Stellaris

Stellaris

Habitat Expansion
36 Comments
Supertacoz 5 Apr @ 12:04pm 
it would seem so.
Regis Nex  [author] 5 Apr @ 10:13am 
If that is the case the issue may be on ACOT's side
Supertacoz 5 Apr @ 8:10am 
well, I believe the "more traditions" mod also has some traditions that give both a flat boost and percentage boost to the number of districts, though it seems the ones added by said traditions are also removed when upgrading the capital.
Regis Nex  [author] 4 Apr @ 8:53pm 
How very odd. Are you playing with any other mods (besides ACOT) that would affect buildings/districts/habs?
Supertacoz 29 Mar @ 5:36pm 
got around to testing it again, and this time instead of completely deleting the expansion districts, the upgrade simply removed all unbuilt district slots.
Supertacoz 22 Mar @ 9:13am 
Strange. perhaps there were other factors at play that caused it. I will have to pay closer attention when I get to that point in my current game.
Regis Nex  [author] 22 Mar @ 7:58am 
Well I have good and bad news. The bad news is that the bug seems to be on ACOT's side as a habitat by default should not even be able to have a ancient palace built UNLESS it was a fallen empire. Also in my personal testing even when I was able to get a palace on the habitat it didnt effect the expansion district. The good news is that when I was looking at the code for ACOT I found the solution to the district count not always updating when the district is complete! I pushed the update with the new fix.
Supertacoz 21 Mar @ 4:48pm 
In the buildings folder I also found:
building_acot_dm_ancient_palace
and
upgrades = {
building_acot_ae_ancient_palace
Supertacoz 21 Mar @ 4:46pm 
looked in the megastructures file and all I could find was this:
merg_is_habitat = yes
Supertacoz 21 Mar @ 4:38pm 
does this have anything to do with it? this is written on the mod's page:
"Overwrites has_upgraded_capital_building and all of its upgraded variation to accept the new capital tier."
Regis Nex  [author] 21 Mar @ 12:56pm 
It would be in the mod's files. Most likely located in common>megastructures if I would have to guess but I am not sure how ACOT has their files laid out
Supertacoz 20 Mar @ 7:28pm 
Would that be found in the mod's files? if so, is there a specific file I should search in?
Regis Nex  [author] 20 Mar @ 7:01pm 
So the reason for this is that technically whenever a hab upgrades it changes name. Unfortunately without knowing the name that ACOT changes the hab to I am unable to tell the mod to keep the district. If you can get the name I don't mind adding it in.
Supertacoz 19 Mar @ 4:36pm 
encountered a weird bug when playing with Ancient Cache of Technologies:
when upgrading a habitat's capital to an enigmatic palace, all habitat expansion districts disapear. is there anything you can do about this, or is it out of your hands?
Supertacoz 10 Mar @ 3:56pm 
Thank you!
Regis Nex  [author] 10 Mar @ 3:00pm 
Just pushed an update to correct game version issue as well as add support for void dwellers and their robot counter parts. It still has the issue of not always updating the total districts on the hab but in my personal testing I have found that it usually updates pretty fast or a district of a different type can be built to update the total.
Regis Nex  [author] 9 Mar @ 2:15pm 
Good to know! That should be an easy fix. I'll include it when I get the update out.
Supertacoz 9 Mar @ 8:48am 
By the way, it would seem that because the voidborne ascension perk is now "integrated" into empires with the voidborne/voidforged origin are unable to use the ascension perk from this mod.
Regis Nex  [author] 8 Mar @ 9:20am 
So a quick update on the current issue. The mod still does as it intends to do however the planet is not updating the total number of districts immediately and is instead waiting about 6 months to process the change. I am looking into how to correct this so I will probably not be able to get this updated today.
Supertacoz 7 Mar @ 7:56pm 
Thank you!
Regis Nex  [author] 7 Mar @ 6:58pm 
@Supertacoz I can look into it tomorrow.
Supertacoz 7 Mar @ 4:20pm 
Is there any chance this mod will ever be updated? i haven't found any alternatives to this mod.
Regis Nex  [author] 20 Jun, 2022 @ 3:26pm 
Unfortunately ever since the new DLC was released I have been unable to launch the game. For the time being I am unable to update till the issue is fixed.
tyr2134 30 May, 2022 @ 9:54am 
needs update
SharkSam 11 Aug, 2021 @ 11:22am 
I actually quite like this idea because space is pretty huge and in the vanilla game you can at most build around I think 18 or so districts for normal habitats as far as I can remember which isn't really that much well you should be able to expand orbital habitats as much as you want by adding new sections and that type of thing
maltheal 12 Nov, 2020 @ 6:37pm 
no no i was just making a joke about infinite expansion :P
Regis Nex  [author] 7 Nov, 2020 @ 4:42pm 
@maltheal Is there an issue you are encountering?
maltheal 5 Nov, 2020 @ 3:36pm 
RIP frames
seraphim.93 26 Jun, 2020 @ 8:55pm 
@Regis Nex, thanks, that's a good idea, I am pretty far out and would be bummed to mess my save up in my game (part of the reason I want to expand my habs)
Regis Nex  [author] 26 Jun, 2020 @ 7:41pm 
In my testing this is save game compatible however I would always make sure to not override your existing save in case of any issues.
seraphim.93 26 Jun, 2020 @ 3:36pm 
hey, Just a quick question, I cant seem to find anyone asking this before, I was wondering if this is save game compatible? As long as I still have an ascension perk left?
ajacksonian 3 Jun, 2020 @ 9:26pm 
Or, as per the saying goes from the Hitchhiker's Guide - "Space is big, really big."

Yet in Stellaris you only get to build small, really small.
Regis Nex  [author] 1 Jun, 2020 @ 1:08pm 
@RevansSchatten Thank you for your idea! I will look into building a system like that into the balanced version. District overhaul has been a great mod and I haven't played a game without since I found it!
RevansSchatten 1 Jun, 2020 @ 11:08am 
@Regis Nex (District Overhaul 2 author here), a potential for balancing would be adding a planet modifier that will increase the district cost of the planet

This would result in smaller expansions being relatively cheap, but if you go big it will cost tons and will be unafordable.

Also nice to see a mod inspired by a small part of my mod.
Regis Nex  [author] 24 May, 2020 @ 6:04pm 
@TurtleShroom I have been thinking about making a version that will limit the number of times it can be built slightly. For example base tier habs can build 5 expansion districts, tier 2 could build 10, and tier 3 can build infinite. Feel free to comment back and shoot me some ideas! :)
TurtleShroom 24 May, 2020 @ 11:51am 
This Mod should require Mega-Engineering as well, because the Ascension Perk is so OP.