Stellaris

Stellaris

Habitation
67 Comments
James Fire  [author] 16 Jun, 2022 @ 2:06pm 
:think:
Paragon 16 Jun, 2022 @ 6:01am 
Anytime I see somebody drop off the face of the earth in April 2020...I get very concerned for them. Hope all is well with mod author.
V i l l a i n 4 Mar, 2021 @ 7:02am 
This is a great mod, but can i make 2 suggestions:
1. ( its not a big deal ) but when i terraform a barren world, it looks barren on the outside
2. After I do terraform it into a normal world, it still wont let me make agriculture tiles

Im not sure if thats common, but the only thing i could think of thats doing this is Planetary Diversity mod that Ive got enabled
Colonizor48 21 Jul, 2020 @ 4:56pm 
just thinking abut the sheer lag is causing me to get a headache
OldEnt 19 Apr, 2020 @ 10:42am 
Hey, just to let you know that I added support for your mod to to my Void Dwellers traits fix: Ring World & modded habitats . :')
James Fire  [author] 8 Apr, 2020 @ 11:24pm 
Fixed.
Moxie 8 Apr, 2020 @ 11:00pm 
Seems like you may have left in a decision, that only the AI should be able to use, which instantly colonizes the planet. At least, that's what happened for me:

'decision_ai_scan'
'The event '[Hidden Event]
happens.'
'[Empire Name] becomes the new owner of [Planet]'
'One [Species] Pop is created'


James Fire  [author] 8 Apr, 2020 @ 4:15pm 
There, fixed. Enjoy for 2.6
James Fire  [author] 6 Apr, 2020 @ 4:14pm 
So apparently, this mod doesn't work.It would appear that Paradox has removed a trigger that we used, so now we have to figure out a way around that.
James Fire  [author] 6 Apr, 2020 @ 8:33am 
No, because the districts, and what they produce, for these planets are specifically chosen.

Planetary Diversity already has an addon mod to do what this does.

[HARK] Mr. Viking 6 Apr, 2020 @ 8:19am 
Any chance of compatibility with Diverse Districts 2 and Planetary Diversity?
James Fire  [author] 5 Apr, 2020 @ 11:18am 
Updated to 2.6
James Fire  [author] 5 Apr, 2020 @ 10:16am 
This mod was around before Living Space was even being worked on.

Yes, we have plans.
123nick 5 Apr, 2020 @ 6:41am 
is this supposed too be like a continuation of the living spaces mod? i notice the icon is very similar too it, aswell.

Also, is there plans too update this too 2.6?
James Fire  [author] 25 Jan, 2020 @ 2:01pm 
Yes. They will do it less to common planets (Barren and such), and will be less likely to do it if they are already colonizing. So they shouldn't do it too fast.

But, you asked about limits. There is no hard cap on it.
Vincenator 25 Jan, 2020 @ 12:13pm 
I'm worried about the AI building too much of this, therefore crashing the game. Is there some limits the AI have?
James Fire  [author] 8 Jan, 2020 @ 12:14am 
Habitation. It becomes more common with higher level armour, and Voidcraft expertise. It is tier 2.
The Guy Elsa 7 Jan, 2020 @ 6:47pm 
what is the tech we have to get to colonize the first layer?
John Wack 1 Jan, 2020 @ 12:50am 
please update :D
James Fire  [author] 6 Jul, 2019 @ 9:46am 
Well, I've uploaded something that seems to lessen the impact.
Birdan 4 Jul, 2019 @ 5:04pm 
ok thanks
James Fire  [author] 4 Jul, 2019 @ 3:54pm 
Tried some changes, testing them now.

It might be the sheer amount of times the ai are doing the decisions. We've put a limit on how many they can do at once, and testing it.
James Fire  [author] 27 Jun, 2019 @ 10:00pm 
Weird. I'm not sure what could even be causing it to do it regularly like that. Speculation is decisions, if the AI evaluate and carry them out at the same time every month. If it is that, there isn't really anything we can do about it. But it being that seems unlikely.
Birdan 27 Jun, 2019 @ 9:28pm 
Mind you at the time I did not have any dlcs so that could be it
Birdan 27 Jun, 2019 @ 9:27pm 
I am sure, I went and disabled all mods but this one and it was pausing but I could enable all mods but this one and it is fine
James Fire  [author] 27 Jun, 2019 @ 8:54pm 
Are you sure it's this mod? We don't have anything that runs monthly.
James Fire  [author] 24 Jun, 2019 @ 9:30pm 
Uh oh. i'll look into tuning it down.
Birdan 24 Jun, 2019 @ 9:13pm 
as of currently it seems this mod causes massive monthly pauses after reaching ~2250
James Fire  [author] 18 May, 2019 @ 1:14pm 
No, pretty sure that's hardcoded. And it doesn't make thematic sense anyway.
☭Ⓐʳᵗ🅡🅣´꒳`ᰔᩚ 18 May, 2019 @ 12:50pm 
Is there a mod that let me surprass the habitibility cap so I can lower the consumption? I've looked around and gave up... can someone tell me?
James Fire  [author] 22 Apr, 2019 @ 6:16am 
How so? Disabling it mid game after you've colonized the planets doesn't change them back.
Aaronthelemon 22 Apr, 2019 @ 4:02am 
I a strange bug.
I have disabled your mod and unsubscribed but it is still affecting my game.
Jammat31 13 Jan, 2019 @ 7:08pm 
Oh didnt realise there were blockers on most the tiles. Still don't think you should be able to fully exploit a whole gas giant tho.
James Fire  [author] 13 Jan, 2019 @ 4:58pm 
The whole planet, or close to, is covered in blockers. You can exploit the whole planet, after a not insignificant investment, and a continued investment, either in habitibility penalties or the domes' energy requirement.

Unless you want it so that you can't exploit the whole planet without terraforming it into a habitable planet. In that case, maybe.
Jammat31 13 Jan, 2019 @ 4:50pm 
Could I recommend making it so that only a few districts (by reducing max) are available on the planets to show that not the whole planet is colonized just a scattering of dome or a few cloud cities.
VerdantSquire 21 Dec, 2018 @ 8:52pm 
Thanks for elaborating!
James Fire  [author] 21 Dec, 2018 @ 8:18pm 
Yes. It would not be safe to remove it, but adding it is fine.
VerdantSquire 21 Dec, 2018 @ 1:47pm 
is this safe for games in progress?
James Fire  [author] 18 Dec, 2018 @ 8:28am 
Terraforming is not in decisions.
James Fire  [author] 17 Dec, 2018 @ 1:01pm 
It shouldn't. Doesn't touch it.

Elaborate? Preferably on discord?
Laggfestttt 15 Dec, 2018 @ 8:02am 
ok, thanks:)
James Fire  [author] 15 Dec, 2018 @ 5:21am 
Do my best. Still got several other mods to update before I should be doing expansions.
Laggfestttt 15 Dec, 2018 @ 1:44am 
Can you please make this work? if you have time and willing to make this of course
James Fire  [author] 14 Dec, 2018 @ 8:08pm 
I'm told yes.
Laggfestttt 14 Dec, 2018 @ 5:03pm 
Is it possible to make this work with ''Real Sol Textures'' mod? So when i choose decision to make planet colonizable for 200 energy it won't change appearance?
James Fire  [author] 14 Dec, 2018 @ 1:54am 
I should also specify, can you submit those on the discord channel at the end of the mod description? That's makes it a bit easier to access.
James Fire  [author] 13 Dec, 2018 @ 11:31pm 
Can you reenable and get a screenshot, preferably with the tooltip showing?

And get the error log located in C:\Users\USERNAME\Documents\Paradox Interactive\Stellaris\logs after the screenshot?
v1per 13 Dec, 2018 @ 4:04pm 
I have some phantom buildings showing up on the building list for planets. They went away after I disabled this mod.
Vae 26 Sep, 2018 @ 5:30pm 
Yeah it worked.
Thanks for the Info. Now that i know how to do it i realized it is said in the description as well.
Vae 26 Sep, 2018 @ 4:37pm 
Alright, i will try that. Thanks for the Help.