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That's the kind of reason you want to see for a mod becoming obsolete. Had fun with this. Thanks Draconas.
So in theory the 2.3 patch will do a lot fo what staggered habitats does, it is very likely that I will not update this mod, and it will stay 2.2 forever. 2.3 is not savegame compatible with 2.2.
If there is sufficient call for it I may do a stripped down 2.3 version that allows building habitats at half size then enlarging them.
I have released a new version that gives you a work-around - if buying voidborn does not clear the inefficient usage modifier it will unlock a new planet decision that will clear it manually to stop you being stuck with it forever, you will have to run it on all your habs, but it is instant and costs nothing.
I am assuming that the "build multiple habitats at once in one system" is a bugfix to the game code around the "blocks_construction" flag because there is literally no change to the habitats code between 2.2.4 and 2.2.5, hence my mods just working automatically.
And there is another thing that confuses me, the modifier called "Inefficient habitat usage" won't disapper after owner takes the voidborn, is this your design?
Would your mods work as well, or need to be upgrade?
I have made the no-voidborn penalty less severe, as combined with the alloy cost of the habitat buildings it could easily become crippling in the early game.
The AI in my game, modded and unmodded has a tendency to build habitats everywhere, then not colonise them. Since staggered habitats lets the AI do this stupid behaviour much earlier, I have disabled the AI from ever building them. At some point I will test out Glavius AI mod and if it makes things better release a compatibility patch.
At this point it is only staggered habitat functionality, no additions or specials as I am not sure how to do them with districts, or even if its possible.
Modular habitats spawn with 6 tiles, 3 of which have voidborn blockers and 2 have pre-voidborn clearable blockers.
I do not intend to do any more development on features considering the massive change that Le Guin update is going to make to planetary econimics. I will still try to fix any bugs that people manage to find.
When LG comes out there will be a delay while I actually play it! and I figure out how habitats now function.
With no more knowledge than the dev diary's my plan ATM is that This mod will become a "vanilla" mod, just allowing the construction of habitats earlier in a modular fashion, and the facility to build habitats with weird and wonderful buildings / around stars / asteroids and other gameplay changing features I will move to a separate mod, however everything is subject to change with the LG update.
You can manualy clear out the blockers using resources from that sector's stash.
Sectors list a blocker as slated for clearing on sector inspect, but no matter the time ellapsed, no minerals get actually allocated, preventing the clearing to actually happen automatically.
I had a sector sitting on >2k minerals and energy and it wouldn't allocate, it listed the blocker, but nothing flowed into that resources wise.
so:
1: AI just stoopid?
2: Mod confict?
3: Something not quite right?
4: Other
I'm gonna try two things
1: Set up some sectors and see if they clear.
2: Test game with only this mod active.
Any other Ideas?
Thanks
@Mazrados, as you have gone off piste, can you post anything further about this in a discussion thread? Because of how the comments are organised it looks like the mod does things that it doesn't.
I am sure that with some tweaking you will be able to enable them on moons without globally removing no_megastractures by careful combination of AND conditions.
It seems the only way is to keep this no_megastructure condition and remember to build habitats on moons first.
BTW It should not be this way. Moon has no megastructure but planet. It's radiculous.
You are totlaly at liberty to adjust the mod yourself and you were in the right area. Line 64-70 of staggered habitats.txt prevents staggered habits from being built around moons, and 390-396 is what blocks voidborn built habs from doing it.
Real life habitat concept, as far as I know, is not multi level but it's intended for thousands, not billions, people. In game mechanics it would be no more then 1 tile.
If you think habitats on moons would be overpowered then what would you say about giga ringowrlds :D (Multiple rings, up to 28 habitats). There is not so many moons that it would make big difference. And it's annoying that moons without resources for orbital mining are totally useless.
I think it's just flexibility to build wide or tall empire. On higher difficulties you need to defend against enemies so you can't just build only habitats. And finally I build ring worlds everywhere at the end (when it's better then habitats - ringworlds upgrades mentioned above).
This is a balance issue, pure and simple. Standard habs cannot be built on asteroids, moons or stars. I deliberately allowed on stars and asteroids as i wanted the specialisations, I've kept it off moons as there are literally hundreds of them in the game and it would IMO make habitats way too OP. I am still on the fence about allowing asteroids and may in future adjust it to molten planets if people think that is a good idea.
You have found the correct location to change the behaviour as far as I know, that is the literal code from the main habitat config and when I disabled it I was happily able to build a habitat on the Moon in my test game.
Thanks to @LerakCZ for the other possible explanation, though there is nowhere in the configuration that for habitat building that mandates size, the disable around stars/asteroids/moons was entirely on planet class.
@Mazrados, got a few things to answer, if this gets much more discussiony we can move to the forum for ease of keeping track:
Blockers on asteroids: You have found an exploit there, in that you must have unlocked voidborn (required to build full size hab) before discovering and researching the "clear asteroid tile blocker" technology. Give I left the full habs in specifically to avoid micromanaging I think this may survive as a feature of paying all your costs up front, I will look into making the "build possible" script more complex such that it only lets you build asteroid or solar habs if you have the appropriate tech, which I /think/ will be possible.
custom_tooltip = {
fail_text = "requires_not_minor_planetary_body"
NOR = {
is_moon = yes
}
}
I think it means that can't build on moon. I try to change it and see what happens :D
But still I think that even smallest moons are larger then any asteroid. It would make more sense to be able to built habitat over any moon and also it would make moons usefull.
Modular habitats have a few cases of extra functionality, you can for example put them over colonised planets for some bonuses, asteroid habitats have some extra mineral tiles, but you need a tech to unlock them, star habitats are the same as asteroid, but with energy, and also need extra tech to clear those tiles.