Stellaris

Stellaris

Abandoned Habitats
128 Comments
hyper_fool_80 3 Jan, 2022 @ 9:13am 
I've Uploaded a WIP Update for this. Found Here: Abandoned Habitats Update
GoddessGaming1520 19 Oct, 2021 @ 9:35am 
update?
curant 29 Aug, 2021 @ 1:08pm 
Is there a console command to create abandoned habs?
CasusBelli420 16 Dec, 2020 @ 11:30am 
@Violent Beetle Dang. Hopefully with the Espionage patch, the series can be better than what it is.
✧Starshadow Melody✧ 16 Dec, 2020 @ 9:40am 
mood.
Violent Beetle  [author] 16 Dec, 2020 @ 9:25am 
It will be updated when I stop being mad at the current state of the game. I don't know when it would happen, if ever.
Nicho 16 Dec, 2020 @ 7:25am 
Thanks very much @hyper_fool_80! I shall give that a try.
CasusBelli420 15 Dec, 2020 @ 7:39am 
Is the mod updated to 2.8? If not, will it be?
hyper_fool_80 2 Dec, 2020 @ 4:43am 
@Liquid Snake: You can do as I did and Make yourself a patch for personal use, Just make a mod with just the event vb_ab_hab and edit the entries (I've even added the Habs from some of the Shipsets I play with. and Added the Habs from the Necro pack. But yes you can edit it in a current game by opening the save game in an editor and changing the entries, I recommend using a program with a find/replace feature and replacing all "01_orbital_habitat_entity" with "01_habitat_phase_01_entity"

https://stellaris.paradoxwikis.com/Save-game_editing will tell you where the Save files are and Proper way to edit them.
Nicho 30 Nov, 2020 @ 3:08am 
@Violent Beetle: Noted, and appreciated. Rest assured though that I wasn't saying that to hassle you. Rather, I was asking Synth on how to do the workaround - largely to avoid hassling you yourself ;)
Violent Beetle  [author] 30 Nov, 2020 @ 3:03am 
Yes, I know a problem with black habitats. Unfortunately I don't have time and energy to manage my mods right now to fix it.
Nicho 30 Nov, 2020 @ 2:12am 
@Synthesis: I'm also encountering the black habitats bug here. The fix you suggest looks good; I presume this has to be done by directly editing a save file once a new game has been started and a game has been saved?
If so, wonderful. Only problem is, I don't know how you do that! Where are the save files usually kept?
Cheers!
hyper_fool_80 8 Sep, 2020 @ 4:15pm 
Is there a way to make it so that the Planetary Habitats from
Planetary Diversity - Planetary Habitats Can be spawned in like regular Habs?
ChadThunderCock 9 Aug, 2020 @ 2:03am 
Thank you Synthesis, had been having this issue for awhile.
Synthesis 7 Jun, 2020 @ 8:15am 
So, I think I figured it out: at some time Paradox, in their infinite wisdom, changed the coding for habitats to "...01_habitat_phase_01_entity". So for example, "avian_01_orbital_habitat_entity" should be "avian_01_habitat_phase_01_entity"--with the wrong code, habitats default to a textureless mammalian habitat. If anyone else is encountering this, you can go through your saves with find-and-replace and fix it pretty easily (a 800-system galaxy had about 11 habitats?).

The fact that this only affected habitats generated at the start of the game pointed to this mod. Maybe this'll help the mod creator if they ever look at it again.
Synthesis 4 Jun, 2020 @ 9:52pm 
Is anyone encountering a glitch where habitats have a solid black texture over the model?
Violent Beetle  [author] 27 May, 2020 @ 8:54am 
Sounds like you put them inside the "while" loop. You should take them outside.
hyper_fool_80 27 May, 2020 @ 8:24am 
@Violent Beetle
Quick Question: How can I make it so that the spawn with deposits other than the Ruined Sections?

I ask because I am attempting to make a Custom Patch to do a few Items:
1)Change size Down to 4
2)Increase Spawn amount
3)Start with a Custom Arcane Replicator and Generator

The First two Items I've got working Ive got my Patch increasing the Amount from 1% to 15% and Spawning size 4 Habs. I Just can't seem to figure out how to have it spawn with only one Arcane Replicator and one Generator. Currently when I add
add_deposit = d_arcane_generator
add_deposit = d_arcane_replicator
It'll Spawn 5 of each when I only want 1.
My Plan for the Generators and Replicator is to adjust its values to produce different Items depending on Districts (Idea taken from another mod)
Kepler68 6 May, 2020 @ 2:47pm 
I'll let you know if anything acts weird! Thanks for the fast response
Violent Beetle  [author] 6 May, 2020 @ 2:34pm 
It's been adapted for post-tile version, however I didn't have a chance to update my mods to 2.6

I don't think anything about this one was actually affected by update, however.
Kepler68 6 May, 2020 @ 12:58pm 
The screenshots are a bit confusing, does this work with the latest version?
Violent Beetle  [author] 2 May, 2020 @ 4:36pm 
Yeah, you can definitely manipulate them in post-effect.
hyper_fool_80 2 May, 2020 @ 4:15pm 
Reply:
@Violent Beetle
#3: they Do have the fixed size of 6 I was actually wondering if there was a way to have them spawn at different sizes not all at a fixed size, I typed it out wrong.
Violent Beetle  [author] 2 May, 2020 @ 1:41pm 
1. Yes. You picked the right place. The ratio between 99 and 1 is what controls chance for each system to spawn a habitat.
2. With the right effects, everything is possible. It's an interesting idea I might consider adding. But I'm more into making Doom maps right now.
3. They should be fixed. Could be broken due to bug, but shouldn't.
hyper_fool_80 2 May, 2020 @ 12:18pm 
I was wondering a few things.
1: What item should i adjust to increase the amount spawned (I'm guessing the 1, I play on larger maps so trial and error takes too long.)
random_list = {
99 = { }
1 = {
2: If these was a way to add items such as The Arcane Replicator (randomly) Perhaps behind one of the Blockers
3:If the size of the Habitats be Random?
✧Starshadow Melody✧ 29 Mar, 2020 @ 11:33pm 
Okay, thanks.
LokiCharms 29 Mar, 2020 @ 3:53pm 
working as described
✧Starshadow Melody✧ 28 Mar, 2020 @ 10:03pm 
I only understand the term WAD in DOOM engine contexts, could you explain please?
LokiCharms 28 Mar, 2020 @ 11:14am 
District Overhaul is a grand idea but even with his rereleased version it does not play nice with AI mods and there are tons of errors in the error log including some blatant ones like misnaming his own scripted triggers.

As for this mod. I have used it in 2.6 and thus far it seems to WAD.
Zaldure 28 Mar, 2020 @ 7:30am 
ok, good luck :), i dont know how to do
Violent Beetle  [author] 28 Mar, 2020 @ 3:29am 
I'm having troubles making launcher recognize my files properly, but eventually we'll figure it out.
Zaldure 28 Mar, 2020 @ 2:53am 
there are spawning 6 habitats in an 1000 star map
i think most people dont like the red "!" in the game launcher, ist it possible to set the mod to Version 2.6.2. compatible?
Violent Beetle  [author] 17 Mar, 2020 @ 11:52pm 
Does it not work right now? I'll update it eventually, but I'm not sure it needs to be.
Sjru 🐲 17 Mar, 2020 @ 8:27pm 
Update?
Violent Beetle  [author] 31 Aug, 2019 @ 8:54am 
Interesting. I guess district overhaul adds some extra flags to control districts?
Violent Beetle  [author] 28 Jun, 2019 @ 10:50am 
I'll take a look, maybe there's a flag I'm forgetting.
MichuOh 28 Jun, 2019 @ 5:54am 
dont know what to do with the bug i have :C I play with district overhaul and your habitats have no districts when i find them. Even if they do, after colonization they disappear
Zaldure 26 Jun, 2019 @ 12:15am 
cool :)
Violent Beetle  [author] 26 Jun, 2019 @ 12:11am 
I have updated the mod.

Among other things I have fixed an outstanding bug where habitat spawned in a system with no planets, having wrong name - and I also hopefully made it account for deposit below, like in vanilla.
Valtiel_The_First 23 Jun, 2019 @ 12:34pm 
please update
Violent Beetle  [author] 8 Jun, 2019 @ 6:11am 
So, the answer is "No". There are a few instances where it could, but if it made it through, it's OK.

I'll verify and update version soon.
Zaldure 8 Jun, 2019 @ 3:17am 
I created a new Galaxy. (1000 Stars) There are 7 Orbital Habitats in this Galaxy. When should it crash?
Violent Beetle  [author] 6 Jun, 2019 @ 4:23am 
I'm sure one tried it on 2.3 already. Did it crash?
Kerian Halcyon 14 May, 2019 @ 4:38am 
Mod is great, really the only thing missing I feel would be some kind of event or announcement by the game indicating that an abandoned orbital habitat has been discovered, otherwise this feels like something that should be a vanilla feature. I pretty much always have it running in my games.
LokiCharms 1 Mar, 2019 @ 10:02am 
Wonderful! I will add it immediately :D Lovely mod
Violent Beetle  [author] 28 Feb, 2019 @ 11:14pm 
It works for me. It's very simple and is not affected by any changes of 2.2.5
LokiCharms 28 Feb, 2019 @ 7:24pm 
Anyone know how well this mod still runs in 2.2.5? Looking to add it to my personal merge mod.
Violent Beetle  [author] 18 Jan, 2019 @ 2:05pm 
Yeah, I figured out what went wrong with my other project.
Gerishnakov 18 Jan, 2019 @ 2:03pm 
I've definitely seen Avian habitats.
Violent Beetle  [author] 18 Jan, 2019 @ 11:59am 
Hey guys, do you get different designs of habitats or are they all Mammalian?