Stellaris

Stellaris

Zellith's Habitat Demolition
15 Comments
Zellith  [author] 18 May @ 7:50am 
@auspician I have an updated version for 4.0 ready to go.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3483727340
Auspician 16 May @ 9:27pm 
Can't access planetary decisions for uncolonized planets/habitats in 4.0, so this no longer works. The button would need to be added back in, likely overwriting vanilla files that remove it for uncolonized planets.
Kerian Halcyon 20 Jul, 2022 @ 7:41am 
Feel like something similar to this should be a default feature for all megastructures in the base game. Say you're conquering a neighbor in later game and they happen to have a Dyson Sphere that you manage to conquer - you already have one and it's in an inconvenient place you can't easily protect, so you're stuck with extra energy generation at the cost of whatever resource is needed to keep it running. Turning on a recycle option or even just shutting the thing off, maybe even destroying sections to keep it out of enemy hands, would be a nice option.
Figaround 19 Jul, 2022 @ 6:17am 
Lol. Typical Paradoxes, "eyes are afraid but hands are out of ass". :wftolaugh:
Zellith  [author] 19 Jul, 2022 @ 6:05am 
Basically they messed up the conditions for allowing mega-structures. So for example, in the lem patches you could build one mega-structure per system. Well currently threes a bug where you can build almost every single mega-structure around a single planet.

So you can have a sentry array, science nexus, strategic coordination centre around a single planet in a system; which isn't intended. This causes issues because I'm not sure if I have the mod working correctly or not because the conditions that I might have it working for are likely to change.

Seems they messed up either adjustments to the mega-structure files themselves, or the the scripted triggers file when they were adding things like the quantum catapult, hyper relays, etc.
Figaround 19 Jul, 2022 @ 5:18am 
TY. What kind of game bug was found?
Zellith  [author] 19 Jul, 2022 @ 5:14am 
Update on the megastructures thing while I'm here. Game bug discovered. Apparently it was reported a month or two ago and still hasn't been resolved. So.. yea.. That's kinda stopped progress for now. But its completely possible to do, and I have plans for it :)
Zellith  [author] 19 Jul, 2022 @ 4:59am 
It should be plug and play with any version of the game which uses decisions. In theory at least. If you want to remove inhabited habitats, you might consider a colossus :P

With this mod however, if genocide isn't your favourite thing, you should be able to forcefully relocate all the pops off a habitat to make it unpopulated, and then use the decision to demolish the habitat.
Figaround 18 Jul, 2022 @ 2:02pm 
Is it compatible with the saves? It would be great to be able to also remove inhabited habitats, usually they are inhabited.
Ninja Jedi 10 Jul, 2022 @ 8:02pm 
Yes, a mega structure deconstructor would be awesome. I'll keep an eye out for that one.
Ayo_i_like_cheese 9 Jul, 2022 @ 9:13am 
take your time
Zellith  [author] 9 Jul, 2022 @ 5:16am 
@alexthepie It might be a bit before the megastructure demolition mod gets released. Im trying to iron out the bugs and its slow going trying to account for things. E.g restoring planets back to their original states after you remove a dyson sphere. There's quite a few edge cases I need to account for.
Ayo_i_like_cheese 7 Jul, 2022 @ 2:52pm 
thank you so much
Zellith  [author] 7 Jul, 2022 @ 12:10pm 
@alexthepie I did a bunch of testing and I have a clunky system working. I cant really make it any easier to use. (its several button clicks) but I definitely have a working prototype for deconstructing megastructures.
Ayo_i_like_cheese 5 Jul, 2022 @ 2:07pm 
is it possible do do something like this for mega structures.