Stellaris

Stellaris

Habitats Capped Dynamic 3.4
67 Comments
Kai20 4 Dec, 2023 @ 12:48pm 
This no longer works with 3.9 or posterior, so if you hate Galactic paragons this is no problem
Tanksy 11 Nov, 2023 @ 12:29pm 
This mod desperately needs an update as the AI habitat spam problem is out of control, and it's basically cheating to use a "No AI Habitats" mod because the player can still abuse them, and this mod implements a fairer solution
XenoVoid 20 Oct, 2023 @ 8:25am 
This mod sadly does not seem to work anymore with the introduction of the new habitats, as it disallows you from building orbitals
Porkenstein 24 Aug, 2023 @ 6:43pm 
@Killjoy, That's what the base 3 limit is for, I'd assume. Maybe someone should make a submod with a higher base limit and a lower increase per system.
Killjoy 29 Jul, 2023 @ 4:52am 
Doesnt this defeat the tall v wide strategy? Is there a way that you mod it so that smaller empires can build more habitats instead of the opposite?
SSSingularity 1 Jun, 2023 @ 5:00am 
does this mod still work with 3.8.3?
Dustreaper 4 Apr, 2023 @ 10:38am 
Does mod still work with 3.7?
Krahe 13 Nov, 2022 @ 4:44pm 
Oh, this is exactly the habitat limit mod I was looking for. Amazing job
Bad Luck Charlie 21 Oct, 2022 @ 12:10am 
Would it also work on Planetary Diversity Habitats? Tried to check it with irony mod manager, it showed no conflicts between them. But I'm not sure if it indicates that it affects planetary diversity habitats...
Tauren[E.T.C.] 22 Sep, 2022 @ 2:33am 
I got it wrong in my previous comment. I deleted it. This mod is WORKING with 3.5 version.

What bothered me was that you could build several Habitats at the same time, BUT as soon as you reached the limit, the remaining ones that were built all disappeared.

So the limit remains: No Void Dweller empires have 3 + 1/10 solar system, and Void Dweller empires have 6 + 1/5 solar system. :)

I tested most of these using console commands.
Rhaenys 21 Sep, 2022 @ 3:41am 
Hello, it's the mod still compatible with the latest "Fornax" update?
Señor Milny 28 Aug, 2022 @ 3:02pm 
Is there a way of capping it different to 1 habitat per system? I appreciate that still allows many of them but prevents the mindless spamming of 6 of them in the same system.
Amadeus 14 Jun, 2022 @ 11:19pm 
Is it compatible with planetary habitats from Planetary Diversity series? In other words will cap work for Barren/Asteroid/etc habitats from PD?
Oleander 8 Jun, 2022 @ 6:57am 
Thank you so much! I've been looking for a mod to reign in my addictive habitat spamming tendancies, so this is perfect.
Dawid 26 May, 2022 @ 1:11pm 
this should be in game, wtf Paradox, also great mod
Rhaenys 14 May, 2022 @ 6:05am 
Thank you very much for updating it :)
Trixie  [author] 13 May, 2022 @ 10:40am 
But of course if there are any issues... please let me know.
Trixie  [author] 13 May, 2022 @ 10:24am 
as long as Overlord doesn't change the vanilla habitats.txt file... i assume so, yes.
Tauren[E.T.C.] 13 May, 2022 @ 8:22am 
Ohhh.... Updated? Thank you, I love you! :D

So... Working in Overlord DLC too?!
Trixie  [author] 13 May, 2022 @ 5:10am 
@Lorelei I have updated it. :steamhappy:
I still consider this mod an essential for my gameplay. I just got back into the game again so i updated it for personal use and decided why not throw it up here, too.
Rhaenys 12 May, 2022 @ 2:55pm 
It's the mod still working with the Cepheus update?
Tauren[E.T.C.] 27 Mar, 2022 @ 11:30am 
Hello everyone! I tested in 3.3.4 version, and I think it is working. I try it with lots of console commands (instant_build, survey, and resources commands). I played with Void Dwellers, and normal empire too, and I saw if you have 5 or 10 system per capture, the habitats limit increased only 1.
I dont know AI can build more, but I think if this mod working for me, then it must also work for the AIs. :)
RECKLE$$ 22 Jan, 2022 @ 5:57am 
it does i still use and see a huge decrease in AI habitat spam, even consoled into an empire that had qhite a few and tried to build another and it was greyed out in the megastructures list
whitetear 19 Jan, 2022 @ 1:10pm 
Would like to know as well, please.
Titanborne 16 Jan, 2022 @ 1:40pm 
Does this still work with latest 3.2.2 build?
Aranizium 17 Sep, 2021 @ 9:37am 
Thank you so much, without this the game i borderline unplayable
Trixie  [author] 21 May, 2021 @ 4:53am 
if another mod overwrites habitats.txt it will need some compatibility patching yes
ArcaneGamer 20 May, 2021 @ 12:53pm 
is it not it it
ArcaneGamer 20 May, 2021 @ 12:52pm 
it it planet diversity compatible and acot
Trixie  [author] 17 Apr, 2021 @ 8:25pm 
Should be updated to 3.0! Report any issues here please, if they exist.
Trixie  [author] 17 Apr, 2021 @ 9:19am 
yeah it's not achiev compatible....
Anyway im going to update this mod soon because i see habitats.txt file size has changed in 3.0. Maybe today, no later than the 20th.
Pii 10 Feb, 2021 @ 10:39am 
this mod blocks achivements?
janik-bey 19 Dec, 2020 @ 8:38am 
I am trying to make a mod with "dynamic" costs for buildings. I try to use a similar approach like yours but by locking on how you did it I found the habbscap event. But you did not define such an event. How does it work?
Muad'dib 28 Nov, 2020 @ 9:44am 
Does this affect players?
GimlisAxe 17 Nov, 2020 @ 5:20pm 
Compatible with Planetary Diversity's Planetary Habitats?
Trixie  [author] 30 Oct, 2020 @ 2:01pm 
@Excel_Ex glad you like the mod, yeah every pc will be brought to heel by unchecked habitat spam eventually, I wanted a simple solution that prevents that without giving an unfair advantage to player (such as disabling habitats for ai's) so I had this idea for a personal mod and just decided to upload it as well.
Trixie  [author] 30 Oct, 2020 @ 1:59pm 
@Hunter the scripted effects that checks for habitats and applies the limits fires whenever a system is gained or lost by a country as well as on_game_start_country, so it should be fine to use on an existing game, especially if it's early on. Note that it won't get rid of existing habitats though, and I don't know if they will even be limited from building any more until they have either gained or lost a system since the save was started.
Trixie  [author] 30 Oct, 2020 @ 1:49pm 
Just got back for 2.8, still sorting out mod list b4 i launch. If there are any issues aside from launcher showing wrong version, just let me know and I will try to squeeze out a fix.

If you want to tweak it manually, it's actually not too hard, there's 2 scripted effects one for voidborne and one for non-voidborne, they both have 2 duplicate numbers 23 and 26, if you want to change the max habitats just change both of those within one script to something else (make sure they match) and that will be the new max no. of habitats.

If you want to change the ratio between systems to habs that's the decimal number near the top of both effects, on the first change_variable line. 0.1 is 1 per 10 systems, 0.2 is 1 per 5 systems, etc. 1 would be 1 per 1 system. The very top set_variable line of each script that are 3 and 6 respectively is the base habitat cap, so if you change that it effects how many you can build before the per-system limit kicks in at all.
Rhaenys 30 Oct, 2020 @ 9:09am 
Do the mod still works in 1.8?
Slinga 22 Oct, 2020 @ 9:34am 
@Excel_ex how did you make it lower? nice mod btw
Excel_ex 22 Oct, 2020 @ 12:38am 
Nevermind, I loaded it up in singleplayer and used console commands to test it. It works perfectly. Well done!

By the way, I used your mod as a basis to edit for myself to make a lower habitat cap. My pc couldnt handle over 100 habs in the galaxy at endgame. Thank you for doing all the mental legwork of making the mod template so I could do that!
Excel_ex 21 Oct, 2020 @ 11:39pm 
Question; when the AI tries to build past their habitat limit, does it block them from trying entirely? Or does it let them build it and then it gets destroyed?
Excel_ex 21 Oct, 2020 @ 6:52pm 
Thank you, this is exactly what I was looking for. The default AI spammable habitats were causing lag on even the most high end systems past 2375. I didn't want to take them out entirely, but I wanted the AI to put resources into something else too. Their fleets were pathetic once they started with habitats.

Its crazy that I had to search this long to find a reasonable mod like yours. This is an already done game mechanic since everything else in the game already has caps and limiters (like starbases). This should have been done by the devs, but you did it instead. Much appreciated.
Hunter 10 Oct, 2020 @ 1:43pm 
Does anyone know if this mod works currently and if it'll work in an already started game?
Rhaenys 28 Sep, 2020 @ 3:09am 
Thank you for the mod, I really like that the AI can use habitats but that the number is kept in check at a reasonable max.
ApocRNG 29 Aug, 2020 @ 9:56am 
Is there a way for me to reduce the max number even more? I'd like to have an even lower maximum for the ai because they still seem to spam like 20 each.
-=Maure=- 29 Jul, 2020 @ 6:10am 
Thank you so much, I was cracking my head trying to figure out a way to cap habitat spam by starbase cap, but this is so much better than anything I could have come up with.

Could you make it also so that horde succesors also get more habitats? Since their pops have habitat habitability too like void dwellers.
Trixie  [author] 8 Jul, 2020 @ 10:13am 
@starfirejordan yeap that was basically my motivation for making the mod. I didn't like any of the other mods that addressed the issue. Player only habitats fks the ai too hard, and the force ai to colonize b4 building another only delays the inevitable lag death by habitat sentence.
starfirejordan 7 Jul, 2020 @ 11:29pm 
thank you, i want ai to still have habitats but not build a millon and one, this mod helps alot