Stellaris

Stellaris

Multiple Origins
86 Comments
Yeti Hunters 3 hours ago 
Paradox change strings: Leader - trait events, all mods that have changed this or used basic event pages should be updated. According to another mod author, this is the issue.
Estellus 5 Jun @ 7:41am 
+1 report, same ID's, chased down to specifically this mod.
542650213 5 Jun @ 6:10am 
更新后不断弹窗
Baaarni 5 Jun @ 5:30am 
+1 report, empty events cstrom and distar ids
CMDR_Kai 5 Jun @ 3:00am 
I would also like to report daily empty event notifications. The debug menu revealed most of them as cstorms.1520, one as distar.154, and another as distar.174.
Talosh 5 Jun @ 1:33am 
Unfortunately I also have the same issue
Next Evolution 4 Jun @ 4:43pm 
Yeah, like the others said. Daily empty notifications that make the game unplayable. It happens even if you didn't pick any extra origins, and the original origin doesn't seem to matter either.
Gabilard 4 Jun @ 9:40am 
I have the same problem as Bird is Crazy.
Main origin : Remnants
Added origin : Evolutionary predators

I don't know for Bird is Crazy.
Bird Is Crazy 4 Jun @ 8:47am 
This mod triggers empty event notifications daily.
masiyi9406 4 Jun @ 5:46am 
This mod seems to cause a bug to pop an empty event notification every day in 4.015
Панимаю 28 May @ 1:35pm 
Combining Knights of The Toxic God and Under One Rule appears to be bugged with most of the Under One Rule events not firing, including the Imperial Proclamation. Knights of The Toxic God situations and events appear to work perfectly though.
Shadow Dragon 22 May @ 8:25am 
Okay thanks.
rolfey1328  [author] 22 May @ 8:22am 
@Shadow dragon yes because you select them in the starting screen
Shadow Dragon 22 May @ 4:11am 
That´s what I meant. Do the traits work when under one rule is selected first?
rolfey1328  [author] 22 May @ 1:48am 
@shadow dragon What bug? The only thing not working are the extra unique traits
FluffyPotato 21 May @ 11:26pm 
Unfortunately it seems to not work on Linux. With just this mod enabled starting the game either crashes at 100% loaded or just stays at 100% loaded forever
Arathaea 21 May @ 11:23pm 
Using this to combine The Chosen One from the Even More Origins mod and vanilla Mechanists works perfectly so far. Adding in Galactic Doorstep gives me the occasional crash, but I only really needed the first two.
霜糖大油条 21 May @ 9:52pm 
Work like a charm! Thank you!
Shadow Dragon 21 May @ 4:44pm 
If I select under one rule as base, will it still be bugged?
Ferrous 21 May @ 1:19am 
@King of Winter
Not a bug
That event fires 6 to 18 months in, it's deliberate design
King of Winter 21 May @ 12:06am 
Nevermind, It happeded about 3 month into year 2? Which is weird but not really a big problem.
King of Winter 20 May @ 11:58pm 
tried to use the under one Rule thing and it didn't start the situation or add the trait to my leader.
It did add the trait to my species though so I'm not sure what's up. The other ones I used worked.
rolfey1328  [author] 20 May @ 3:01pm 
@Eudamon The situation? It shows for me
Cptn Toast 20 May @ 12:06pm 
Arc welders would be amazing!
Eudamon 20 May @ 10:15am 
Choosing Evolutionary Predator seems to give me the Malleable Genes, but the progress bar does not appear. Will it show up later?
rolfey1328  [author] 20 May @ 1:29am 
@Fro Fro this issue should be fixed now. @Hydra yeah should work
Ferrous 19 May @ 8:23pm 
@hydra
it should but if the modded origin is too wacky things might go awry
hydra 19 May @ 1:48pm 
does this work using a modded origin and then adding in vanilla origins?
rolfey1328  [author] 19 May @ 1:23am 
Thanks guys i implemented the fix for mulori.7. Haven't had much tie to work on the mod so will try to fix the bigger issues soon
유판 18 May @ 11:17pm 
@Skalitztroll that's right. I modified it, too :steamthumbsup:
He reads the comments well and responds, so will it be fixed in the next update? :VBCOOL:
Skalitztroll 18 May @ 6:58am 
@rolfey1328 in event code block mulori.7 there lost a "}" in the end of the code, it cause under one rule origin edict invaild, please correct it in the next update.
Fro Fro 18 May @ 12:04am 
So sadly I noticed a small problem with the Evolutionary Predators addition. It itself works perfectly! However the Deathless Dynasty Imperial Authority typically given after the Mutation tree doesn't work right. It gives the bonuses of just completing the traditions as a normal Imperial empire
King of Winter 17 May @ 9:12pm 
for under one rule, you HAVE to add the Visionary trait first, then you can add the others but they're dependent on it.
xkuripuri 17 May @ 3:47pm 
Looking at those bugs about Starlit Citadel, certainly does explain why when I used it with this mod I did end up making contact with basically every single AI at once when I learned to travel through wormholes, huh? Who'd thought!
ZCHE1998 17 May @ 10:37am 
talented!
吐酸泰坦 17 May @ 10:10am 
Dear brother, can you add the origin of synthetic reproduction.
rolfey1328  [author] 17 May @ 2:08am 
Whoops sorry guys that was a pretty big oversight on my part. @유판 I incorporated your fix into the code, thanks a bunch!

@Ferrous generally I try to keep the code as similar to the vanilla version - I'm not a programmer so if I change too much it tends to break :steamfacepalm: in this case though I forgot the limit condition
유판 16 May @ 11:28pm 
@Ferrous I'm curious, too
I think it probably keeps the configuration similar because it uses the contents of the existing mode as written in the body. :steamhappy:
Ferrous 16 May @ 7:28pm 
@유판
just editing the immediate block into
immediate = {
starlit_citadel_start_effect = yes
}
will do
I have to day this is an extremely convoluted way of doing this, is there any reason why you couldn't just call the start effect in the edict itself? @rolfey1328?
Goot 16 May @ 7:22pm 
Nevermind. Was conflicting with some random machine portait mod I had installed and causing the issue. Keep up the good work!
유판 16 May @ 4:42pm 
event = {
id = mulori.7
hide_window = yes
is_triggered_only = yes

immediate = {
every_country = {
limit = {
has_country_flag = decision_starlit_citadel
}

starlit_citadel_start_effect = yes
}
}
}

I changed this as below and solved it.
It looks like a code modification is needed.

event = {
id = mulori.7
hide_window = yes
is_triggered_only = yes

immediate = {
every_country = {
limit = {
has_country_flag = decision_starlit_citadel
}

starlit_citadel_start_effect = yes
}
}
}
유판 16 May @ 4:26pm 
If you select, starlit_citadel
capitaldel and wormhole appear in all of the AI.
Therefore, adding this origin leads to shocking consequences, with all empires continuing beyond the wormhole. :steammocking:
rolfey1328  [author] 16 May @ 12:31pm 
Still working for me. @Goot and @Mysterywisc can you describe your system/which origins you picked/anything else that could be relevant?
Goot 16 May @ 10:32am 
when I pick an origin, game repeatedly creates an empty text box that immediately reopens after I close it out. Can get past 4th day without encountering this.
marco.medina 16 May @ 9:06am 
Everything is working fine for me
Ferrous 16 May @ 5:34am 
Ok, i'm pretty sure it's Gigastructural Engineering that is contributing to the crash on the 5th day.
This mod is most likely blameless.
Gigastructural is very bloated anyways iono why i even bothered with it.
Ferrous 16 May @ 4:36am 
it's working for me
I can only assume you had a conflicting mod, or one of the edicts i didn't use is firing a bugged event on day 4.
Try to figure out which edict-event caused it
Mysterywisc 16 May @ 4:24am 
As of 4.0.10 no origins appear to work. The game CTDs on day 4, no matter what origin I pick.
rolfey1328  [author] 15 May @ 6:34am 
damnn thats weird i have no idea where that's coming from. I'll try and fix it