Stellaris

Stellaris

Deploy All Orbitals Decision/Edict - Habitat QoL [3.14]
38 Comments
Tr33  [author] 12 Feb @ 7:39am 
Ye, its a multiplier on the base cost. Orbital cost can be reduced with habitat cost reduction and megastructure cost reduction. The event summarizes all these modifiers to the "Cost Multiplier" which should lead to same price as if you would have built it manually.
MickTheRus 12 Feb @ 6:31am 
The uhh cost multiplier, it scaled off bonuses I have I presume?
just a person ? 26 Dec, 2024 @ 4:53pm 
ok, it great man
Tr33  [author] 26 Dec, 2024 @ 3:00pm 
Now you should see 1 options to ignore habitable planets and one to include planets. Hope this works properly. (It will still ignore the planet if it has an orbital ring. So you need to build the orbital first. Cant detect if it it ring or other megastructure)
Tr33  [author] 26 Dec, 2024 @ 10:57am 
That sounds cursed, but sure. Give me a mod name and I can look into it
just a person ? 26 Dec, 2024 @ 9:04am 
hi dev, is it possible to make major and minor orbital place able on habitat world because I play a mod that allow to place orbital on habitatable world
Fes 29 Jun, 2024 @ 10:16am 
Yeah it's pretty great, especially if you have both this mod and "Arc Furnace System Locator +" installed, since that mod can give you a list of habitat building sites with major orbitals count

Plop down habitats in systems with 15+ major orbitals and enjoy your newest knights outpost
Tr33  [author] 29 Jun, 2024 @ 8:32am 
Good to hear. Have fun! 1 Knight per "major" orbital sounds a lot. Maybe I will try this myself.
Fes 28 Jun, 2024 @ 6:08am 
Just tested it and works like a charm, knights of the toxic god habitat spam might now be one of my most interesting builds hahaha

Thanks a lot for the quick implementation!!!
Tr33  [author] 27 Jun, 2024 @ 3:17pm 
Thx for the feedback. Ye i really like this habitat version if they would add autobuild ... like why this manual clicking.

I love Knights of the toxic god but didnt know they had this orbital xd. I made an extra option for people with the origin and the relic. Pls tell me if this doesnt work.
Fes 27 Jun, 2024 @ 3:46am 
Thank you so much for making this mod! Could barely bring myself to use habitats without it lol

Btw, is there any chance you could add a custom edict for empires that have the "Knights of the toxic god" origin from toxoids DLC ?

To explain, the origin starts you with a special habitat and along the origins questline you can get an artifact that allows the specialisation of additional habitats.
This also gives you a new type of orbital for these habitats called a "Demesne Outpost", which works as a major orbital with extra stuff.

Since these can only be built in systems with the special habitats, maybe a second planetary decision could work here ?
Tr33  [author] 8 May, 2024 @ 2:05am 
Yes, it works. Habitats havent changed.
Daniel.Kiwi 22 Apr, 2024 @ 10:11am 
Thank you so much TR33
Tr33  [author] 22 Apr, 2024 @ 3:22am 
@Daniel.Kiwi Alright, I hope this works. I changed a lot around and tested it, but every mod is only as good as the modlists its in. So if something else broke, dont forget to comment.

@just a person ? Ye, I expected this issue. Basically your combined discount of megastructure cost and habitat cost was over -100%. I've added some more line to address this issue. Now you can never go over -90% cost reduction, like in vanilla. Not sure if this fixes everything but its a good start. So if something else doesnt work as intended, dont forget to comment.
just a person ? 21 Apr, 2024 @ 5:50pm 
hi there, sorry for the confusion before, so I say the deploy was (-number) instead of (+number). and this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2786371128 use megastructure tier perk, and this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2776033285 improve habitat make the deploy become uncompatible
Daniel.Kiwi 19 Apr, 2024 @ 11:55am 
I'd love a all in one, hit the edict and every major/minor orbital gets built.
Tr33  [author] 19 Apr, 2024 @ 12:53am 
@Daniel.Kiwi Sure, I have some time next week. Do you want an all-in-one button or more granular choice which habitat and which not? I could trigger the decision event for every habitat indivually or make a new one where you can pay build ALL orbitals empire wide with one event.
Daniel.Kiwi 18 Apr, 2024 @ 11:38pm 
Any chance this could be a edict?
So I could click this and all Major/Minor orbitals got built galaxy wide?
Tr33  [author] 18 Apr, 2024 @ 7:24am 
You made me look at my undocumented code again :|. I've added some comments int the event file for you (and potentially me). Its hard to describe stuff with a Steam comment. If you got more questions feel free to ask
aslanarwen14 18 Apr, 2024 @ 6:02am 
can I ask something about the code in your mod? If yes, I specifically want to understand, why you set tree_orbital to the number of minor orbitals after you set it to the number of major orbitals? I didnt notice anything that used the tree orbital variable in between it being set to the number of major orbitals to the number of minor orbitals
Tr33  [author] 12 Apr, 2024 @ 1:48am 
Look, I wanna help you, but I cant do anything if dont give me some more information. I can 100% assure you that load order is no problem, since I dont overwrite stuff nor do I expect others to overwrite my stuff.

This mod works perfectly fine in vanilla and if you use some larger game or habitat orverhauls you need to give me some mod names.
just a person ? 11 Apr, 2024 @ 4:24pm 
your mod is kinda fragile because every time I add a mod that have content about district, habitat or mega structure, deploy habitat become error even when I change load order
Tr33  [author] 25 Mar, 2024 @ 3:33am 
@just a person ? Curious, could you tell me the other shown numbers? If you know how to use the debug tooltips, you could hover over your habitat while the event is open and tell me the variables which start with tr33. Doens't it place orbitals at all? Do you use large overhauls?
harry 3 Mar, 2024 @ 11:12am 
new to stellaries, found out it has mods and this is the exact mod i went to find. the micro manage is hell with 1000 star solar systems and no end date
renren 2 Mar, 2024 @ 3:34am 
Thank you so much for this, you've saved all of my void dweller runs!
Tr33  [author] 27 Feb, 2024 @ 5:54am 
Thx, fixed it. (If you had a habitat in your capital system, you should find the deposits there).

Seems like like they changed placement rules and forgot the deposit which shows the total possible orbitals in the system. Well this mod just copies the placement rules, so the deposit will sometimes show 7/6 major orbitals.:2018salienbeast1:
PoloTooth 27 Feb, 2024 @ 4:37am 
I've noticed that when it builds above special resources like motes or alloys, it doesn't give the planetary features to the main habitat. They have to be dismantled and build manually for it too.
Tr33  [author] 14 Feb, 2024 @ 9:28am 
Small Update: Habitable planets and planets owned by pre-ftls are ignored. (For orbital ring and observation station placement rules)
Skorg Hafnium 28 Jan, 2024 @ 7:09pm 
FINALLY
Tr33  [author] 26 Jan, 2024 @ 4:29am 
Thx for all the positive feedback/words. If I remember correctly, they said to push UI QoL for habitats in 3.11. Whatever that means. If nothing changes after 3.11 I will open a Suggestion on the forums, link it here and ask you all kindly to support it.
MP 26 Jan, 2024 @ 3:34am 
"We reworked habitats to reduce micromanagement!"

Only implements manual building of orbitals
Chinese Psycho 26 Jan, 2024 @ 1:16am 
the mod we wanted and the mod we needed
Braskan, the Void's Tear 25 Jan, 2024 @ 6:49pm 
Thank you for your contribution
Tr33  [author] 25 Jan, 2024 @ 1:05pm 
Thx :) If anyone has suggestions for improvement, feel free to leave a comment.
Commander Ashfield 25 Jan, 2024 @ 10:06am 
I fell in love with this mod as soon as I saw it, great work!
Tr33  [author] 24 Jan, 2024 @ 1:15pm 
Ye, I like the current iteration of habitats, except the orbital spamming part. I suggested multiple times to make orbitals like mining station and have similar options via construction ship. Well lets see what 3.11 holds.
Element 24 Jan, 2024 @ 11:17am 
Why this wasn't in the game boggles my mind