Stellaris

Stellaris

Habitats Unshackled
38 Comments
vindictive182 19 Jun, 2020 @ 10:48am 
Hello again! Did you ever make the version of this mod without the mutual exclusivity? If you don't want to do it though I understand and respect that, mind giving me some advice on how to edit it though?
vindictive182 27 May, 2020 @ 11:28am 
@Satyros Oh dude that would be awesome, thank you!
Satyros  [author] 27 May, 2020 @ 9:56am 
@vindictive182 it's was not in my immediate plans. but i could make it, maybe around weekend time.
vindictive182 27 May, 2020 @ 8:55am 
Can we get a version of this mod where Modular Engineering isn't mutually exclusive with Arcology Project? Or at least know how to get both? I don't care much for balance but I really like how your mod treats habitats.
taylorj4437 20 May, 2020 @ 12:39am 
Satyros, I've been trying to make a new mod, but I've been having trouble finding the right place. You have looked at the habitats extensively within the Stellaris files. I'm wanting to make it so that the ascension perk voidborn grants +2 to habitat size. Any advice for the code?
Satyros  [author] 14 Apr, 2020 @ 1:47pm 
@yeahwhocares if you have a decent screen (resolution 1920x1080) download UI Overhaul Dynamic so you can see all the districts
deglingusgames 14 Apr, 2020 @ 1:13am 
Balance is perfect for me at the moment :)
yeahwhocares 12 Apr, 2020 @ 4:59pm 
Well I just straight up cheated the ascension perk because there was no way I was gonna wait till I had 4 AP slots.
Satyros  [author] 12 Apr, 2020 @ 8:50am 
yes
MechaLenin 12 Apr, 2020 @ 7:19am 
Does it allow housing buildings on habitats?
Satyros  [author] 12 Apr, 2020 @ 4:42am 
yeah i'm thinking about it. probably i will. maybe if i could get a few more comments on that. it'd be great
deglingusgames 12 Apr, 2020 @ 2:10am 
Maybe restrict to two AP instead of three (like arcology), I feel it arrives too late otherwise
yeahwhocares 11 Apr, 2020 @ 6:19pm 
Found out how, just need to build a normal district then replace it
yeahwhocares 11 Apr, 2020 @ 6:03pm 
Do I have to do anything weird to get the other districts to show? I take the decisions to have foundry districts but I cant see any way to build them
Satyros  [author] 11 Apr, 2020 @ 4:16am 
oh, you were that early. then it's all good :)
Rewasder 10 Apr, 2020 @ 3:51pm 
well, it's working alright, voidborn is the only thing that I had, and it's working, plus the description of the modular engineering has changed to say that it doesn't block megaestructures anymore, so everything seems to work fine with my save :D
Satyros  [author] 10 Apr, 2020 @ 2:02pm 
well... i broke down the decisions so you probably will have half things now. sry :(
trying to test it these 3 days i've run 2 games plus additional testing starts with console. Pretty much doing only that all day... soo yeah D:
Rewasder 10 Apr, 2020 @ 1:30pm 
noice, I hope it's somewhat compatible with my save, it was an amazing start and I want to keep at it
Satyros  [author] 10 Apr, 2020 @ 8:55am 
Just updated to latest version.
Possible to get all megas + colonize ring worlds with void dwellers. gogogo ;)
deglingusgames 10 Apr, 2020 @ 8:53am 
Yeah, you're right about that. Keep 3 jobs ^^
I'm gonna test that new update immediately :)
Rewasder 10 Apr, 2020 @ 6:25am 
The districts having 3 jobs is great as it is, even if you get more jobs when upgrading the buildings, the fact that you can build all districts to produce science/allows/cg plus being able to make a lot of them buildings too, makes for a heavily specialized habitat. For example, just with voidborn, which you can get as first ascension, you are ablle to get 3x8=24 jobs for science with no special resource and with the housing covered. Having more jobs would break the balance.
Satyros  [author] 10 Apr, 2020 @ 5:41am 
i think they are going to be a bit too much after that. if i make something like that then i will have to scale habitats down on size probably for balance reasons. the point is that they are small. Usually i make a mix between districts and buildings. like on a normal planet.
deglingusgames 10 Apr, 2020 @ 5:24am 
Will the districts for alloys/goods have more than 3 jobs? It seems to me that it's more efficient to build the buildings than the districts, even with the strategic resources upkeep of advanced buildings.
Satyros  [author] 10 Apr, 2020 @ 5:17am 
In my current (non-uploaded) mod build i've replaced the megastructures limitation (only ring world - but that's also debatable i might remove it altogether), since i've not made them as powerful as i thought. Also i'm removing from the next build the master builders pre-requisite, since by the time you get it you'd probably have overflowing habitats already for a few decades.

i'm working on a few changes cause it was a bit clunky on the upgrade (and by that time you get it alloys/influence are not that abundant)
PLAN:
Decisions:
t1 +6districts 50influence 2k alloys. 50 influence 1200days
t2 same
separate decisions for the districts. foundry/industrial/research(added) 500strategic resource of what is decided, 100infl, 360days

because sometimes you just need a foundry/industrial habitat but not necessarily an expanded one.

probably i'll upload in a couple days. once i finish my current testing run.

Thanks a lot for the feedback guys :) lets make habitats great again!
deglingusgames 10 Apr, 2020 @ 4:31am 
I agree with Raegorn, the limitation on megastructures seems odd. If you specialize in habitats, living in space, etc, you should be good at megastructures ^^ Maybe just disable the ringworld but keep the others (don't know if it's possible)
Another thing (sorry for bringing it back again) would you consider modifying the expansion finisher for void dwellers? Maybe not a +1 district, it could be an other bonus, but it would be great to see that finisher having a use for void dwellers
Rewasder 9 Apr, 2020 @ 3:07pm 
Hey, I was just able to check the voidborn with the machines, and it works perfectly. Modular Engineering is there too. Regarding Modular Engineering, I can understand that it makes you choose between superplanets and superhabittats, but disabling the big megastructures... it makes it totally not worth, specially since having arcologies doesn't block them. I personally would remove that limitation. On machines (which don't have arcology project) you can make it so it blocks machine worlds, which is their superplanet, and hive worlds for hives. So you have to choose between one tipe of super planet, but the megaestructure restriction doesn't make much sense to me.

Apart from that, everything is fine, great mod :D
Rewasder 8 Apr, 2020 @ 7:33am 
Cool, thanks! I will check it out now, I'll be back with the results...
Satyros  [author] 7 Apr, 2020 @ 6:01pm 
@Raegorn made some changes. It is late and i hope i didn't make anything weird, weirder. Should work now. I'm waiting for good news.
Satyros  [author] 7 Apr, 2020 @ 2:32pm 
i will look later or tomorrow, to fix voidborn for machines. Probably i just missed a modifier, shouldn't be hard.
Satyros  [author] 7 Apr, 2020 @ 2:29pm 
Yup, found the problem with Ascension Perk, tradition shouldn't have a problem but i will double check. Uploading new version.
Rewasder 7 Apr, 2020 @ 9:56am 
Techs should be the same but with different name/effect, as the housing district is named different
Rewasder 7 Apr, 2020 @ 9:54am 
I would suggest that it affects machine empires too, the ascencion perk you add doesn't exist for them. Voidborne probably don't change things, or changes them wrongly, as the tradition paths are different for machines, yet the technologies should be the same. For the traditions that could be interesting to affect habitats:

Expansion: finishing the tree gives +1 district on planets.
Domination: reduced sprawl from districts and reduce deviancy on planets.
Prosperity: building and district upkeep, cost reduced, plus build speed increased. Increase in hausing from the hausing district.
Not sure if it affects habitat districts when it just says district or if when it says planet also affects habitats

Also, the food district while not being very useful in general, for asimilators and servitors is useful.
Satyros  [author] 7 Apr, 2020 @ 8:08am 
@Raegorn i mostly play meatbags. haven't tried machines. I'm open to suggestions if you want to try though.
Rewasder 7 Apr, 2020 @ 7:41am 
cause I have this void dwellers machines mod that I wanted to try too :D
Rewasder 7 Apr, 2020 @ 7:40am 
Will check it out now, works with machines too right? or is it a meatbag thing only?
Satyros  [author] 7 Apr, 2020 @ 7:38am 
@Raegorn I made Mega Engineering a prerequisite, voidborne is a bit like mastery of nature. +2 districts on habitats + extra housing from tech+jobs. Check it out and tell me impressions after a game or two.

I just haven't updated the localization of voidborn cause its kinda badly written by pdx
deglingusgames 7 Apr, 2020 @ 5:36am 
Great work! I was looking for a small / not to deep mod for habitats, that fits perfectly!
Maybe a few suggestion: Along with the added clerk and housing from tech and traditions, maybe voidborn could trigger the expansion finisher to affect habitats?
Rewasder 6 Apr, 2020 @ 6:02pm 
Looks good, if it isn't already, make modular engineering to require voidborn, because it makes voidborn a bit pointless if it isn't, I think.