Stellaris

Stellaris

Habitat Revamp
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
mazrados 23 Jun, 2018 @ 4:31am 
OK I see. There are techs for that.
mazrados 21 Jun, 2018 @ 10:02pm 
Very interesting feature. Now habitats placement matters (not just put anywhere possible).

One question. What are requirements to unlock habitats? Still Voidborn and Star Fortress?
Oka 14 Jun, 2018 @ 9:42am 
Just noticed you updated! Nice. Juuuuust one "tiny" thing i thought would be cool. Colony habitat with the ring model. Like in Orbital Rings Galore
Draconas 9 Jun, 2018 @ 5:28am 
After having a chat with nodrogj I have implemented by own version, which is a little different from nodrogjs and you can find it here: Staggered Habitats It follows the same principals but with a bit less custom tiles and buildings.
Draconas 30 May, 2018 @ 2:20pm 
I spent a little while working on this and believe that I have an updated version that is compatable with 2.1.0 where all the buildings work (according to my quick run through game with some superhumans).
Am happy to publish this to the workshop (is currently in git), nodrogj have sent you a friend request so we can chat.
nodrogj  [author] 5 May, 2018 @ 11:14am 
I haven't touched this in a while; it was more a one weekend thing. Surprisingly it did seem reasonably popular, so no promises, but I'll see if I can update it to the new version, and maybe finish a couple extra features I had considered when I first built it. I have a few free weekends coming up so we'll see.
Jim Starluck 4 May, 2018 @ 5:55pm 
Would really like to see this updated at some point.
Carredin 19 Mar, 2018 @ 3:43am 
great mod, wondering if an update will appear.
superbtc 17 Mar, 2018 @ 5:37pm 
Hi so I tried to message the creator Nodrogj. I was interested in how you coded your mod. I'm just starting out and i wanted to make something really similar to this. Message me if you have the time.:steamhappy:
kaelis 8 Mar, 2018 @ 1:35pm 
Any chance on an update?
Jim Starluck 27 Feb, 2018 @ 9:21am 
Add-on: Have seen some AIs build them, but they don't appear to be working properly.
Jim Starluck 26 Feb, 2018 @ 12:36pm 
@Ironyz: It's "compatabile in that it won't crash the game or anything, and the mod-added research shows up, but you can't build the habitats -- they just don't show up as available, even when researched.
bubble baathist 23 Feb, 2018 @ 5:40am 
Does anyone know if this is compatible with 2.0
SpartanXZero 19 Jan, 2018 @ 7:07pm 
I have no clue on how to code for this game (let alone any game) just don't have the time to study for it to click. I've plenty of ideas though.. lol, maybe one day when I can retire from my career, or win a jackpot.
nodrogj  [author] 18 Jan, 2018 @ 7:08pm 
@SpartanXZero - I'm not really much of an expert on the coding, but you should be able to put conditions on buildings based on the properties of the parent planet/star. I think you would actually have to build separate buildings for each though, since I'm not sure if you can put conditional statements on the science yields directly.

Of course, all that might be fixed by a modifier on the habitat itself. If you give the habitat a modifier that zeroes out society yields on a star, that would have the same effect.
SpartanXZero 17 Jan, 2018 @ 12:14pm 
An idea?
As the below poster implied.

Is there a way to add parameters to habitats so they could produce specifc sciences?

For instance, if you could/were to build a science habitat attached to say an observation post setup over another culture. The science tribute could add society + engineering bonuses. Where as the habitats setup as science labs over your own worlds/colonies would produce physics + engineering.

Also on the note of habitats being built/attached to observation posts. Could be a wide range of ideas and buildable modules that could affect primitive cultures based on researched tech an ideologies, especially assimilation concepts.
I'm A Distraction! 14 Jan, 2018 @ 6:35am 
I can certainly understand the issue, I barely understand how to mod this game to begin with. :)

Just a few other issues I remembered, some balance thoughts.
1: Some of the non-habitat/planet buildings can still be built on the habitats from this mod, such as the planetary administration, mineral and energy hubs, paradise dome, etc.
2: The science output on solar habitats is insane with a science optimized pop lead to those five tiles giving ~100-100 of each science type, making each one half as good as a science nexus. My only thought to fix this, if any, is that it also seems... sort of wierd that such laboraties on and in a star produce society research (at least to that degree). The physics and engineering research in such environments makes sense though.
nodrogj  [author] 13 Jan, 2018 @ 1:15pm 
I actually tried to make orbiting stations change planet modifiers directly, but I couldn't find an easy way to do it. I'm sure there is, but I wasn't able to.
I'm A Distraction! 12 Jan, 2018 @ 5:56pm 
Found a (hilarious) issue with this mod with the Preytheon Scourge. When they infest one of these habitats, at least an orbital station, it'll turn into a size 25 infested planet which can then be cleansed and teraformed/colonized afterwards.

Otherwise this mod has been pretty great, wish the models could repressent more habitat swarms rather than one large station, but I understand that takes a bit of work. Mineral production on orbital stations are insane (~300) which makes the StarForge (Stellar lifting driver and collector solar habitats), asteroid habitats, and gas giant habitats rather lacking. Don't suppose the rings and orbital elevator could give bonuses to ship construction speed from the planet rather than a large bonus to mineral production from the station.
Jim Starluck 20 Dec, 2017 @ 9:37pm 
@Belaaron: Checked the mod's building files. Yes, they do.

I can't help but feel like way too much of the content in this mod gets locked behind Voidborne or the Engineering Lab II and III techs, rather than having their own dedicated techs for you to research.
Belaaron 3 Dec, 2017 @ 6:33am 
So I've researched the tech that gives orbital rings and space elevators...but can't build either, even in the low orbit/synchronous orbit tiles.

Do they require the voidborne perk to be built even though they can be reasearched without it?
zALIAS32z 26 Nov, 2017 @ 10:09am 
I dont know if anyone else has encountered this but, after i created a habitat, it did the abandoned terraforming equipment questline for the habitat, i had it on a diffrent habititat, the first time i just deconstructed it, this time i resumed it and now i have a 25 tile Gaia world, i find that a little bit OP, sense it usually takes me 30ish years to get a Gaia world, just wanted to let you know.
Jim Starluck 25 Nov, 2017 @ 5:51pm 
I suspect this mod will function a lot more smoothly once the Cherryh update comes out, and Starports are no longer tied to individual planets but to a solar system as a whole.
Belaaron 23 Nov, 2017 @ 8:13pm 
On an unrelated line of thought, I've always justified all the tile blockers as undeveloped orbital space. Instead of one habitat that can hold 25 billion people orbiting a planet that may only hold 10 billion (a bit silly)...it's a couple dozen habitats in a swarm around a body that hold 1 billion each.

Kind of like the Gundam franchise, where there are "fields" of space colonies in relatively convenient proximity to one another. Like clusters of cities. Separate, but related.
Belaaron 23 Nov, 2017 @ 8:05pm 
I'm confused as to what the "resources" of habitats are, and what they're meant for. It's not at all clear which buildings go with what "resource" and what you gain by it.

Also, I too am seeing a lot of conventional planetary buildings that are available in the habitat build list when they shouldn't be.
Jim Starluck 21 Nov, 2017 @ 12:11pm 
Love the concept of this mod. Just FYI, I'm seeing a lot of non-Habitat specific structures available to build.
Atreides 27 Oct, 2017 @ 8:12am 
Your work is excellent. I love it, thanks man
Daedwartin 16 Oct, 2017 @ 10:22pm 
Interesting observation: Did you know planets with Primitive Civilizations count as Colonized Planets and therefor count as valid planets for Colony Habitats?
nodrogj  [author] 14 Oct, 2017 @ 1:47pm 
@Kepos: it isn't that I can't do those things; it would be pretty trivially easy to mod the planet files to make it so building a spaceport didn't conflict with the habitat, or changing mastery of nature to avoid it conflicting with the mod. The reason I'm not is because that would require making this mod much, much less compatible with other mods. Right now, I've made zero changes to vanilla files, so excepting some weird second order problems, this should be compatible with pretty much everything. I just don't see the trade off as worth it.
Kepos 13 Oct, 2017 @ 8:21pm 
BTW, would you mind to offer simple localization support by copy/paste the English expression for the other languages? So for I found underscore_txt in habitat research patterns. Thx!
Kepos 13 Oct, 2017 @ 7:38pm 
Regarding your decision about Mastery of Nature, I'd wish you'd reconsider. In most cases, I choose this perk as a starter to enhance my planets. Probably there is a way to get around the limitation for your habitats? Maybe you could reduce -50% to -25% or something fitting for your habitats?
Kepos 13 Oct, 2017 @ 7:34pm 
As for your former question about spaceports and habitats, are you sure there is no way to have habitat and spaceport over a planet?

There is a mod called Advanced Sol which offers habitat ring at starting planet with disabled ability to build a spaceport on it, but allows usual spaceport to build at the planet. It is aligned to species creation by choosing 'advanced sol' as starting planet, but probably some parts of this code may be useful to you. Just an idea, don't know if it is possible.
Firathmagi 11 Oct, 2017 @ 7:45pm 
can you post a list of which habitat buildings need the various orbit "resources"
nodrogj  [author] 5 Oct, 2017 @ 5:30pm 
@adecoy95: I wasn't able to find an easy way to avoid the conflict to be honest. One possibility I supose is to replace the tile blocker mechanism with a 'habitat growing' mechanism, with an edict that costs money and adds one size to the habitat. I actually considered that from the start, since it has the bonus of possibly allowing normal planets to grow to size 25 as well. However, it raises a whole bunch of issues with AI and the special tile deposits which I really don't know how to fix.

@kgptzac: I suspect it would, yes.
kgptzac 5 Oct, 2017 @ 2:05am 
So is the Mastery of Nature perk makes AI to just build one habitat and never bother to unlock any tiles?
bubble baathist 4 Oct, 2017 @ 10:16pm 
you could probably just remove mastery of nature entirely so the AI doesn't use it
adecoy95 4 Oct, 2017 @ 1:55pm 
i dont like your choice to make this disabled upon taking mastery of nature, this puts the ai at too much of a disadvantage. they love mastery of nature.

surely there is a way to make it not affect your habitat tiles
kgptzac 3 Oct, 2017 @ 10:31pm 
I've tasted the overpowering sweetness of these habitats, so I'd say option #2 is more logical and more consistent. A colony habitat is easily worth the trade off of a delayed star port. I'm not sure about early game habitat race because it makes more sense to expand border by colonizing planets... and only when it's not ideal to do that, starting with habitat.

This also brings up my question: can you make AI who are walled off by stronger empires to utilize these habitats so they can stand a chance?
nodrogj  [author] 3 Oct, 2017 @ 12:30pm 
Quick question for people: with regards to the spaceport problem: I don't see a really easy way to fix it so that all planets can have 1, and only 1, spaceport. There are two options I see, and I'd like to see which people think is preferable:

1 - Change it so all mod habitats can have spaceports. This ensures the game doesn't end if you end up stuck only on habitats, and ensures you can always build at least 1 spaceport around each planet. However, it means there might be 2 spaceports around a single planet, and it might be somewhat overpowered.
2 - Change it so building a colony habitat requires there to be no spaceport on the planet, and make only colony habitats able to build spaceports. This means you will have at most 1 spaceport per planet, the same as vanilla. However, it also means you'll loose any development in existing spaceports, and make it even more difficult to have an early game habitat race.
nodrogj  [author] 3 Oct, 2017 @ 12:14pm 
@ Kentumatsu: The reason basic buildings show up is because there's nothing in their code restricting them from being built on habitats, and I avoided making any modifications at all to vanilla game files. I agree they do look a bit silly, but it means this mod is much more compatible with other mods, so I figure it's a fair tradeoff.

@Stahlseele: If you build the Spaceport on the planet before the habitat, it will stick around, though if it is destroyed you can't rebuild. If you build the habitat first, you can't build a spaceport on the planet, but the habitat can, and it can be rebuilt if destroyed.

@Pokiekla: Honestly that's kinda hilarious, if unintended.