Stellaris

Stellaris

Starborn: Improved Voidtouched
677 Comments
TassetteCape 11 Nov, 2024 @ 11:36pm 
i miss my old starborn ways. rip
Red 10 Nov, 2024 @ 10:50am 
o7 Starborn.
jojobe 4 Aug, 2024 @ 1:59pm 
it was good in its day but the game changed.
fooldog 29 Nov, 2023 @ 12:34pm 
thank you for the mod it was so good the gaming gods made it cannon ; )
Draconas  [author] 28 Nov, 2023 @ 11:04am 
@Jojobe, I have stopped updating it after 3.8, the mod is non functional past 3.8 sorry.
jojobe 28 Nov, 2023 @ 12:55am 
The game is currently having a problem with habitats with the recent update. Ming and other district will not show up. the only resolution is to roll back to another update.
fabfab 13 Oct, 2023 @ 4:36am 
thanks alot ive played nearly evry game with this mod.
de Grizz 2 Oct, 2023 @ 10:09am 
i m understand that after 3.9 this mod features not need anymore, BUT unique Orbital City super-habitat+its unique districts still viable as alternatibe to dwellers origin i think. so pls update this part of mod or make as separate mod
Nanao-kun 1 Oct, 2023 @ 4:07pm 
Thanks for the best Habitat mod around until 3.9!
Skill Less 16 Sep, 2023 @ 9:26am 
Draconas, u did one of the best mods. I bet pdx indeed took starborn for inspiration! good job <3
Travis 14 Sep, 2023 @ 3:30pm 
I loved this mod and I will be very sad to see it go. Thank you for it. Great job.
OldEnt 14 Sep, 2023 @ 7:21am 
[F]
Serifina 12 Sep, 2023 @ 6:13pm 
o7 Thank you for your time and effort over the years, Draconas! This has been one of my favorite mods and my favorite origin!
esotericist 12 Sep, 2023 @ 1:25pm 
thank you for the time and work on this! it's been greatly appreciated over the years, and you should feel proud about paving a way forward. even if i'm now looking for new mods to patch up the stuff they didn't do as well as you. :golden:
Draconas  [author] 12 Sep, 2023 @ 12:52pm 
So after 4.5 years I am throwing in the towel. So many of this mods features have been worked into the vanilla habitats / void dweller experience that there is no longer enough to justify me maintaining it separately.

I had fun, and I am claiming to be the PDX prophet of habitat features for a good long time :)

This mod will not update past 3.8
Draconas  [author] 6 Aug, 2023 @ 12:18pm 
:O
I will have my my proofreader thrown out an airlock immediately.

Wait. I am my proofreader, might get awkward!
Nova Solarius 6 Aug, 2023 @ 8:22am 
The title of the biosphere contamination event has a typo. Literally unplayable.
Draconas  [author] 15 May, 2023 @ 12:38am 
It unlocks with tier 3 habitat tech. Once you have that, you have a decision for any tier 3 habitat in a system to designate it as the complex target. The complex megastructure will then be buildable in that system.
HiddenPrior 14 May, 2023 @ 10:07pm 
Sorry if this is a dumb question, but how do you unlock the satellite habitat complex? And to designate a target, is it through decision?
Draconas  [author] 11 May, 2023 @ 1:34am 
Whoops!
thanks @blueyedevil. I have a lot of mods to go through on patch day and the paradox uploader is really bad so I usually manage to screw one of them up.
Fixed up
HiddenPrior 10 May, 2023 @ 5:04pm 
Hey @Draconas, did you maybe paste the wrong mod description here?
Draconas  [author] 10 May, 2023 @ 12:09pm 
Updated to 3.8
esotericist 14 Mar, 2023 @ 1:32pm 
now that's some service.
Draconas  [author] 14 Mar, 2023 @ 12:57pm 
Updated to 3.7
Travis 5 Feb, 2023 @ 1:54pm 
Great to know. Thank you!
Draconas  [author] 5 Feb, 2023 @ 1:39pm 
So the megastructures is standard flags and should (at least used to) apply to vanilla - when a habitat gets placed it puts a "has_megastructure" flag on the host planet which various things check for to see if the system is suitable for megastructures. Should be a simple fix if I've missed it.

you are going to have to be more specific about PD, off the top of my head I didn't do anything specific with any of the PD planet types and just used the deposits. (note i have to code deposits manually and its been a while, so if PD has added a load more I am not tracking them)

The alloy modifier is likewise based on orbital depost last I checked, but has been a long time since I was there. Though you are right that I don't check for a colony being abandoned for the farming habitats buff and could add that as a TODO for the next update.
Travis 4 Feb, 2023 @ 1:54pm 
Cont' (no room and did this backwards) Oh dont accidentally colonize a planet with the lets say alloy 25 percent modifier. Even if you abandon the planet that station will forever lose its buff. Same with planets and food station. If you colonies it and say "Aww shit" even if you abandon the planet the buff disapears permanently. You can only crack the station and hope you can put another on there ^^ I hope this helps. Just some general things I have had to reset the game or reload a couple years before.
Travis 4 Feb, 2023 @ 1:53pm 
Tried this... be very careful you set aside systems for mega structures... Especially if you have gigastructure mod on. I have not found a way besides using a planet cracker on them to get rid of them... Sometimes though it destroys the station but leaves the game thinking it is still there. Dont put ANY habitats in a system that a mega structure is going to be in. Especially around the star. Also if your playing with Planetary Diversity. The bonus' for the planet dont translate to your main habitat even though you have the extraction one over the planet. Besides expanded districts non of the buffs transfer over in my last game a few days ago. Could be a mod conflict, but... I dont think so.
democles_pl 1 Feb, 2023 @ 2:40pm 
Thanks draconas! might try a run where I build 1 hab in each system and only expand after megastructures
Travis 1 Feb, 2023 @ 1:20pm 
My pleasure Its a great mod.
Draconas  [author] 1 Feb, 2023 @ 11:46am 
You can't merge habitats later though, once things are constructed it's either a habitat or a satellite.
Thanks Travis for answering while I was away :)
Draconas  [author] 1 Feb, 2023 @ 11:26am 
The mod does indeed allow that, it is a "satellite habitat complex", it unlocks automatically with the Tier 3 habitat tech (habitat world), so is still quite late game.
democles_pl 31 Jan, 2023 @ 5:13pm 
Oh that'd be amazing thanks xD
Travis 31 Jan, 2023 @ 4:07pm 
I will do a play through tonight to test and give you a proper answer by morning if you like ^^ I am not going to guess because its been a while. Will answer all by the morning ^^
democles_pl 31 Jan, 2023 @ 3:34pm 
oh wow that's quite late now

Can you build multiple habitats in 1 system and then merge them later like that?
Travis 31 Jan, 2023 @ 3:11pm 
@democles_pl Yes thats still there, but its after a few upgrades and is considered a mega structure. You cant just start out. It will give you three void born stations at the start. Later on you can upgrade one of the habitats to be a central one and have all the drone stations connect to that one. Just get master builders as an assention perk and it should be there. Hope this helps
democles_pl 31 Jan, 2023 @ 3:43am 
Am I wrong in remembering that originally this mod made it so you had a central habitat in a system and could instead build 'add on' habitats over other celestial bodies that increased the number of districts in the main mod?
Serifina 2 Dec, 2022 @ 5:51am 
Tbh, I first noticed because of what I’m betting is a similar problem in Gigastructures! Thanks for the quick fix.
Draconas  [author] 2 Dec, 2022 @ 12:34am 
Patch up.
They changed how custom effect displays work in 3.6 - the tradition was actually working behind the scenes, but it is the capital building where all the effect code lives, so the tradition previously used the description to tell you that you got an extra building slot. They changed that this release and I missed the new custom tooltip.

Good spot! This also applied to the domination tradition which worked similarly and has also been fixed.
Draconas  [author] 1 Dec, 2022 @ 11:56pm 
Oh that's exciting, I'll see what's bust today.
Serifina 1 Dec, 2022 @ 8:11pm 
Starborn breaks the Prosperity tradition tree. This screenshot is taken with only Starborn enabled, on a Starborn empire. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2896210840
Draconas  [author] 29 Nov, 2022 @ 10:02am 
Updated to 3.6:
New deposits (dark matter, Zro and alloys) work as expected
Solving your problems with genetics now requires that you have taken the first step in the genetic tradition tree, completely solving them requires you complete the genetics tradition tree.
Habits updated and tweaked to fall in line with vanilla changes.
Toxoids events overriden to not do stupid things with the orbital city.
Draconas  [author] 26 Nov, 2022 @ 7:50am 
Had a look, and alas I have to override the vanilla toxoid stuff, but I think it will behave sensibly in 3.6.
Travis 23 Nov, 2022 @ 2:41pm 
I love this mod. I think you did fantastic. Its one of my favorite startings. Thank you for it. I cant wait for the toxoid update. Keep up the great work. I am a happy boy ^^
Draconas  [author] 23 Nov, 2022 @ 12:52pm 
Thanks, I'll have a look. Usually if i need a vanilla district its because of placement rules, and it was easier on compatibility to just make my own district than it is to manage overwrites, but it has been a long time since i wrote it, so will have a look if i can work around it.
I will see what i can integrate and what makes sense - making the habit a tomb world doesn't, so will look at what they do on regular habitats.
Skill Less 23 Nov, 2022 @ 12:11pm 
hm if you don't need the starborn industrial district for any mod related stuff you could just swap it with the vanilla one. then you whouldnt have to update it for each dlc they bring out
Skill Less 23 Nov, 2022 @ 12:08pm 
the civics are civic_toxic_baths and civic_relentless_industrialists. the first unlocks a building with job called bath_attendant which increases pop growth 1% for each industrial district. the second one unlocks a building building_coordinated_fulfillment_center_1 which grants boost to industry but will make a planet a tomb world eventually.

An issue I see with the bath attendant is that the recognition is scripted inside a scripted value which means you'd overwrite vanilla stuff :( But then the guys from merger of rules could help out with that
Draconas  [author] 23 Nov, 2022 @ 11:53am 
I did not have the report (I don't have toxoids). I will see what i can see in the 2.6 patch.

What specific toxoid things should i be looking for? - which civics / what are they doing to districts?
Skill Less 23 Nov, 2022 @ 11:22am 
Hi there, don't know if you already got the report but the starborn districts don't recognize the toxoids civics.
Draconas  [author] 20 Sep, 2022 @ 10:01am 
3.5 Version released. Few minor tweaks for compatibility only (stopping them appearing in the outliner)