Stellaris

Stellaris

Auto-Upgrade Habitats
14 Comments
guardian1368 27 Jul, 2023 @ 4:45am 
is there one like this but for stations
ALVYBOI 31 Jan, 2023 @ 8:29am 
Update??
I'm A Distraction! 27 Nov, 2021 @ 3:25pm 
Hey there, finally getting around to updating SIHO and adding some requested compatibility (life has been busy the last half year). I think I have a solution for the compatibility side of my things that should work with both loaded, but it just needs a global flag from your mod to show that yours is loaded in the game.

Then I should be able to add flags to disable the starting habitat when the technology is researched and your mod is active, and also enable SIHO compatible advanced and world habitats when the flag is active as well. Can even include auto-upgrade to always load first so people don't need to play around with load order so long as the two mods are enabled. Assuming that all works for ya.
Marrow 8 Sep, 2021 @ 12:03am 
Yeah I totally get that. I've managed to fix some conflicts in irony for some common mods and have thought bout posting them but I feel like nobody is going to appreciate me stealing their audience with ghetto hax.

It's definitely worth reaching out to them tho. Your mod is one of the most highly requested features in the game that I've seen, but people get very attached to their habitat mods. The more mods yours works with the more popular it's going to get for sure.
Esvalsen  [author] 7 Sep, 2021 @ 11:34pm 
I might message the author and see if their fine with me to make a mod that does that with maybe with both of us as contributors but without the authors approval I don't really feel like I should just be blatantly ripping off their mod and then posting it publicly even if it is just for a compatibility patch.
Esvalsen  [author] 7 Sep, 2021 @ 11:34pm 
Its fine its a valid question but sadly its not that easy as far as I am aware.
So the Space Industry mod changes quite a lot in the habitats.txt file that determines how the habitats are built as in what districts and what they can be placed around and what deposits they have.
(I know this isn't quite accurate but it gives a good idea of the amount of work) The normal habitat.txt file in vanilla is about 400ish lines of code, my mod maybe adds 5-10 in order to hide it if the relevant tech is unlocked. The Space Industry mod adds about 800 on top of that for custom deposits and placement etc and that's only the one file not to mention the others that I haven't looked at what they do yet.

So in order for me to make a compatibility patch it would be more like a separate merger mod rather than a patch as there is just too much that was added so I would essentially be remaking his mod in my own in order to "Patch It".
Marrow 7 Sep, 2021 @ 10:27pm 
So I'm definitely not a coder so forgive me if I'm crossing a line here, but it sounds like a compatibility patch should be pretty simple. You'd literally just have to change the flags you use in this mod, right?
Esvalsen  [author] 6 Sep, 2021 @ 12:28am 
Ok so that mod changes more than just the auto colonisation in the conflicting file as it also changes what habitats can be built around and what districts there are depending on the planetary body so by having my mod load after the other one it removes all of those changes.

Probably the best way to resolve the conflict would be to have my mod in the load order first, than the Space Industry mod afterwards so that it overrides my habitats.txt file as the only thing that I have changed in it is the hiding of the default habitat from the megastructure build menu when the tech for the tier 2 and 3 versions of the habitat are researched so doing it like this should allow both mods to work and not cause conflicts.

That being said the advance habitats and the habitat worlds in my mod are based off of the vanilla habitats so the districts and locations they can be build will not be the same as the habitats that you build using that mod then upgrade to the next tier as per normal.
Marrow 5 Sep, 2021 @ 5:51pm 
Hey I just wanted to say your mod creates a slight conflict with Space Industry in that habitats no longer auto-colonise.

I personally don't think that's a bad thing because controlling your colony ships helps immensely with the sneaky bio-pops during a void dweller synth ascension. But I thought I'd mention it.
Marrow 5 Sep, 2021 @ 12:42am 
Oh neat I'm glad everything worked out and I will definitely be recommending this mod to everyone now.

That planned feature sounds pretty neat. I'm guessing there'll be an additional cost for balance sake but I'm hoping it'll be like, energy to pay the workforce or something. Habs can already be so expensive that I'd hate to see it get worse.... but then again 20% would just cancel out the expansion traditions.
Esvalsen  [author] 5 Sep, 2021 @ 12:17am 
Ok well I just looked at the comments that you had with Old Ent and the solution he gave you with the console. Turns out the bug was caused by me missing one line to set the habitat world flag as the habitat world requires both the flag for the Advanced Habitat and the Habitat World which I missed somehow.

Anyway that should be fixed now so there should be any issues with other mods that rely on those flags.

As for you idea for the decision to flag them as bigger size that is more or less how it works in vanilla just with the influence and alloy cost and requiring the to have 0 free districts.
I was planning on doing something like that but with an event to allow you to upgrade all of the habitats at once with a variable cost based on the amount of habitats but i haven't had time.
Marrow 4 Sep, 2021 @ 11:36pm 
No idea sorry. That was advice given to me by Old Ent over at Void Dwellers Expanded . I'm not a modder myself and was just kinda spamming hab authors last night trying to get your mod to work with others.

As far as compatibility goes your mod seems to work fine with everything I run tho. I have to do some console stuff because of your weird bug, but apart from that it doesn't really affect anything.

Out of curiosity, have you tried adding a decision to the habs that flags them at the right size? Seems like a dirty hack to me but might work.
Esvalsen  [author] 4 Sep, 2021 @ 10:20pm 
Do you happen to know the actual flag that would be needed or if you could let me know what it is doing that causes it to be incompatible as i just downloaded Merger or Rules and then went though the files and couldn't find anything that related to a 'is installed' flag other than something for the Human Fallen Empires and from what i could see in a quick look though i didn't see anything that immediately jumped out at me that would cause it to be incompatible. Though admittedly i only briefly looked though.
Marrow 4 Sep, 2021 @ 6:47am 
Hey is there any chance you could add the "is installed" flag to this mod so that it's compatible with Merger of Rules?