Stellaris

Stellaris

The Final Frontier - Colonize Anything DISCONTINUED
149 Comments
Doctor Proteus 9 Jul, 2022 @ 2:43am 
I miss when the game looked like this... I miss the old pop mechanics... before the infinite horrors of the pops and jobs update...
falhxer 27 Mar, 2020 @ 5:08am 
Thank you
Lord Sam Sinister  [author] 27 Mar, 2020 @ 4:43am 
That's fine with me
falhxer 27 Mar, 2020 @ 2:38am 
Can i update it for 2.6? Once i have time
Lord Sam Sinister  [author] 26 Mar, 2020 @ 8:05pm 
This mod is discontinued, but thanks for the reminder cause I forgot to put that in the description.
me llamo sk 26 Mar, 2020 @ 6:14pm 
update?
Olfan 9 Feb, 2019 @ 2:48pm 
Thanks for the feedback, I did just that: used an old autosave for reference on what those planets were named before, looked into the mod itself for what they're named now and then inserted something_ff instead of something_habitable where needed. The same also worked for terraforming in progress, and all the deposits seem to be just fine.
Lord Sam Sinister  [author] 9 Feb, 2019 @ 10:43am 
Sorry, you're right, but I don't feel like uploading separate versions. You can fix the planet class with planet_class pc_molten_ff (ff replaces the word "habitable" in all the new planet classes). For terraforming in progress, cancel the current one and select the terraforming option again. You can skip the time with finish_terraforming. There's also a command for reloading deposits in case those break too, but I don't remember the syntax.
Olfan 9 Feb, 2019 @ 12:59am 
Is it intentional that the latest update murders games in progress? Planets lose their planet_class, changing from e.g. "pc_molten_habitable" to an empty string. This will not erase existing colonies but: give them a black surface image (not found), an invisible solar system representation (just a name tag floating in space), and zero habitability, making them horribly expensive to maintain. Terraformings still in progress no longer terraform to any planet class but to an empty string. After finishing such a terraforming the planet will still have 0% habitability. I would very much like the previous version back and see incompatible changes like this in a separate upload instead; or have a legacy version of the mod that I can switch to.
Lord Sam Sinister  [author] 24 Jan, 2019 @ 4:42pm 
Since The Belt uses the same system as my mod, you'll just see both mods' Habitable Barren World in the terraforming menu. It'll probably be hard to tell which is which, but it's likely mine is the more expensive option.
horngeek 23 Jan, 2019 @ 10:54pm 
@Furagion there is a possible conflict because The Belt *also* allows colonisation of Barren worlds.
Lord Sam Sinister  [author] 22 Jan, 2019 @ 3:48pm 
You can look at my own ff_depostits.txt found in C:/Steam/steamapps/workshop/content/281990/1359030763/finalfrontier.zip/common/deposits

Simply follow the format and you can create your own deposits. The deposits file in the vanilla game might have more info as well.
King of Winter 22 Jan, 2019 @ 1:35pm 
I have a mod (Hostile Worlds SA) that I'm trying to update, But I can't figure out how to code new deposites. any advice on this or where to look for an example?
Lord Sam Sinister  [author] 17 Jan, 2019 @ 1:29pm 
This mod does not change anything about asteroids. It is completely compatilble with The Belt.
KRT™Alexander 16 Jan, 2019 @ 8:56pm 
Hey, could you please add to the discription that this game allows colonisation of asteroids.
Also I've had problems with asteroids while running this mod along with the belt , when colonising the belt asteroids the districts are planet districts, the belt has custom districts for asteroids.
Sylxeria 7 Jan, 2019 @ 2:47pm 
Great to see this for 2.2 now! Always loved being able to colonize Gas Giants since it reminded me of being able to do so in Endless Space~


As far as balancing goes, I might lower the costs just a little - since it's already requiring a Perk to be taken to do so in addition to Rare Techs.
Stellar Expansion's Terraforming has a reasonable balance between Vanilla Values and the fact you're colonizing planets that "shouldn't" be colonized; so they're more expensive than a typical terraforming but not overwhelmingly so. It doesn't allow Gas Giant colonization though xD
The One Armed Bandit 30 Dec, 2018 @ 9:11am 
lol

challenge accepted
Dr. Octogonapus 25 Dec, 2018 @ 5:22pm 
If I can't colonize black holes, I'm not interested.
Lord Sam Sinister  [author] 20 Dec, 2018 @ 4:32pm 
Finally updated for 2.2!!! Currently there is one outstanding issue: I have not created or changed which blockers can appear on these new planets so currently only a few appear, which unfortunately include the hostile wildlife one.
Lord Sam Sinister  [author] 7 Dec, 2018 @ 2:21pm 
This mod will hopefully be updated to 2.2 in the next couple weeks when I am done with finals. I still need to learn how the new planet stuff works before I can even try to update this.
Lord Sam Sinister  [author] 21 Oct, 2018 @ 9:56am 
Good news everyone! The AI has started using the new planet types from this mod! I have a ton of mods installed which may have something to do with it so check out my collection's AI related mods to see what may be causing it.
ShadowDragon_79 28 Sep, 2018 @ 1:01pm 
Seems to be a very useful mod :) .


Would you eventually add civics or traits to start with one of these terraforming-options, plus on the relating planet-type ?
Barrelmaker 15 Sep, 2018 @ 10:34pm 
Aw, I just really wanted to make Saturn a floating world ... because reasons...
Lord Sam Sinister  [author] 15 Sep, 2018 @ 8:13pm 
No, sorry. I think that would be unbalanced. However I'm considering allowing machine worlds and Ecumenopolis worlds from Guilli's Planet Modifiers at an extremely high cost.
Barrelmaker 15 Sep, 2018 @ 2:18pm 
Hey, once you terraform them to be habitable, can you terraform them to something else? i.e. Barren => Barren/Habitable => Continental?
Barrelmaker 15 Sep, 2018 @ 1:46pm 
COLONIZE EVERYTHING. [i.imgur.com]
Guluere 23 Aug, 2018 @ 1:32am 
Nice.
𐩸 20 Aug, 2018 @ 11:29am 
Thanks :)
Lord Sam Sinister  [author] 20 Aug, 2018 @ 10:16am 
I think it was this one [www.deviantart.com].
𐩸 20 Aug, 2018 @ 5:47am 
@Furaigon
What image did you use for the gas giant tilesets?
Lord Sam Sinister  [author] 13 Aug, 2018 @ 8:25pm 
I just tested it in my game and I have no issues with terraforming nanite worlds with this mod active. The nanite planets are only terraformable after defeating the nanite fleets that can spawn in the L-Cluster. If there were no enemies in the L-Cluster, then you cannot terraform nanite worlds. They will have the Terraforming Candidate modifier if they are terraformable.
Xherdos 13 Aug, 2018 @ 11:06am 
pls update to new version i cannot terraform the nanite planets with this mod on :(
Samir Al-Hayjid 28 Jul, 2018 @ 3:26pm 
'sucky'
Penelope 28 Jul, 2018 @ 12:46pm 
'Fleeting.'
Lord Sam Sinister  [author] 27 Jul, 2018 @ 8:21pm 
Please describe what life would be like on a black hole colony.
Cultured Sir 27 Jul, 2018 @ 12:54pm 
Just imagine of we could colonize stars and black holes XD
Deyon 24 Jul, 2018 @ 3:49am 
great mod!
[HARK] Mr. Viking 9 Jul, 2018 @ 4:06am 
Would love to see this mod updated and preferably working with Planetary Diversity :)
小浪蹄子 24 Jun, 2018 @ 6:16pm 
loooooool Can i colonize my war ships?:steammocking:
Rex Regis 29 May, 2018 @ 5:34am 
can i colonize my war ships?
🐲Felesmiki🎖 24 May, 2018 @ 4:22am 
@Furaigon - now look like it works, i dont know what even happen :S
Lord Sam Sinister  [author] 23 May, 2018 @ 8:47pm 
@Felesmiki - Even before you activate the perk, there should be a terraform button on the planet menu for barren, frozen, molten, toxic, and gas planets. If that button is not there, then it's possible the mod did not install completely. Try unsubscribing and then subscribing again.
🐲Felesmiki🎖 23 May, 2018 @ 3:58pm 
@Furaigon - the perk show, the researchs show, but dont have any possibility of make a colony (or even terraform), tried eveything, its weird, wel not all, the only thing i didnt try was force it by console commands
Lord Sam Sinister  [author] 23 May, 2018 @ 11:10am 
@ Felesmiki - So you activated the mod in the launcher, but the Final Frontier ascension perk isn't showing in game?
🐲Felesmiki🎖 23 May, 2018 @ 4:29am 
btw, it doesnt work for me, checked compatibility problems, and didnt found any (used this https://github.com/WojciechKrysiak/SCModManager )
🐲Felesmiki🎖 23 May, 2018 @ 4:13am 
u should realice that all this stuff is optional and volunteer, they dont get any paid for do this, if the author dont want to still working on it, well, bad luck for u
vamware 22 May, 2018 @ 10:07pm 
sorry i'm not saying it is your or other moders fault it is the progamers that have yet to realise no one would send troop ships out with out defence nor ships out wit a main power station and of course one that alows you to expand a planets building area
and some moders have refused to up date any more because the programers will not quit changing the game were the mods do not work by adding stuff that makes you have to start your game over
Lord Sam Sinister  [author] 22 May, 2018 @ 6:45pm 
2.1 update is live, and now you can turn the new planets into Machine Worlds!
Lord Sam Sinister  [author] 22 May, 2018 @ 6:32pm 
Sorry for the rudeness, but I would like to mention that most mod authors don't need comments telling them when to update. We check the forums and the subreddit too. I just got home from work and I'll have it updated in a few minutes.
vamware 22 May, 2018 @ 11:39am 
needs updating