Stellaris

Stellaris

Void Dwellers Expanded 3+
660 Comments
Eshminima 28 Jun @ 5:26am 
4.0?
does this need an update?
Ah shroud, here we go again
Iceman117 13 Apr @ 12:58pm 
Never mind. I just have terrible luck with Tech!
Iceman117 13 Apr @ 12:14pm 
Hi. Awesome mod that enhances my favourite Stellaris Origin. Are the two Habitat Captain Techs mutually exclusive? or am I just having poor luck getting the second one in the random techs?
OldEnt  [author] 7 Apr @ 11:09am 
Elysian Isles is possible to take when you have Voidborn *OR* more than one ascension perk. https://github.com/OldEnt/stellaris-habitat-start-amaryllis/blob/master/common/ascension_perks/amaryllian_ascension_perks.txt
Birdan 7 Apr @ 10:13am 
Hey as other people have mentioned the void dweller origin removes voidborn, which is fine, EXCEPT this mod requires the voidborn AP to have been taken in order to take the elysian isles perk, meaning the void dweller origin actually makes it impossible to use this mod fully without console commands
doctornull 18 Mar @ 3:07pm 
Ooo something to look forward to post-4.0
OldEnt  [author] 18 Mar @ 3:38am 
- 3.14 descriptor bump.
- Fixed trait and class for Technocracy of Man prescripted empire leader.

Uploaded permanent copy Void Dwellers Expanded 3.10-3.14 for Stellaris 3.14, 3.13, 3.12, 3.11 and 3.10.

This mod will require code update for upcoming Stellaris 4.0 which I am planning to do.
GoddessGaming1520 16 Feb @ 9:20pm 
Does anyone know if this still works?
Shyco 9 Nov, 2024 @ 11:00am 
This mod makes district expansion on Habitats Free and Instant
mrChnky 5 Oct, 2024 @ 9:56am 
@ELMOS WORLD, not sure what you're talking about. Paradox took the ability of picking voidborne with void dwellers in 3.9. You can google and read changelogs if you want.
George Droid 13 Sep, 2024 @ 2:33pm 
also you cant take Elysian isles without voidborne Ascension perk
George Droid 13 Sep, 2024 @ 2:29pm 
your mod makes it where you cant take Voidborn Ascension perk. you can take it base game with Void dweller origin.
OldEnt  [author] 12 May, 2024 @ 10:40am 
Void Dweller origin is not allowed to take Voidborn Ascension Perk. This has nothing to do with the mod.

Thank you for the kind words.
Xeriasta 12 May, 2024 @ 10:24am 
is there a way to fix the voidborn ascention perk missing as voiddweller origion ?
doctornull 3 Apr, 2024 @ 7:34pm 
Seems like this might combo nicely with the Old Habitats mod, that one uses a new colony type for all the old habitat mechanics.
Soldaten_112 3 Apr, 2024 @ 6:04pm 
Oh mein schnitzel....They updated the mod!? Awesome!
Othinus 17 Mar, 2024 @ 4:35pm 
Hey, just wanted to say thanks for all of your hard work on keeping this mod updated even if you don't play the game anymore. This was one of my all time favourite mods, and after taking a break from stellaris, I was pleasantly surprised to see that this mod was updated. Thanks for everything!
OldEnt  [author] 9 Mar, 2024 @ 2:29pm 
Modern Mayhem: The game changed how Void Dwellers work, they no longer can get Voidborne ascension perk. This has nothing to do with the mod.
Modern Mayhem 5 Mar, 2024 @ 2:48am 
The voidborne ascension perk seems to be missing as an available option as of now
OldEnt  [author] 24 Feb, 2024 @ 6:47am 
Fixed resource districts not being available after habitat rework. Thank you for bringing this to my attention. They now require any planet in a system to have energy/minerals deposit.

Have fun!
Nefertiti 23 Feb, 2024 @ 6:03am 
I can't find habitat mining district choice with any kind of empire, is this a bug or feature?
Shyco 4 Feb, 2024 @ 1:21am 
Thank you for the update, Im a habitat player at heart and this changes everything for me
rflox93 29 Jan, 2024 @ 9:46am 
you don't even play the game anymore yet keep doing some small updates to old mods to make them playable. We are forever gratefull to you
GlitchFling108 29 Jan, 2024 @ 1:48am 
Return of the king
OldEnt  [author] 28 Jan, 2024 @ 8:06pm 
- Small update to 3.9-3.10 [github.com]. This fixes Arcology Project decision not being allowed.

This should make arcologies possible again. I won't be updating mod beyond that but let me know if there are breaking issues still.
bchronic352 28 Jan, 2024 @ 4:43pm 
For the record THIS MOD HAS PARTIAL FUNCTIONALITY in the current version(3.10.4) of the game, since the decision to "expand " your habitats no longer exists, the arcology project decision this mod adds to habitats is unusable, HOWEVER, the tech and added effects of this mods civics and ascension perk will still work including the extra jobs from districts you get from Children of the Void and the AP Elysian Isles

so if you play with extra civics and/or perks you may still find this mod useful
Soldaten_112 28 Dec, 2023 @ 4:17pm 
The fuck what when the furry I downloaded mods from for Stellaris also used this mod

Btw, I love Ascenscion - Biological Module
Shena 15 Dec, 2023 @ 6:54pm 
That was one of the my beloved ones mod, and actually Im really upset because of new update and new Void Dwellers.
I hope one day someone will make a new version of mod(
Yanzihko 20 Nov, 2023 @ 10:16pm 
RIP
The Strongest Tako 24 Sep, 2023 @ 8:38pm 
The description states hes no longer working on modding and this wont be updated.
calm wolf 16 Sep, 2023 @ 3:12pm 
yo he need an update for 3.9
greatswizard 15 Sep, 2023 @ 9:02am 
does anyone know if this still works with the habitat rework ? (I can"t test it cause I have the problem where the game won't launch past rreaching 100 of its loading).
doctornull 13 Sep, 2023 @ 7:01am 
I'd love to see a successor to this which brings the new system-spanning habitats up to par with Ecus.
Misterwheatley #Maintaintf2 12 Sep, 2023 @ 11:38pm 
Here lies the old habitats. Press F to pay respects
Vinh Loc 12 Sep, 2023 @ 3:07am 
New version, please update. Thank you all.
Chocola 11 Sep, 2023 @ 5:50am 
Was just thinking about this mod and the habitat changes, I think it should be mostly fine? Some thoughts on what might be an issue

* VD now can't take VB for the second stage of the AP
* Trade district's +10% trade might be a little high now, and traders are a thing

On the other hand

* Building slot deposits can stay relevant with a UIOD submod if you want them to
* I'd expect habitats over deposits to work fine, even ignoring orbitals
* RS shouldn't get much sillier than with ecus I think
Mr. Shadow | Folfie 24 Aug, 2023 @ 7:05am 
I am very excited to see if you are going to balance the mod around the new changes
OldEnt  [author] 12 Jun, 2023 @ 11:23am 
doctornull: I haven't launched a single game on 3.8.
HellRockPanda: No worries.
doctornull 12 Jun, 2023 @ 5:36am 
@OldEnt - cool, no expectations then, but I figure you probably have insight anyway.

What would be appropriate for the associated council position?
OldEnt  [author] 12 Jun, 2023 @ 4:49am 
doctornull: This civic won't be changed in foresable future, until someone takes the mod over. I can merely maintain the mod to current patches, hopefully.
OldEnt  [author] 12 Jun, 2023 @ 4:47am 
Yes, mod no longer demolishes all other districts in order to maintain more compatibility. Language tooltips weren't updated to reflect this. Also as you noticed you can still build vanilla district type after arcology conversion. This is too made in order to achieve maximum compatibility between mods. I suggest UI mod like UI Overhaul Dynamic if you can't see all districts.
doctornull 11 Jun, 2023 @ 4:55pm 
Sure, but every Civic in vanilla has an associated Council position.
OldEnt  [author] 11 Jun, 2023 @ 4:42pm 
This mod's civic has nothing to do with leaders.
doctornull 11 Jun, 2023 @ 4:08pm 
Anyone have ideas on what the civic could give as a council position?
OldEnt  [author] 11 Jun, 2023 @ 2:56pm 
This is how it works. Only some specific districts will be converted into arcology districts in usually 2:1 ratio. Nothing is removed.
OldEnt  [author] 10 Jun, 2023 @ 4:44am 
Yes, this is how it works now, for maximum mod compatibility.
OldEnt  [author] 9 Jun, 2023 @ 7:51pm 
No rush!
OldEnt  [author] 9 Jun, 2023 @ 5:18pm 
HellRockPanda: Hello, you can send me translation on Stellaris Modding Den, link in mod description.