Stellaris

Stellaris

Staggered Habitats (2.2)
83 Comments
mazrados 20 Oct, 2019 @ 7:04am 
I get the point. Thanks for answer :)
Draconas  [author] 20 Oct, 2019 @ 6:58am 
Hey Mazrdos - vanilla doesn't let you build modular habitats in the same way this does, but you can get them much earlier due to the gateway being a tech so I decided not to migrate it forward.
mazrados 18 Oct, 2019 @ 3:24pm 
I'm confused. Does it mean that this mod is not required to build modular habitats now? I can't find anything about that in patch notes.
Draconas  [author] 9 Jun, 2019 @ 9:40am 
You're Welcome
Chris 8 Jun, 2019 @ 5:30pm 
"This mod is for 2.2 (Le Guin) only, most of it is in vanilla for 2.3"

That's the kind of reason you want to see for a mod becoming obsolete. Had fun with this. Thanks Draconas.
Draconas  [author] 31 May, 2019 @ 12:36am 
2.3:
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.
paulo 4 Apr, 2019 @ 12:35pm 
Thanks.
Draconas  [author] 4 Apr, 2019 @ 11:34am 
@Paulo how? It is 2.2.7 compatible, there are no outstanding issues that I am aware of?
paulo 4 Apr, 2019 @ 8:24am 
Please, update this mod ASAP.
向日葵的锋面线 17 Feb, 2019 @ 6:00am 
A decision like that would be good, everyone messes with APs now...
Draconas  [author] 17 Feb, 2019 @ 4:51am 
Ok, it works fine in my tests. What I suspect is that you have another mod that also overrides the voidborn ascension perk (since staggered habitats overrides it to add a trigger that clears the modifier off all your habitats).
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.
Draconas  [author] 16 Feb, 2019 @ 11:49am 
Errr no, that's definately an issue. My single change to the voidborn ascension perk is that it runs a script on all planets owned by the player that removes the inefficient habitat usage modifier. Am back in the UK now so will give that a look tomorrow, also need to update the mineral processing plant in the other mod for parity with their other changes.
向日葵的锋面线 14 Feb, 2019 @ 9:23pm 
I have tesetd it, multiple module habitats can be built in same time as vanilla habitats.
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?
Draconas  [author] 14 Feb, 2019 @ 10:39am 
Oh, missed that one. I will almost certainly need to make a minor update, also need to update the stats on the other mod, expect a patched version on Sunday.
向日葵的锋面线 7 Feb, 2019 @ 8:22pm 
Hey, bro, there are a thing you must know. Pdx said "You can now build multiple habitats at the same time, in the same system" in the bugfixes part of 2.2.5 beta patch note (lul, this IS a bug).
Would your mods work as well, or need to be upgrade?
Draconas  [author] 7 Jan, 2019 @ 11:55am 
Chinese localisation update
Draconas  [author] 3 Jan, 2019 @ 1:21pm 
Ok, so have been having a poke and a play and a balance:
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.
Draconas  [author] 17 Dec, 2018 @ 6:00am 
New version released, blockers are gone, decisions now enlarge the habitat. Those on old versions get free blocker clearance when they update. To use old versions there are instructions in the description.
Draconas  [author] 9 Dec, 2018 @ 1:10am 
Malta307, quite possibly (later as I am out today), in the meantime, you can download the last release direct from github: https://github.com/draconas1/staggered-hab/releases/tag/v1.1.1 and install it manually (mods,-> mod tools -> create mod, give it a name (can be anything), then close the Stellaris launcher and unzip the source code you got from zip into the directory it displayed in the popup directory an relaunch the game - it will now appear as a mod to select)
Malta307 8 Dec, 2018 @ 9:21pm 
Will you by any chance post a seperate version of the mod for 2.1.3? Personally I dislike the new planet management and I'm still playing that version until the main cadre of mods I play with get updated.
Draconas  [author] 8 Dec, 2018 @ 4:22pm 
Ok, so it's rough and ready, but we have a working version.
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.
Draconas  [author] 6 Dec, 2018 @ 4:24am 
So with LG about to release - good news and bad news for everyone. Good news is I fully intend to update the mod. Bad news is that I need to actually play the game first and have a full time job! Once I have played enough to get the hang of the new economy I will aim to get the basic mod up and running, and then we will see where we go afterwards with features.
baronjutter 5 Oct, 2018 @ 9:22pm 
Another minor problem is that I can only build *modular* habitats around asteroids and stars to get the cool new tiles, the default pre-built habitats are still locked out. I really love the new dynamics with getting bonuses based on where you site your habitat, but I actually find the staggered tile blocker system a bit micro-heavy and the AI seems incapable of clearing blockers or not spamming their systems with like 8 2-tile habs.
baronjutter 5 Oct, 2018 @ 7:46pm 
My only main comment about this mod is by the mid game the AI will have built 2-tile habs on every single possible body in their solar systems which makes invasions pretty annoying and also means I assume I'm taking a huge research/unity hit when I invade these sprawling systems.
Draconas  [author] 19 Aug, 2018 @ 4:39am 
Just a little drop in about my plans going forward:
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.
LerakCZ 23 Jul, 2018 @ 12:43pm 
I'm going to share an observation about sectors.
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.
Minion of Speed 22 Jul, 2018 @ 2:44pm 
So on my latest game (about 200 or so years in) only one empire (of 30) so far is clearing the blockers. All of them have the ability to clear at least one set of blockers. Most of them have the resources to clear them. Nothing obvious jumps out about the one clearing.

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

Draconas  [author] 14 Jul, 2018 @ 11:47am 
New release out, fixing the 3 known issues.
mazrados 8 Jul, 2018 @ 11:02am 
This early habitats are real life savers for servitor AI. Specially with mod that enables colonization of barren worlds.
mazrados 4 Jul, 2018 @ 11:58am 
No problem ;)
Draconas  [author] 4 Jul, 2018 @ 11:32am 
Hehe.
@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.
mazrados 4 Jul, 2018 @ 9:46am 
There is another issue with multiple habitats in the same place. If you want to invade such habitats it might be hard or even impossible to select it for invasion.

It seems the only way is to keep this no_megastructure condition and remember to build habitats on moons first.
Draconas  [author] 4 Jul, 2018 @ 12:20am 
@Gosshawk: Thanks, I have added an issue to the bug tracker.
mazrados 3 Jul, 2018 @ 9:26pm 
Already seen 2 habitats on single star. But I'm ok with that. AI is stupid. Let them have some advantage ;P
Minion of Speed 3 Jul, 2018 @ 7:42pm 
FYI, AI will clear blockers on these habitats, however they do not seem to prioritize the tech to do so untill they are much more advanced. Maybe add more weight to those techs?
mazrados 3 Jul, 2018 @ 1:18pm 
Disabled has_megastructure condition to be able to build habitats on moons if planet has habitat. The result is that I can build as many habitats around the same planet or moon as I want :D I hope AI does not use that too much.

BTW It should not be this way. Moon has no megastructure but planet. It's radiculous.
mazrados 3 Jul, 2018 @ 10:24am 
No problem, already adjusted that :)
Draconas  [author] 3 Jul, 2018 @ 10:21am 
I may consider that in a later release, but will not be changing it in the short-medium term. (There will be no changes except quick, totally breaking bug fixes, in the short term as I am very busy at work).

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.
mazrados 3 Jul, 2018 @ 8:58am 
If you still think it's overpowered, then maybe better approach would be to make a bit less tiles on habitats? About 2-3 less for rebalance.
mazrados 3 Jul, 2018 @ 8:47am 
About scientific explanation: I imagine habitats rahter as multi-level constructions. On planets you have only surface to use (ok, you can go up or down in buildings but basicly sphere is usable). And not everywhere people may live. So habitats are much smaller then planets and even moons.

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.
mazrados 3 Jul, 2018 @ 8:47am 
Thanks for answers Draconas.

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).
LerakCZ 3 Jul, 2018 @ 7:00am 
I never said I'm an expert, or that I have been extensively code-diving for answers. I'm not a modder after all. All I did was give my observations which were gathered from playing extensivly over the last few versions.
Draconas  [author] 3 Jul, 2018 @ 4:55am 
My current lore friendly justification is that while we think of a habitat as a space station, these things are frikkin enormous. A habitat holds the same population as a good size planet. You can build them on asteroids as the hab is effectively spread out around the belt, but if you build it round the average moon you have created such a large mass that you are going to start affecting orbits. That's my Lore Friendly explanation anyway, but reality is pure balance. ;)
Draconas  [author] 3 Jul, 2018 @ 4:55am 
Building on moons
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.

Draconas  [author] 3 Jul, 2018 @ 4:55am 
Wow. I go away for a weekend, and you get busy. :)
@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.


mazrados 2 Jul, 2018 @ 1:32pm 
Nope, it does not work. Any advice how can I enable it?
mazrados 2 Jul, 2018 @ 1:27pm 
The only code regarind moons I found it this:

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
mazrados 2 Jul, 2018 @ 1:16pm 
I get it. So it seems to be very rare case of moon big enough to build habitat.
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.
LerakCZ 2 Jul, 2018 @ 12:46pm 
Ok, you misunderstand the moon thing. Moons and planets, independent of if they are colonisable, have a numeric size value from 1 to 25, colonisable objects have it written out as number of tiles, but non-colonisable planets/moons have that value as well, just invisible. Habitats can be build around any moon/planet that is over a certain size(I suspect around 10, which is tiny) and doesn't have any kind of station over it(mining/research). Most moons are small, too small to fit into the criteria and therefore unable support a habitat. So far I only saw the bigger moons around Gas Giants to have the ability to support a habitat.

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.
mazrados 2 Jul, 2018 @ 12:17pm 
Just noticed that if I build regular habitat I have all tiles available (except 3 that I guess will be available after unlocking galactic wanders). But if I build modular habitat I can't unlock asteroid tiles. It seems that fully built modular habitat is not the same as regular one ;P