Stellaris

Stellaris

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Habitat Expansion
   
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22 May, 2020 @ 4:42pm
22 Mar @ 7:54am
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Habitat Expansion

Description
Works with 3.14 and higher.

This is a simple mod that adds a new ascension perk to allow habitats to expand infinitely. The requirements to take this perk is having the habitat technology as well as first selecting the Voidborn perk.

After selecting this perk all of your existing habitats as well as all future habitats will gain a new district called "Habitat Expansion". This district cost 500 alloys to build and grants +2 districts (1 to balance out the cost of the expansion district and 1 extra).

This was inspired by District Overhaul's external habitat expansion ascension perk.

If you encounter issues where the new district does not show up on some of your habs make sure you are using UI Overhaul Dynamic or another way to allow more than 4 districts per habitat.

I have created a balanced version of this mod that limits the number of expansions that can be built according to what tier of habitat tech you have. Check it out at: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2115212795
36 Comments
Supertacoz 5 Apr @ 12:04pm 
it would seem so.
Regis Nex  [author] 5 Apr @ 10:13am 
If that is the case the issue may be on ACOT's side
Supertacoz 5 Apr @ 8:10am 
well, I believe the "more traditions" mod also has some traditions that give both a flat boost and percentage boost to the number of districts, though it seems the ones added by said traditions are also removed when upgrading the capital.
Regis Nex  [author] 4 Apr @ 8:53pm 
How very odd. Are you playing with any other mods (besides ACOT) that would affect buildings/districts/habs?
Supertacoz 29 Mar @ 5:36pm 
got around to testing it again, and this time instead of completely deleting the expansion districts, the upgrade simply removed all unbuilt district slots.
Supertacoz 22 Mar @ 9:13am 
Strange. perhaps there were other factors at play that caused it. I will have to pay closer attention when I get to that point in my current game.
Regis Nex  [author] 22 Mar @ 7:58am 
Well I have good and bad news. The bad news is that the bug seems to be on ACOT's side as a habitat by default should not even be able to have a ancient palace built UNLESS it was a fallen empire. Also in my personal testing even when I was able to get a palace on the habitat it didnt effect the expansion district. The good news is that when I was looking at the code for ACOT I found the solution to the district count not always updating when the district is complete! I pushed the update with the new fix.
Supertacoz 21 Mar @ 4:48pm 
In the buildings folder I also found:
building_acot_dm_ancient_palace
and
upgrades = {
building_acot_ae_ancient_palace
Supertacoz 21 Mar @ 4:46pm 
looked in the megastructures file and all I could find was this:
merg_is_habitat = yes
Supertacoz 21 Mar @ 4:38pm 
does this have anything to do with it? this is written on the mod's page:
"Overwrites has_upgraded_capital_building and all of its upgraded variation to accept the new capital tier."