Stellaris

Stellaris

Living Space (2.6)
43 Comments
VOLCHEN 8 Feb, 2022 @ 10:11pm 
Sorry author if it bother you or if you update your mode write ti me and i delete this.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2747811965
sattyre 14 Jan, 2022 @ 8:38am 
To add to RoyalFox's method which definitely works and is more reliable then load order placement. "planet_max_buildings_add = 1 to each district under planet modifiers in the districts folder." 1 isn't enough as 3.2.+ uses housing to unlock building slots. I definitely recommend his method but use 2 instead. I believe that is what the base game does.

To reiterate: F:\Games\steamapps\workshop\content\281990\Living Space\common\districts\stpg_01_habitat_housing_districts.txt - needs to have "planet_max_buildings_add = 2" inserted to each district under planet modifiers so it looks like the following:

planet_modifier = {
planet_housing_add = 8
planet_max_buildings_add = 2
}
RoyalFox 22 Dec, 2021 @ 2:39am 
So far the only issue is the building slots for city districts not working but thats an easy fix of adding planet_max_buildings_add = 1 to each district under planet modifiers in the districts folder. A local fork is pretty easy to make.

Also, not sure if its a vanilla issue or Living Space issue but anything can become an Ecumenopolis, including the Star habitats and asteroids. Use responsibly or break balance.
Beast-Storm 24 Nov, 2021 @ 12:20pm 
Is this mod dead???
johnthepatriot 17 Jun, 2021 @ 4:08pm 
...Or a fix mod? Maybe someone could just make a mod that adds the city district buildings back in that can be lower in the load order below this?
Eoftar 18 May, 2021 @ 6:20am 
Is there any hope for an update?
Rectunator 23 Apr, 2021 @ 1:37pm 
I believe this conflicts with The D patch. City districts do not increase the number of building slots. A shame really, since this mod made playing tall interesting and gave you ample sources for resources.
Latex Santa 28 Mar, 2021 @ 10:49am 
If this works, it's gonna be so cool. This seems almost tailor-made for tall play, less empire sprawl from number of systems. Expand to the choke points you need, make sure you have enough celestial bodies within your borders, tech up, build your own living space.

Make sure to build an ecumenopolis to fuel your economy with alloys, and a black hole for a Matter Decompressor, for all of the minerals you could ever need. On top of that, add a Dyson Sphere for most of the energy that you will ever need.

Season to taste with the endless salty tears of your competitors as you LEAVE THEM IN THE DUST.
johnthepatriot 4 Mar, 2021 @ 2:23am 
One more thing: Any chance I can get you to add Nanite worlds to your list of habitat worlds? Like maybe as an extraction world like molten or toxic, but with perhaps archaeology sites?
MadMaxine 31 Oct, 2020 @ 11:31am 
Just tested, it works fine with 2.8
Campionessa96 17 Oct, 2020 @ 11:28am 
anyone know if this mod works with 2.7? xox
Cactus 24 Sep, 2020 @ 9:19pm 
i cant see any cities when i enter the planet menu please fix
MakeLoveNotWar 10 Sep, 2020 @ 7:48pm 
this is super cool, reminds of the colony system in starsector
Killer Tamashi 23 Jul, 2020 @ 8:33pm 
It works fine, but there appears to be a graphical glitch with the planets when they are changed into a different planet class, say the world was molten and it becomes continental, it'll keep looking like a molten world despite it being a different world class.
NinjaOrigins57 3 Jul, 2020 @ 9:48pm 
Is there a list of the technology to clear blockers on the habitats? Near endgame in my current run, but haven't seen those techs pop up. Is there anything I might have missed?
Silverfishv9 2 Jun, 2020 @ 9:23am 
Using this mod and UI Overhaul Dynamic, which expands the height of the city view to show more of the art, and noticed that when I create a habitat on an asteroid the top third or so of the image is gone and completely black. I presume this is because asteroid habitats are a different thing with their own, identically but differently sized art, but the same does not happen when I do the same on Ice Asteroids, which remain identical. Beyond these two, Gas Giants also cut off the top while numerous other planets and stars keep their full artwork. Is there any way to ensure all planets will keep their art with this mod?
browntdb23 1 Jun, 2020 @ 6:22am 
Does this work with 2.7 or the latest version of game?
Jim Starluck 25 May, 2020 @ 5:35pm 
@123nick: I've seen that too. You should be able to toggle the planned colony off and then back on to fix it.
123nick 2 May, 2020 @ 11:55pm 
for some reason, my pops with habitat habitability have 0% habitation a planned environmental habitat. is this intended? i thought it would count as a habitat. im using the void dwellers compat mod which means that the civic should pick up environmental habitats as proper habitats, but only my lithoid pop can even attempt too colonize a molten hostile environment habitat world. https://i.imgur.com/Ok7S506.png

Eoftar 28 Apr, 2020 @ 2:02pm 
Wow, that's great to hear! Will look forward to it!
gebnar  [author] 28 Apr, 2020 @ 1:21pm 
I will be more on top of it this time. In fact, I'm planning to update it for compatibility with my other big project: Stellaris Immortal.
Eoftar 28 Apr, 2020 @ 3:12am 
Damn it, this mod just got an update and here I see 2.7 looming over on the horizon, in May. Means I will have to wait AGAIN 😔
BarbarianJoe21 25 Apr, 2020 @ 10:46am 
@Dekent I tried, but when I went to activate the edict to bring up the menu, it didnt do anything.
Dekent 24 Apr, 2020 @ 12:05pm 
You have to go in the mod options and turn on something to make the techs appear.
BarbarianJoe21 24 Apr, 2020 @ 11:53am 
One problem I have is that when I colonize an asteroid or uninhabitable planet, there's a bunch of blockers that it tells me I need to research certain technologies for, but these technologies never show up. I've researched all the way to the point where I get nothing but repeatables, but these techs still havent shown up. I also never see the tech option to be able to colonize stars or black holes.
Petty Roosevelt 21 Apr, 2020 @ 6:27pm 
Is there a command to fire this manually on planet types that do not have the decision available, such as Planetary Diversity: New Worlds's ice giants?
Dankovsky 21 Apr, 2020 @ 1:50pm 
Hello, I wanted to inquire whether or not the ai will use these decisions? And also, whether ot not it was compatible with Real Space, just because I couldn't found anything about that one way or the other. Thank you very much!
OldEnt 19 Apr, 2020 @ 10:43am 
Hey,I would like to inform you that I added support for your mod to to my Void Dwellers traits fix: Ring World & modded habitats . :')
Boisegangpc 13 Apr, 2020 @ 6:33pm 
@Legendary Bazmund you may want to get one of the UI overhauls that allow more than 4 districts to be displayed.
Boisegangpc 13 Apr, 2020 @ 6:31pm 
The edict to pull up the menu doesn't seem to be doing anything.
Baz 12 Apr, 2020 @ 12:20pm 
Hey, just noticed upon reloading a game that the habitats I had already built have an issue regarding city districts - that is that they have the option to construct standard planetary city districts, which I believe is occupying one of the special habitat district slots, like it has shunted them all to the right.

An example is one of my asteroid mining habitats, which has now lost its Consumer Goods district option, but gained a city district option where it shouldn't have one.
BEEP BEEP THE SHEEP 11 Apr, 2020 @ 1:07pm 
LEBENSRAUM
Mr.nobodyyouknow83 11 Apr, 2020 @ 10:48am 
is this compatible with planetary diversity?
Proxima 10 Apr, 2020 @ 10:54pm 
I installed your mod and was hoping the mod would disable/replace the normal mining stations but see that it does not do what I was hoping to achieve.
To explain my thinking... in a game of stellaris basic resources is not really ever a problem. So after a system has a base I always just click my constructor and click the star and say build mining stations. There is no further thought going into the decision as the gain would always be more than the initial loss. So was hoping to make this more meaningful with a mod that connects a population requirement to the equation. I am mentioning this here as I think your mod would easily be able to add this addition(might be wrong) as an addition option in your option list. The option could either make that you do not start with any mining stations or it could replace the original mining stations with the small habitats. Minerals and energy will have to be mined. Research would require research labs.
RobertSerker 8 Apr, 2020 @ 7:00pm 
Any plan to update the mod for utopia ?
fire 6 Apr, 2020 @ 4:20pm 
Awesome!!!
BarbarianJoe21 6 Apr, 2020 @ 11:38am 
Can this be used on existing saves, or do I need to start a new game?
Rough 6 Apr, 2020 @ 9:25am 
hmmm to the questioner below, I would imagine that overwriting districts at the least would make it incompatible with Alphamod, but I will do some testing with load order, all the same. Thanks, gebnar!
gebnar  [author] 6 Apr, 2020 @ 9:20am 
Added compatibility information.
Rough 6 Apr, 2020 @ 8:16am 
If you could just state what you overwrite, please? The mod looks great in this iteration, welcome back!
Hellfire 5 Apr, 2020 @ 1:19pm 
Compatible with Alphamod? Does it need a patch? I was sure I already used this mod...
Boisegangpc 5 Apr, 2020 @ 1:13pm 
Yes! I can finally go full Isaac Arthur again!
Dekent 5 Apr, 2020 @ 10:37am 
Awesome! I thought you were going to let this mod die =D