Stellaris

Stellaris

Start with Habitats Technology [Legacy Version]
35 Comments
Yuki 30 Mar, 2021 @ 2:45pm 
thank you for the quick response, I will be looking forward to this mod if it is updated.
bill.booze  [author] 30 Mar, 2021 @ 2:37pm 
@Yuki: As of right now I am not updating this because of the new update coming out. I am sorry. There is an origin that already does this and they have made habitats show up so early now that I am not sure anyone would really need it. Having said that, I may at some point update, but not until the new code launches for sure.
Yuki 30 Mar, 2021 @ 1:12pm 
will this ever be updated?
bill.booze  [author] 18 Mar, 2020 @ 5:57am 
@Beast-Storm: Yeah this one is now what I would call a "legacy" mod. It is not compatible with the current build. I may revisit this once I get a grip on the new code and such. Also working on some new origins as well...
Beast-Storm 17 Mar, 2020 @ 8:08pm 
Since the Origins Mechanic called Void Dwellers is out with the Federation DLC, does this mod still work?

I still saw I can still construct Habitat Stations (the resource requirements are still their due to this mod) but never attempted to build one due my game crashing.... I'm not sure if this mod crashed my game but I might have several mods that might be outdated

Just thought I let you know @bill.booze

Stay Safe, Qapla'
bill.booze  [author] 2 Dec, 2019 @ 4:34am 
This new launcher is making me insane. I'll see what I can do. Thanks for letting me know
DragoonBlade 1 Dec, 2019 @ 5:30pm 
This mod cannot be used. The Stellaris launcher says something is wrong with the files.
bill.booze  [author] 11 Nov, 2019 @ 4:53am 
@DragonBlade: I think this is now updated! Increased initial energy and mineral cost but no food costs for anyone. This should make more sense. Let me know if this has any trouble!
DragoonBlade 11 Nov, 2019 @ 1:44am 
@bill.booze: Thanks for replying!
paulo 10 Nov, 2019 @ 6:30pm 
Please, update this mod for the 2.5.1.
bill.booze  [author] 10 Nov, 2019 @ 6:21pm 
@DragoonBlade: I'll look into it as soon as I can. Thank You for the feedback!
DragoonBlade 10 Nov, 2019 @ 8:33am 
The food doesn't really make sense for lithoids, can you change it?
KittyHawk 23 Sep, 2019 @ 3:55am 
@bill booze Thanks! ^_^
bill.booze  [author] 23 Sep, 2019 @ 3:45am 
@Forgotten - Awaken: Yes it does need the Utopia DLC AFAIK. The upside is that Steam does sales pretty frequently on their old DLC, so you might be able to get it on the cheap. That is how I built up my collection.
KittyHawk 23 Sep, 2019 @ 12:43am 
Does dis need Utopia DLC? (:3
bill.booze  [author] 21 Sep, 2019 @ 5:16am 
@Mazdamoondi: Glad it worked out for you. Sorry it is not compatible with the Build Multiple Megastructures mod, but thanks for letting me know!
Commissar Moon 20 Sep, 2019 @ 9:29pm 
@bill.booze Thanks for the quick reply. I had the mod Build Multiple Megastructures at once (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1673226814) which was causing the issue. Once disabled it not only worked properly but on saves without the mod as well.
bill.booze  [author] 20 Sep, 2019 @ 3:46am 
@Mazdamoondi It is possible it has a conflict with another mod that uses the technologies file. AFAIK it should have the changes cost. Is this the only mod you are running? Try only running this mod and see if it works. Then add others back in to see if that changes something. Thanks for the feedback!
Commissar Moon 20 Sep, 2019 @ 1:47am 
I start the game with the tech but it still cost 3000 alloys and 200 influence is there something im doing wrong?
Cookie-chan 16 Sep, 2019 @ 9:29pm 
"Its the year 2210, tensions between <empire_name> and the Habitats have escalated into an all out war, no one doubted the <empire_name> military would occupy the habitats, but the introduction of the Mobile Suit Offensive Army has changed the tides..."
bill.booze  [author] 16 Sep, 2019 @ 3:43am 
@Alex Jones, @achronicdeth, Yes the AI does use this. It is still based on the preset weights in the original programming code. In my test plays, the AI will build them, especially if they are out of other ways to expand and have the materials to do so!
★Commissar Pepe LeMeme★ 16 Sep, 2019 @ 12:53am 
Does this apply to AI??????
achronicdeth 16 Sep, 2019 @ 12:48am 
does this apply to the AI as well
Lasagna 15 Sep, 2019 @ 6:40pm 
@RodentDung I generally play with 600 star worlds on 50% habitability and still get pretty severe slowdown by 2400, though it's significantly better than 800/1000 stars or higher habitability.

# of POPs and planets are the biggest source of lag, though not the only one, fleets & pathfinding are another source although not nearly as damaging as POPS (and there will be less fleets/empires/paths on smaller galaxies so reduced habitability/star count helps here too.)
Huitzilopochtli 15 Sep, 2019 @ 8:18am 
so having minimal worlds must radically reduce the population, fleets and trade. Maybe better to also keep the galaxy at small size or medium at most.
Leviathan 15 Sep, 2019 @ 6:24am 
@bill.booze @RodentDung ..also pops. the check for available jobs goes bonkers with growing pop and job numbers.
bill.booze  [author] 15 Sep, 2019 @ 4:55am 
I personally feel like it helps, but I could not give you a definitive answer. The big things that seem to slow down the game in late game are the size of galaxy, massive fleets and trade routes going everywhere.
Huitzilopochtli 14 Sep, 2019 @ 8:44pm 
Thanks bill.booze (Bill Burr likes booze?)
Does playing on minimal inhabitable worlds make the game run better in late game?
bill.booze  [author] 13 Sep, 2019 @ 1:10pm 
@Song. Thank you for the feedback. As I have been playtesting this out, I agree smaller ones would be neat in the early game. On the other hand it is hard to really spam these in the early game unless you really dedicate yourself to it because of the costs. I will keep investigating. Thank you!
Song 13 Sep, 2019 @ 11:42am 
I like the idea, but yeah. Early games habitat should be a lot smaller or have more issues that have to be dealt with before they get fully useful.
Like you only start out with two or three districts max or habitability is initial poor but gets to its usual with better tech.
I think a mod called The Belt or something once did something similar that but with asteroids as possible colonies.
Then again, if you just want less habitable planets but still want some management then this is great! So cheers!
bill.booze  [author] 12 Sep, 2019 @ 4:25pm 
I will investigate this more and get back to you all. Thanks for the feedback. I have not modded anything for any games for about 5 years so I am just now getting back into it.
cestefani00 12 Sep, 2019 @ 3:28pm 
Maybe you should have different types of habitats. O'Neil cylinders could be the starting habitats but upgrade to the base game habitat.
Miath 12 Sep, 2019 @ 7:42am 
Makes sense, especially because quite frankly they should be less flowers and more O'Neil Cylinders which take next to no effort to build. Thanks for this.
bill.booze  [author] 12 Sep, 2019 @ 7:13am 
The original time is 1800 days (from the start date), I cut the time down. Perks and other things would make it even faster.
Lokki 12 Sep, 2019 @ 6:06am 
1350 DAYS???? yeah nope