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Planetary Diversity - Planetary Habitats tweaks
   
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11 Jan, 2024 @ 9:08am
18 Apr, 2024 @ 1:57pm
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Planetary Diversity - Planetary Habitats tweaks

Description
Warning: Since Planetary Diversity has completely reworked the Planetary Habitat system, this mod is outdated and no longer works!

Tweaks and fixes to the Planetary Habitats mod, to make them more accessible and worth building.

-Halved the cost of construction for alloys and quartered for influence. Initially I quartered the cost of alloys, but now that I have fixed quite a few bugs here, these habitats deserve more. Still, 1k is a bit too much for my tastes.

-Added a default clerk job to the habitat capital building, so that the colony won't start with unemployment. And if you can upgrade it, it will also provide an enforcer and another clerk job as it levels up.

-Changed several planetary modifiers to properly add mining, energy or hydroponics districts:
--Subterranean Wildlife, Carbon World, Mineral Rich and Mineral Ultra Rich all provide mining districts.
--Hydrocarbon World (which gives +25% to energy production) gives access to generator districts, while also adding +1 mote harvester job.
--Subterranean Ocean from Vanilla now functions the same as Subglacial Ocean from PD, providing hydroponics districts, certain buffs, and special terraforming opportunities (this feature was in the code, but it did not work properly before).
--Duplicate modifiers, that were in both Vanilla and PD, now provide the same buffs (aforementioned Subterranean Ocean, Carbon World and Chthonian Planet)
--Diamond World, Ethane Ocean, and Hot Gas Giant, instead of simply providing +50% buff to a special resource production, only gives +25% to that resource, but also adds +2 harvester jobs for that resource. Which makes more sense, you utilise the buff by making harvesting facilities for those resources, instead of making Chemical Plants and such.

-Added some new edicts that would only show you Planetary Habitat Locations that have special modifiers - either for a year or mark them permanently. Also added an edicts to clear these markers, and fixed the original edict to properly show hothouse worlds. (And made them all cost only 100 energy instead of 500)

-All of the habitats should properly be affected by the resources produced by the planet that they are built on - minerals unlock mining districts, energy unlocks generators, any research or special resources like zro unlocks researcher districts. And special resource deposit will allow the construction of special resource harvesting buildings - which probably means that I did not need to change the Diamond World, Ethane Ocean and Hot Gas Giant modifiers, since they should get some harvester buildings anyways, but they will have more of them, and this will make them feel more unique and balanced maybe?
--All of these features were in the code, and were implied by the tooltips, but now they actually function
--Those planetary deposits are removed after the construction of the Habitat - since they allow you to construct unique districts or buildings
--The deposits for trade value will not be removed, and deposits for alloys and special resources like zro will be properly re-added as a planetary feature (again, most of this was in the code, but it did not work).

-Habitats that allow the construction of two special district types (like mining, generators, research or hydroponics) will remove the ability to make trading districts to make space for all of them (since the building interface fits only 5 district types). Hopefully three or more special district types are rare enough that I don't need to think of a way to fix that :P

Possible ToDo:
-Allow the AI to build Planetary Habitats in certain circumstances - I think that they should be able to claim rare planets like Diamond Worlds and Ethane Oceans, and potentially also Carbon Worlds and Chthonian Planets. All of this will be toggleable by the user, and off by default.
-Potentially more edicts that look for habitat locations, for example, ones that look at planetary deposits
-The ability to build Barren habitats on barren-like planets (Barren Tidally-locked, Barred Rogue, etc.)
-Special terraforming opportunities for more planet types, similar to the Subglacial Ocean one.
-Fix the bugs that are inevitably there, from either my changes or things not working in the original version of the mod. I will be playing more with this mod anyways (I swear I don't have a Stellaris problem), but I would also appreciate if you would report the bugs that you found, or if you were to give suggestions or recommendations for this mod in general!
13 Comments
djvandebrake 9 Aug, 2024 @ 11:02am 
Just curious, has anyone checked if this works with the "Planetary Diversity 3.11 Legacy" mod?
reshuram05 19 Apr, 2024 @ 1:52pm 
Could you also decrease the cost of upgrading the habitats?
reshuram05 19 Apr, 2024 @ 10:55am 
This mod has been blessed by the God-Emperor of Mankind
Eri  [author] 18 Apr, 2024 @ 2:33pm 
This mod should be after PD and PD - planetary habitats. There was a bit of an indescribable problem, but it really should work now.
Commander Lotus 18 Apr, 2024 @ 11:20am 
whats load order for it to work, as its not working for me
Eri  [author] 18 Apr, 2024 @ 2:39am 
Thank you for enjoying the mod, I appreciate it :)
Hereward 18 Apr, 2024 @ 2:31am 
I did try to tinker myself but it all comes down to time. Still, I was pleased to come across your mod and that you were thinking along the same lines as myself. Thank you.
Eri  [author] 18 Apr, 2024 @ 2:05am 
Yea, I would probably have made the AI only build on planets that have these special modifiers, and also probably limited the amount they can build in general (either a hard cap or something dependent on empire size?)
Unfortunately, since this relies on Planetary Diversity, this mod would just become outdated as the new version comes out, as the devs plan to completely rework the habitat system. As such, I am not gonna invest more effort into something that will eventually stop working. It is kinda unfortunate that I already did invest this much effort, but oh well.
Hereward 17 Apr, 2024 @ 9:09pm 
Looking forward to your AI capability. I love the original mod but stopped using it when the AI was switched off.

We would colonise our solar system well before going to far away systems and yet in the game it is easier to colonise Alpha Centauri than it is to put a base on Mars or an asteroid. That's just wrong.

Looking under the hood I see your scripted triggers that use planetary modifiers. Seems like the sensible way to go. One would only go to the trouble of building a base if there was a good reason to do so and positive planetary modifiers give that reason, whilst curbing the AI spam.
Eri  [author] 10 Mar, 2024 @ 4:06pm 
Thank you so much for the kind words <3
I am glad people are enjoying this :3