empire in question, and adding the line "flags = { no_mzilli_colonies }".
massimogreco1982 4 Jun, 2021 @ 12:09pm 
Ok, thanks anyway
mzilli  [author] 4 Jun, 2021 @ 9:04am 
@Dekent Ooh, good idea! Will maybe add that in the next update.

@massimogreco1982 Working as intended, and no, I won't be changing it, sorry. :P