Stellaris

Stellaris

Automated Planetary Habitats
18 Comments
??? 16 Mar @ 9:45pm 
I miss the old domed habitats, sad stellaris changed the system. Mostly because the art was beautiful...
Eri  [author] 6 May, 2024 @ 2:29pm 
Oh, that is something that I have not thought about, to be fair.
There isn't a way to disable them for now, but I suppose I could try to implement a decision to destroy these, but that might take time.
brungardt 6 May, 2024 @ 11:39am 
how do i disable these? i took over a whole bunch of systems and now i have so many of them that i'm losing 1k minerals a month
SolanuaMarrla 20 Apr, 2024 @ 5:08am 
Thank you fort making this! :)
Eri  [author] 18 Apr, 2024 @ 2:32pm 
Okay, it really should work now. I did not know that you can't even open the steam version of the mod if you have a local version in your folder (like they have separate instances in the launcher, why doesn't it work)
Lord Seabass 18 Apr, 2024 @ 7:38am 
just did it with only its requirements, the techs are now showing up.
Eri  [author] 18 Apr, 2024 @ 7:03am 
I am very confused. I have to ask people that actually used this mod: did it ever actually work? lmao
Eri  [author] 18 Apr, 2024 @ 6:39am 
Okay, it seems to be seriously broken . I am looking into this.
Lord Seabass 18 Apr, 2024 @ 5:52am 
unfortunately, file validation and then running only with this mod and its two requirements did not fix the issue.
Lord Seabass 18 Apr, 2024 @ 5:32am 
Nope, using a regular empire. not using machine or gestalt type, nor any modded types of government. maybe i'll try doing a file validation and seeing what happens.
Eri  [author] 18 Apr, 2024 @ 2:00am 
That is... interesting? What empire type are you using? Maybe it is specifically broken for gestalts, or machines.
Lord Seabass 17 Apr, 2024 @ 5:26pm 
ran it with just the planetary diversity mods to see if it maybe was a mod conflict, same result.
Lord Seabass 17 Apr, 2024 @ 4:22pm 
I've tried putting the mod at the bottom of my modlist, but no matter where it is, the mods techs do not show up, and console commands say they don't exist.
Gateman 14 Apr, 2024 @ 8:03am 
Hey @Eri

PD guy here.

You put a ton of work into this, but as a heads-up, I'm removing the planet habitat sub-mod in 3.12 and integrating a system similar to the main mod. Feel free to drop by my discord if you have questions, but the update will certainly break this mod.
Eri  [author] 14 Apr, 2024 @ 4:32am 
This mod doesn't replace regular habitats, but allows you to build new types that work as megastructures. You do need to actually research the technologies to unlock them though.
garfie. 14 Apr, 2024 @ 3:25am 
i dont think the mod works for me, my habitats are still colonizable
Eri  [author] 14 Apr, 2024 @ 1:05am 
Originally, you can only build hydroponics districts on ice planets with the subglacial ocean modifier, which are very rare, and can also be potentially terraformed into aquatic worlds. I would have to deviate from that idea to make food habitats. I suppose I could just allow you build them on any frozen world, but limit to only having 2 of them, for example?
Karoar 13 Apr, 2024 @ 7:27pm 
Would you add a food specialized habitat?