Xenodragon54 Posted 16 hours ago Posted 16 hours ago View File Xeno rework Expansion (WIP) Xenomorph Domain Description: A large adult hive-mind overhaul for Stellaris built around the perfect organism. Play the Hive itself — grow the brood from ovomorph to Queen Mother, harvest hosts, subjugate broodstock tributaries, and remake worlds into living resin. Or stand on the other side of the glass: captor empires can contain, study, farm, and profit from the most dangerous species in the galaxy. Military, economy, and exploration stay in a cold biological-horror register; the adult content lives inside the systems built for it, and stays suggestive rather than explicit. Built and validated against the current Stellaris version with all DLC in mind. This is a living WIP — updates ship frequently, and saves are best started fresh after major updates. Current Features: By the numbers: 139 buildings • 146 tradition picks across 23 trees • 16 ascension perks 31 civics • 9 origins • 117 species & leader traits 3 prescripted empires • 3 AI empire personalities 99 jobs • 23 armies • 121 technologies • 538 events • 21 planet classes The Hive: An egg-and-offspring economy: drone clutches and royal egg-layers produce Xenomorph Eggs; brood tenders mature them into Offspring that pay for your specialist chains, growth decisions, and branch-office seeding. Run the reserves dry and the brood starves. A full royal ladder — Drones, Warriors, Praetorian and Paladin guards, Queens, Brood Queens, Empresses, the Queen Mother — expressed as jobs, armies, and leaders. The Hive Evolution Chamber: converting captured organics earns Evolution Points; spend them in an edict-opened evolution menu to cultivate exotic war-castes (Widow, Pyrogen, Puppeteer, Warlock). More castes are tech-grown (Ravager, Boiler) or host-line bred (Runner, Lurker, Crusher, Charger, Neomorph and more). Host-line subspecies: consume reptilian, avian, lithoid, aquatic and other hosts to unlock hybrid strains with their own traits and armies. World consumption: cultivate hive worlds, deepen them into resin networks, and end at the Black Resin Brood-World — or strip-mine the crust of everything else. Brood-Tribute Subjugation: defeated empires become oppressive broodstock vassals the Hive milks forever. The galaxy's answer: a Restraint casus belli that frees every subject the Hive holds. Divergent Brood Ecologies: fully-infested worlds roll permanent ecological roles — Spawning Grounds, Hunting Grounds, Synaptic Shoals, Acid Marshes, Carrion Fields. Innate galactic infestation that spreads through contact, with civics that amplify the strain. Custom bombardment stances, war goals, espionage operations, archaeology, and a genetic-memory research economy where production drives reproduction. The Captors: Non-hive empires can capture, contain, and exploit the Xenomorph: containment labs, specimen vaults, breeding programs, rendering works, menageries, and a captive-Queen interactive menu with its own long-form event trees. Captor civics from corporate trafficking syndicates to biosecurity directorates and eradication mandates — with matching tradition trees on both sides of the glass. Captive Pits and capture pipelines: raiding stances, battlefield leader captures, and fleet-wreck harvesting feed your holdings. Both sides: 23 tradition trees covering captures, brood development, infestation, containment, and ascension — plus 16 ascension perks. 3 ready-made prescripted empires and 3 AI personalities so the galaxy fights (or farms) the Hive without you. Compat patches for Ethics & Civics: Bug Branch and Expanded Gestalts: Forgotten Queens ship alongside the mod. Requirements: Lustful Void by Lithia<3 — REQUIRED! Calcifire's Trait Pack for LV — REQUIRED! UI Overhaul Dynamic — strongly recommended (no patch needed) Installation: Extract the zip contents to (...\Documents\Paradox Interactive\Stellaris\mod) — if you don't have a "mod" folder, create one there. The archive contains "Hive mods.mod" and the "Hive mods" folder; both go directly into the mod folder. Delete the old mod folder and .mod file before extracting a new version. Clean installs are the supported path. Load order: Lustful Void Calcifire's Trait Pack for LV — Xenomorph Domain — XD Compat - Bug Branch (only if you use Bug Branch — load AFTER it) XD Compat - Forgotten Queens (only if you use Forgotten Queens — load AFTER it) — UI mods last Compatibility: UI Overhaul Dynamic: works without a patch. Ethics & Civics: Bug Branch and Expanded Gestalts: Forgotten Queens: use the included compat patches (they retire overlapping civics so the two ecosystems don't double up). Do NOT run this mod alongside Xenomorph Species Rework or Xenomorph Infection — Xenomorph Domain grew from ported and heavily-diverged versions of those systems, and running both will conflict. Changelog: New features: Added the Hive Evolution Chamber — an edict-opened evolution menu (styled as a hive hex-lattice board) where Evolution Points earned from converting organics unlock four exotic war-castes: Widow, Pyrogen, Puppeteer, and Warlock. Added two research-grown assault castes: the Ravager (melee elite) and the Boiler (long-range acid artillery). Added Brood-Tribute Subjugation — the broodstock-harvest war goal now permanently vassalizes the defeated as an oppressive tributary — and the Restraint casus belli, letting other empires free every subject the Hive holds. Added Divergent Brood Ecologies: fully-adapted non-resin worlds roll one of five permanent ecological roles. Added three world-doctrine hive civics (Synaptic Ganglion, Metabolic Strip-Mining, Digestive Assimilation) and two egg-economy amplifier civics (Fecund Brood, Hatchery Doctrine). Balance & design: A full consolidation sweep removed or merged systems that duplicated each other — dead deposits, orphaned traits and technologies, redundant buildings — and gave two empty tradition picks real effects. Egg Caretakers now grant their full intended egg-storage bonus. Several hive-form (gestalt) jobs were reconnected to the mod's own economic categories, so hive empires properly receive their job-output amplifiers. The Galactic Infestation civic was renamed Virulent Strain and reworded: the infestation itself is innate to every Xenomorph empire — the civic only amplifies it. Fixes: Hive-world conversion projects now correctly enforce one project at a time per world (and mutually exclude with vanilla arcology projects). The queen-capture decision now actually resolves — previously it charged its full cost and silently did nothing — and respects its cooldown. Fixed all three prescripted empires being hidden from the empire-selection list. Fixed seven civics leaking into the wrong empire types' selection menus. The Black Resin origin's starting capital now seeds the correct hive-world districts. Custom bombardment stances now display their proper names. Cleared every startup parse error the mod produced, and fixed several tooltips that failed to render. Descriptor paths are now portable — installs work on any machine without editing the .mod file. UI & icons: 31 new custom icons: 12 civic icons, 12 job icons, and 7 tradition pick icons (the Brood Harvest tree no longer shares one borrowed icon). A custom green-yellow hex-lattice banner for the Hive Evolution Chamber. Known issues: The hive primer popup can render taller than the screen under UI Overhaul Dynamic — a paginated version is in progress. Inspiration & Credits: Lithia<3 — Lustful Void, the foundation this mod stands on (and the inspiration for this page). Calcifire — Calcifire's Trait Pack for LV. NickVirgo — Xenomorph Species Rework and Xenomorph Infection, whose early versions seeded several of this mod's systems before they diverged into their current forms. The Alien / Alien vs Predator franchise — the perfect organism itself: ovomorphs, facehuggers, Queens, the Alien 3 runner, Covenant's Neomorphs. TGMC (/tg/station Marine Corps) — the xenomorph caste roster that inspired the war-caste system. Permissions: Franchise concepts belong to their respective owners; borrowed inspiration is credited above. Submods are welcome as well as custom patches that may be uploaded to a patch list on the main page Owners of any art or characters featured in this mod have the right to request it be removed from the mod at any time without reason needed. Submitter Xenodragon54 Submitted 08/09/26 Category Stellaris Requirements Lustful Void Calcifire's Trait Pack for LV UI Overhaul Dynamic All DLC (Exluding Nomads)
demiraptor Posted 14 hours ago Posted 14 hours ago Could you replace 'path="C:/Users/Hak/Documents/Paradox Interactive/Stellaris/mod/Hive mods' with 'C:/Users/gener/Documents/Paradox Interactive/Stellaris/mod/Hive mods', since that what i did to get it working on my end, please?
Xenodragon54 Posted 12 hours ago Author Posted 12 hours ago 1 hour ago, demiraptor said: Could you replace 'path="C:/Users/Hak/Documents/Paradox Interactive/Stellaris/mod/Hive mods' with 'C:/Users/gener/Documents/Paradox Interactive/Stellaris/mod/Hive mods', since that what i did to get it working on my end, please? Whoops! Thanks for the pointer!
Xenodragon54 Posted 12 hours ago Author Posted 12 hours ago 2 hours ago, demiraptor said: Could you replace 'path="C:/Users/Hak/Documents/Paradox Interactive/Stellaris/mod/Hive mods' with 'C:/Users/gener/Documents/Paradox Interactive/Stellaris/mod/Hive mods', since that what i did to get it working on my end, please? It looks like the path user "Hak" or "Gener" is based on the individual's path. I just looked at Lustful void's descriptor for reference and saw it didn't have a path in it so I deleted the one from this one. Let me know if there's anymore issues.
Akashi_1944 Posted 10 hours ago Posted 10 hours ago 1 hour ago, Xenodragon54 said: It looks like the path user "Hak" or "Gener" is based on the individual's path. I just looked at Lustful void's descriptor for reference and saw it didn't have a path in it so I deleted the one from this one. Let me know if there's anymore issues. The patches also need to be updated, they also have invalid mod paths.
Xenodragon54 Posted 9 hours ago Author Posted 9 hours ago 34 minutes ago, Akashi_1944 said: The patches also need to be updated, they also have invalid mod paths. Heard. Updating them now
illegalFrog Posted 7 hours ago Posted 7 hours ago Having some sort of issue with colony management at the start of any game, any colony that isn't a type of "xeno homeworld" suffers from a weird bug that at start of a month it will very quickly flash showing ruined buildings or changing district specialization, it will then instantly revert back to whatever it was originally this bug repeats constantly and is really annoying. There is also the issue that none of the origins start the colony with a "xeno nursery" which means you will be negative in "xeno offspring" this will immediately cause a market crash giving the player a ten-year negative effect that you cannot avoid without cheating. Overall mod seems really interesting and hopefully this is fixed quickly, if you need some evidence for the bug I can send some
Xenodragon54 Posted 7 hours ago Author Posted 7 hours ago Just now, illegalFrog said: Having some sort of issue with colony management at the start of any game, any colony that isn't a type of "xeno homeworld" suffers from a weird bug that at start of a month it will very quickly flash showing ruined buildings or changing district specialization, it will then instantly revert back to whatever it was originally this bug repeats constantly and is really annoying. There is also the issue that none of the origins start the colony with a "xeno nursery" which means you will be negative in "xeno offspring" this will immediately cause a market crash giving the player a ten-year negative effect that you cannot avoid without cheating. Overall mod seems really interesting and hopefully this is fixed quickly, if you need some evidence for the bug I can send some Oof, that's a major bug. Thanks for reporting this It will be fixed within the day.
demiraptor Posted 3 hours ago Posted 3 hours ago 8 hours ago, Xenodragon54 said: It looks like the path user "Hak" or "Gener" is based on the individual's path. I just looked at Lustful void's descriptor for reference and saw it didn't have a path in it so I deleted the one from this one. Let me know if there's anymore issues. Thanks mate. :3
Xenodragon54 Posted 2 hours ago Author Posted 2 hours ago 4 hours ago, illegalFrog said: Having some sort of issue with colony management at the start of any game, any colony that isn't a type of "xeno homeworld" suffers from a weird bug that at start of a month it will very quickly flash showing ruined buildings or changing district specialization, it will then instantly revert back to whatever it was originally this bug repeats constantly and is really annoying. There is also the issue that none of the origins start the colony with a "xeno nursery" which means you will be negative in "xeno offspring" this will immediately cause a market crash giving the player a ten-year negative effect that you cannot avoid without cheating. Overall mod seems really interesting and hopefully this is fixed quickly, if you need some evidence for the bug I can send some This should be resolved now. Let me know if it continues to happen
Akashi_1944 Posted 1 hour ago Posted 1 hour ago When trying to load up the third Xenomorph Empire, Deacon Brood the game crashes.
Akashi_1944 Posted 1 hour ago Posted 1 hour ago 1 hour ago, Xenodragon54 said: This should be resolved now. Let me know if it continues to happen I just did a game with the black Resin start and the bug occurred again.
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