Stellaris

Stellaris

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Auto-Upgrade Habitats
   
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20 Aug, 2021 @ 1:59pm
5 Sep, 2021 @ 12:01am
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Auto-Upgrade Habitats

Description
Auto-Habitat Upgrades allows for Advanced Habitats and Advance Habitats be built once the Tech has been unlocked.
Each Tier of Habitats block out the previous and both cost more alloy and influence than the previous tier but less than using the decision to upgrade the habitat as per normal. (The Idea behind this is that it would take less time and resources to create the bigger habitat from the get go than retrofit and expand an existing one)
You can still upgrade the habitats as normal to make existing habitats the later tiers.

Planned Features:
- Add an event that triggers every x months that ask if you want to upgrade the lower tier habitats to the next tier if the tech is unlocked and you have enough alloys


Mod Compatibility:
This mod edits the following files:
- habitats.txt (Will still be compatible with mods that override this file but the standard habitat will show up along side the Advance Habitat or Habitat World in the Megastructure build menu rather than replacing/hiding it)
14 Comments
guardian1368 27 Jul, 2023 @ 4:45am 
is there one like this but for stations
ALVYBOI 31 Jan, 2023 @ 8:29am 
Update??
I'm A Distraction! 27 Nov, 2021 @ 3:25pm 
Hey there, finally getting around to updating SIHO and adding some requested compatibility (life has been busy the last half year). I think I have a solution for the compatibility side of my things that should work with both loaded, but it just needs a global flag from your mod to show that yours is loaded in the game.

Then I should be able to add flags to disable the starting habitat when the technology is researched and your mod is active, and also enable SIHO compatible advanced and world habitats when the flag is active as well. Can even include auto-upgrade to always load first so people don't need to play around with load order so long as the two mods are enabled. Assuming that all works for ya.
Marrow 8 Sep, 2021 @ 12:03am 
Yeah I totally get that. I've managed to fix some conflicts in irony for some common mods and have thought bout posting them but I feel like nobody is going to appreciate me stealing their audience with ghetto hax.

It's definitely worth reaching out to them tho. Your mod is one of the most highly requested features in the game that I've seen, but people get very attached to their habitat mods. The more mods yours works with the more popular it's going to get for sure.
Esvalsen  [author] 7 Sep, 2021 @ 11:34pm 
I might message the author and see if their fine with me to make a mod that does that with maybe with both of us as contributors but without the authors approval I don't really feel like I should just be blatantly ripping off their mod and then posting it publicly even if it is just for a compatibility patch.
Esvalsen  [author] 7 Sep, 2021 @ 11:34pm 
Its fine its a valid question but sadly its not that easy as far as I am aware.
So the Space Industry mod changes quite a lot in the habitats.txt file that determines how the habitats are built as in what districts and what they can be placed around and what deposits they have.
(I know this isn't quite accurate but it gives a good idea of the amount of work) The normal habitat.txt file in vanilla is about 400ish lines of code, my mod maybe adds 5-10 in order to hide it if the relevant tech is unlocked. The Space Industry mod adds about 800 on top of that for custom deposits and placement etc and that's only the one file not to mention the others that I haven't looked at what they do yet.

So in order for me to make a compatibility patch it would be more like a separate merger mod rather than a patch as there is just too much that was added so I would essentially be remaking his mod in my own in order to "Patch It".
Marrow 7 Sep, 2021 @ 10:27pm 
So I'm definitely not a coder so forgive me if I'm crossing a line here, but it sounds like a compatibility patch should be pretty simple. You'd literally just have to change the flags you use in this mod, right?
Esvalsen  [author] 6 Sep, 2021 @ 12:28am 
Ok so that mod changes more than just the auto colonisation in the conflicting file as it also changes what habitats can be built around and what districts there are depending on the planetary body so by having my mod load after the other one it removes all of those changes.

Probably the best way to resolve the conflict would be to have my mod in the load order first, than the Space Industry mod afterwards so that it overrides my habitats.txt file as the only thing that I have changed in it is the hiding of the default habitat from the megastructure build menu when the tech for the tier 2 and 3 versions of the habitat are researched so doing it like this should allow both mods to work and not cause conflicts.

That being said the advance habitats and the habitat worlds in my mod are based off of the vanilla habitats so the districts and locations they can be build will not be the same as the habitats that you build using that mod then upgrade to the next tier as per normal.
Marrow 5 Sep, 2021 @ 5:51pm 
Hey I just wanted to say your mod creates a slight conflict with Space Industry in that habitats no longer auto-colonise.

I personally don't think that's a bad thing because controlling your colony ships helps immensely with the sneaky bio-pops during a void dweller synth ascension. But I thought I'd mention it.
Marrow 5 Sep, 2021 @ 12:42am 
Oh neat I'm glad everything worked out and I will definitely be recommending this mod to everyone now.

That planned feature sounds pretty neat. I'm guessing there'll be an additional cost for balance sake but I'm hoping it'll be like, energy to pay the workforce or something. Habs can already be so expensive that I'd hate to see it get worse.... but then again 20% would just cancel out the expansion traditions.