Stellaris

Stellaris

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Habitat Revamp
   
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2.812 MB
23 Sep, 2017 @ 6:07pm
9 Jun, 2018 @ 8:08am
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Habitat Revamp

Description
Update for 2.1

Draconas went through and made a few fixes to get this working in 2.1. I've done some basic testing, and there are still a few minor issues with being able to build non-habitat buildings on habitats, along with some issues placing Solar Habitats, but the mod is mostly functional.

I'd recommend checking out his mod using the same premise as this one.

Original Description

An overhaul of Habitats to allow both early game possibilities and late game utility.

It never made any sense to me that you spent tons of resources building a huge habitat, only for it to sit mostly empty for decades while the population grew. This mod grew out of a desire to fix that, though it ended up being quite a bit beyond that.

Instead of building 16 tile habitats, you are able to build 25 tile habitats that have 24 tile blockers, preventing more than a single population. In order to expand, you'll need to build each 'section' of the habitat one at a time. As a result, habitats are much cheaper to start with, though you'll actually end up paying more in the long run to balance out the benefits.


As well, this mod introduces a variety of specialized habitats depending on their location, as well as special tiles which represent special locations on the parent body:

Colony Habitat: Built around a colonized planet, this represents the population living just off planet. It has special tiles for Low and Synchronous orbit habitats, including the space elevator and orbital ring buildings. It also has a atmosphere tile representing a habitat dipping into the atmosphere itself.

Gas Giant Habitat: Built around a gas giant, this habitat has many atmosphere tiles, with the option to build gas collection balloons.

Asteroid Habitat: Built around an asteroid, this habitat has asteroid tiles which allow for the production of minerals.

Solar Habitat: Built around a star, this habitat allows for more efficient solar power collection. As well, it has special tiles for the corona and photosphere, allowing late game research opportunities. There is also a late game opportunity to exploit a star for stellar lifting, producing vast quantities of minerals, though at a steep startup cost.


The colony habitat can be unlocked in the early game with tech, and the others relatively quickly, allowing the possibility for an 'all habitat' game, excepting the home planet. On the other hand, it will be very expensive compared to using planets, and you'll be limited to very basic buildings without the megastructure ascension perks.

Most of the new habitat buildings and the specialized habitats require the Voidborne ascension perk, and some of the late game buildings require the Master Builders perk. Be warned, the Mastery of Nature perk will prevent you from using the content of this mod, since your people would see no reason to live among the stars once they've created a utopia at home (alright, it's really because the -50% tile blocker clearing cost breaks the main mechanism I've used, so I made this everything in this mod mutually exclusive with it).

Since I did not overwrite any vanilla files, This should be compatible with pretty much all other mods. Having said that, anything that changes the names of vanilla perks, techs, etc, could cause unexpected problems.
74 Comments
nodrogj  [author] 20 Jul, 2020 @ 7:30am 
The complete overhaul of worlds makes most of this obsolete, so I have no plans for doing anything with this
Birdan 19 Jul, 2020 @ 11:43pm 
Is this going to be updated?
Draconas 4 Jan, 2019 @ 4:31am 
@Jim and @Ryan - you can get the main part of the functionality (earlier built habitats) from my mod : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1406918998 which is 2.2.3 compatable and I have an enhanced habitats mod that allows mining asteroids and stars.
Jim Starluck 28 Dec, 2018 @ 10:10pm 
Glad to see this got updated at some point; hope it gets a 2.2 version at some point.
Ryan 21 Dec, 2018 @ 9:02am 
Will This Be Updated for 2.2?
mazrados 26 Jun, 2018 @ 4:14am 
Maybe some changes in 2.1.1 cause that. Or maybe it is related to machines I am playing now. They have another buildings. Possible to fix that?
nodrogj  [author] 25 Jun, 2018 @ 5:42pm 
The original version of this mod did restrict buildsing on habitats to only custom ones, but the way it was done didn't work with the new version.
mazrados 24 Jun, 2018 @ 5:44pm 
Really, if it's not a big deal, could be removed planetary buildings from habitats? It's fine if I build it manually but if it's in sector, govenors make stupid things.
mazrados 23 Jun, 2018 @ 3:24pm 
One thing is weired. I can build mining on habitat. What is there for mining in habitat :D
It's barely an issue, I just don't build this buildings there. But would be more elegant solution to disable such buildings on habitats. Would be nice to have specialised habitats on asteroids instead (maybe there are already, just started this game).
nodrogj  [author] 23 Jun, 2018 @ 6:58am 
Mostly techs, but you still need voidborn for full utility