Stellaris

Stellaris

Quin's Uninhabitable Terraforming
61 Comments
fenox1 16 Jun @ 7:42am 
still working in 4.x ?
Centurion 30 Jan @ 4:02pm 
still works on 3.14
The Meth-ument Monster 27 Nov, 2024 @ 10:22am 
does it work?
Maschinenmensch 19 Jun, 2024 @ 12:44pm 
Nice
just a person ? 20 Feb, 2024 @ 1:20pm 
if this mod allow player to terraform genesis to gaia world I think it will be better since I have to wait about almost 12-16 year in game and them terraform to my planet appearance take about 5-8 year more and then terraform to gaia world take 5 year more lol
Sev 24 Jun, 2022 @ 6:42am 
Hi! It works on current version?
MajorChimera745 11 Oct, 2021 @ 2:55pm 
needs a update. i'm unable to use it with current version of game. thank you for this mod and i can't wait until i can use it again.
Larkas 10 Sep, 2021 @ 4:56pm 
That makes a lot of sense too!
Quinomon  [author] 10 Sep, 2021 @ 4:12pm 
I like the thought of being able to terraform from genesis to the "special worlds" being more expensive. I wanted the player to be forced to spend more time and money to get crazy good worlds. How I would probably implement it would be for genesis --> special to take just as long as genesis --> normal--> special, but to cost more energy. A convenience fee if you will. Ill probably implement that once Lem is released
Larkas 10 Sep, 2021 @ 7:18am 
Since terraforming candidates are less habitable than genesis worlds, I took those as a balance point. You can terraform from candidate directly to gaia (cost = 7500/time = 3600), to machine (10000/7200) and to hive (10000/7200). Gaia is more of a "ultimate" world type, like hive and machine, so I think the cost of terraforming into it could be the same. The cost of terraforming from candidate to normal is 5000/3600, which seems like a good balance point for those. I've arrived at the following values, that I'm using as a local submod:

@uninhabitableCost = 20000
@uninhabitableTime = 7200

@normalCost = 5000
@normalTime = 3600

@specialCost = 10000
@specialTime = 7200

Whereas uninhabitable regards terraforming from uninhabitable to genesis, normal is from genesis to normal worlds (continental, etc.) and special is from genesis to special worlds (hive, machine and gaia). I'm testing these in my current playthough, and I'm really liking the balance point!
Larkas 10 Sep, 2021 @ 7:18am 
Oh, nice, thanks!

Just a heads up, there's a typo on "feasible", in quinterra.2.desc.

Oh, and if you don't mind me making a suggestion: since genesis worlds can be terraformed directly into hive and machine worlds (and that DOES make sense), it might be a good idea to let them be terraformed directly into gaia as well. The problem with taking a intermediate step isn't so much cost as it is TIME.

EDIT (kinda, had to repost and break this into two posts): I decided to take a dive into the vanilla files and see which is the balance point used by the base game. (continues)
Quinomon  [author] 8 Sep, 2021 @ 3:34pm 
@Larkas, yes the other three techs are available as rare techs after the project has completed. Barren and Cold Barren are covered by the same tech
Larkas 8 Sep, 2021 @ 1:06pm 
Sorry if this is a dumb question: You say that "The uninhabitable worlds that can be terraformed are frozen, molten, barren, and toxic. Each of these has its own tech, all of which can be researched, you just get one for completing the special project." Did you mean to say that, after getting the ascension perk, the remaining 3 techs can be randomly researched as well?

Also, another minor question: does the barren world tech cover cold barren as well?

Anyways, thanks for the great mod!
ElJefeThePepe 5 Sep, 2021 @ 10:55pm 
Great mod
Dax 22 Jul, 2021 @ 6:17pm 
Hey, just a heads up that the line "from = { has_modifier = terraforming_candidate }" at line 459 prevents terraforming the planets directly to machine worlds.
This is because the planets do not have the terraforming candidate tag. Removing it allows for direct terraforming to machine worlds.
I see the line is also present at line 493 which would likely cause the same issue for hive worlds
Quinomon  [author] 6 Jul, 2021 @ 3:01pm 
@Joop40 That sounds like the issue I have had with the Stellaris Launcher. I was able to fix it by renaming/deleting/moving the following file: C:\Users\<username>\Documents\Paradox Interactive\Stellaris\launcher-v2.sqlite

The mod definitely has a descriptor file, Im unsure why the launcher randomly decides some mods dont
❤️Queen Joopia💔 6 Jul, 2021 @ 11:34am 
There is probably and easy fix to this but when I am in the launcher this mod says it is "missing a descriptor file". How would I go about fixing this? thanks
moftheg 13 Jun, 2021 @ 10:10pm 
thats great, again thanks for doing this.
Quinomon  [author] 13 Jun, 2021 @ 4:23pm 
@moftheg Yes.. Yes it does. Or did. Should be fixed now. I had removed an event that was still tied to the Ascension Perk. Turns out Stellaris handles that poorly. I simulated running through the mod as if in normal play, so I think you wont run into any more issues of that caliber
moftheg 13 Jun, 2021 @ 2:21am 
hey me again sorry, it crashes the game once you try mousing over the ascension icon. I did a cache clear and all and it still happened, I also tried it without any of my other mods active and it still did it. Game launches fine, just happens when mousing over it.
moftheg 12 Jun, 2021 @ 11:27am 
awesome, thanks so much for updating this always have enjoyed using this along with sol system expanded
Quinomon  [author] 12 Jun, 2021 @ 12:35am 
@moftheg Thank you for asking! I dont play much Modded Stellaris anymore, so asking is the best way to get an update. Mod should be updated for 3.0. Also probably fixed some bugs that were present even when the old version worked
moftheg 11 Jun, 2021 @ 7:38am 
Just wanted to leave a comment and ask if you might plan on updating this mod, been over two years since you have but thought i'd ask anyway, totally understandable if you no longer have any interest.
eppydemic44 21 Jun, 2019 @ 11:10am 
Great mod!! Very happy with it. I did have a bug where the terraforming process stopped/froze, however after I shut down the game and returned the next day it seemed to fix itself
moftheg 9 Jun, 2019 @ 9:48am 
@AnthonySkunk89 hmm ok thanks, must be something similar with me even though i don't use that mod guess its another one i have
Anthony Skunk 7 Jun, 2019 @ 12:43pm 
@moftheg I only experienced that with Terraforming Candidate Finder. I can run this and load with this mod active, so it isn't this. Well, as far as I'm aware.
moftheg 7 Jun, 2019 @ 8:26am 
Anyone else crash to desktop when loading a save or new game with 2.3?
Anthony Skunk 22 May, 2019 @ 11:10pm 
I'm, though rarely, coming across empire species that have Genesis World Preference. Needless to say, the poor sods don't last long with only City Districts the only one they can build. As I said, rare occurrence.
Junior0915 4 Apr, 2019 @ 9:18am 
it crashes the game everytime im in the event where i have to choose what type of planet i can terraform, Barren/Toxic/Molten Etc. does anyone know how to fix this? and before you ask yes it's up to date.
Solarius Scorch 20 Feb, 2019 @ 2:39pm 
Thanks for the info, @ Quinomon! I'll check it out.
Quinomon  [author] 19 Feb, 2019 @ 4:01pm 
@Solarius Scorch To answer your questions: 1) Yes, but sporadically. This is not a behavior I have specifically tuned for, but I have seen exceptionally wealth AI terraform every planetoid they have. In 2.2 they seem much more likely to spam habitats than use my mod. 2) I have not tested this, but my best guess is yes, any planet marked habitable is factored into the victory conditions and the genesis worlds are technically habitable.
Solarius Scorch 19 Feb, 2019 @ 1:49am 
Very intriguing! But do AI empires use this option? And do these planets count as habitable worlds (for victory purposes)?
CerebralPolicy [XXth] 25 Jan, 2019 @ 9:08am 
Has this been updated for Planetary Diversity yet?
Divine Lucubration 11 Jan, 2019 @ 5:02pm 
The update fixed it; thanks! That's what I get for leaving my game running overnight.
Quinomon  [author] 11 Jan, 2019 @ 3:38pm 
@Divine Lucubration. make sure the mod is up to date, I should have fixed this in my last update. I also made the AP and terraforming links require machine worlds so you will likely have to take that in order to get it to work.
Divine Lucubration 11 Jan, 2019 @ 8:58am 
Thanks for this mod. I just tried it out with a machine empire and I am having a bit of an issue.

I researched pretty much all of the terraforming techs and took Uninhabitable World Terraformation, which let me terraform a Barren planet into a Genesis planet. At this point, though, the terraforming button is grayed out and I can't terraform the Genesis planet into anything else. I haven't taken the Machine World tradition yet, if it makes a difference.
El_Mu 11 Jan, 2019 @ 6:54am 
thank you for your work. maybe i won´t use it as a cheat. :steamhappy:
Quinomon  [author] 11 Jan, 2019 @ 12:01am 
Since there has been alot of issue I figured I would post here to say that I have updated the mod and should have fixed all of the issue brought to my attention as well as a few that I discovered myself.
Quinomon  [author] 10 Jan, 2019 @ 8:53pm 
@El_Mu It does work for gestalts. In fact its super over powerd right now because 2.2 broke the perequisites for it and you can take it before you even research terraforming.
Quinomon  [author] 10 Jan, 2019 @ 8:51pm 
@!Stab. I noticed that issue as well. I specifically fixed it in my last update but it seems to still crop up in for unknown reasons. I dont think it is because of the mac version
El_Mu 10 Jan, 2019 @ 7:31pm 
does this work for hive-minds and machine empires too with their hive-world/machine-world ascension perk?
helloHarr0w 10 Jan, 2019 @ 7:19pm 
Edit from last post: When I terraform a world using this mod, it doesn't spawn with any planetary or anomoly features. At least, it doesn't on the Mac. Can you please fix this bug. Otherwise perfectly fun mod!
Moxie 3 Jan, 2019 @ 6:34pm 
Found a glitch with your mod, here. I got a refugee that wanted in, I think it was from the Caravanners, and when I let them in they had Genesis World preference. In other words, 0% habitability.
Quinomon  [author] 21 Dec, 2018 @ 8:36pm 
@Oldstead66 Updated! As of 16 hours after your comment lol. The 2.2 updated actually broke a decent amount of this mod so please comment here if you run into any problems
Oldstead66 21 Dec, 2018 @ 4:11am 
Yes! Please update. I like the concept of this a lot.
Catara 24 Jul, 2018 @ 7:32am 
please update
BarbarianJoe21 7 Jul, 2018 @ 11:40pm 
So does this mod still work with the latest version of the game?
mrwoody5702 4 Apr, 2018 @ 6:20am 
Love it:steamhappy:
Quinomon  [author] 3 Apr, 2018 @ 8:35pm 
@Henrik. I have no way to add you as a contributor. If you do a proper pull request of the repository I should be able to give you permissions.
Quinomon  [author] 3 Apr, 2018 @ 8:31pm 
@>>Nyuu<< Miesha. For the most part planets above 25 are harmless. The problem arises when a console command is used to make the size some ridiculous number (say 1000). That being said, I will see what I can do