Stellaris

Stellaris

Expanded Habitability
71 Comments
Death threat collector 8 Jun, 2019 @ 8:12am 
Update would be appreciated
ShadowDragon8685  [author] 6 Feb, 2017 @ 3:03am 
Steam did that thing where it didn't recognize the updated mod as the old one. So here's the update: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=858333144
Sir.Drakkar 21 Jan, 2017 @ 2:35am 
dude, we need the mod updated please, it's been quite a long time
Bittersweet 8 Jan, 2017 @ 12:36pm 
It says this mod is not up to date in mod list. Please update this mod ASAP thank you.
mzilli 10 Nov, 2016 @ 6:25pm 
@Hobo - Thanks!
Hobo 10 Nov, 2016 @ 3:09pm 
@mzilli - You might look toward Reworked Planets (inspired by Expanded Habitability).
ShadowDragon8685  [author] 2 Nov, 2016 @ 11:12am 
I have not. I haven't been playing Stellaris lately.
mzilli 1 Nov, 2016 @ 8:48pm 
Hi, just wondering if you've had a chance to look at this post-Heinlein?
mzilli 7 Sep, 2016 @ 2:34pm 
Alternatively, we could do the same thing and keep Continental special, dividing the eight others something like this:

Alpine/Tundra
Arctic/Ocean
Desert/Arid
Savanna/Tropical

For non-continental species:
80% = Primary (homeworld and its partner)
60% = Secondary
40% = Tertiary
20% = Other (including Tomb?)

Up to you.
mzilli 7 Sep, 2016 @ 2:08pm 
If you do take a look at this after Heinlein, I'd suggest keeping everything the same as stock except the following:

- Make tertiary habitability (outside your single primary, 80%, and two secondary ones, 60%) 40% instead of 20%.
- Make Tomb Worlds 20% instead of 0%. That way they can be made habitable for biological colonists through technologies that increase habitability.

Just an idea. I appreciate your time!
Binch 7 Sep, 2016 @ 1:23pm 
And that's what I call realistic game balancing.
ShadowDragon8685  [author] 23 Aug, 2016 @ 10:33am 
@mzilli I'm not sure. Honestly, I've been seriously disillusioned with Stellaris lately, and Deus Ex: Mankind Divided, is close to dropping, so I'm going to be dead to the world for awhile getting my Adam Jensen on. Just as soon as it's finished...

I will take a look at Stellaris after the 1.3 patch and try to put together something that will get it back to playable.
mzilli 22 Aug, 2016 @ 2:42pm 
What changes can we expect in response to the Heinlein update? They're adding two new planet classes and tweaking how habitability works.
ShadowDragon8685  [author] 13 Aug, 2016 @ 2:54pm 
That's not an interaction with my mod at all, that's Stellaris being Stellaris. Adaptive/Extremely Adaptive races work just fine.
Sir Richard Rumpel 13 Aug, 2016 @ 8:00am 
How does this Mod interact with the addaptiv Trait, I'm playing a Race with adaptiv and Continental Preference, but the Habitability for Planets shows up at 60%, is it an Display issue and my people will still be good once I actually settle other Planettypes?
ShadowDragon8685  [author] 6 Aug, 2016 @ 5:01pm 
@mzilli - Yes. Son of a... If only Steam didn't erase your descriptions when you updated the mod, it wouldn't be nessesary. Let me fix that.
mzilli 6 Aug, 2016 @ 3:08pm 
The description here doesn't seem to match the mod. Copy/paste error?
Emmortael 31 Jul, 2016 @ 10:49am 
when i invade planets their habitolability go down is there a mod that stops this??? because if it keeps going down the world will become barren
Endan-Shoresh 𒂗𒆗-𒋩𒌍 27 Jul, 2016 @ 6:15am 
ALOT MORE REALISTIC YES
Crusader Vanguard 13 Jul, 2016 @ 4:34pm 
@ShadowDragon - you mentioned embassies:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=718508159

This what you're looking for?
ShadowDragon8685  [author] 13 Jul, 2016 @ 6:51am 
Yep. That's the Hard Way to do things, but it works!
Crusader Vanguard 13 Jul, 2016 @ 6:19am 
@ShadowDragon - Corrected. I think I got all references. I'm guessing the rest of the guide works?
ShadowDragon8685  [author] 12 Jul, 2016 @ 7:57pm 
@Crusader Vanguard: It's Shadow's Defines which modifies the society technology file. Belle & Bellicosity (which has not yet been updated to 1.2.* compatibility, because I'm waiting to see what better modders than I have done in place of embassies,) uses a new tech file.
Crusader Vanguard 12 Jul, 2016 @ 2:12pm 
@ShadowDragon @mr_Creepssss:

I just wrote a guide to unblocking the techs so that anyone can remove them without having to worry about compatability with other mods, including Belle & Bellicosity.

ShadowDragon, until you can come up with an "event" to do the same thing, I believe this is your best option at the moment. Could you perhaps make a note in the mod discription so people understand this issue?

mr_Creepssss, please read my guide (don't be alarmed by it's length, I was being explanitory and thorough) to modify the blockers yourself. I wrote it so you can just unblock Continental, Tundra, and Arid or all planets can get all colonization tech. I also (hopefully) covered most senarios.

Please tell me if either of you find any errors or missing information in my guide, I'll update my post.
Death threat collector 12 Jul, 2016 @ 8:23am 
actually that no-planets-on-opposite-side-of-habitability thingy is stupid and shouldnt eve be in vanilla. i mean it's ahuge hinderance in multi-species societies.
Crusader Vanguard 6 Jul, 2016 @ 6:20am 
That sounds like it would allow any planetary type to research the other 6 right off the bat. Is that what you want?

What you need is to find a method of allowing Continental to research Arid and Tundra (and the opposite) without dragging the other types along with them.

You need to somehow write a code that triggers an event, edict, or perhaps technology so that AFTER a Continental "ideal class" (as the game calls it) species researches the other 4 types (if Tropical, Ocean, Desert, Artic techs have been researched, this happens) so that the far 2 are immediately found "permenant" in the society technology segment or automatically researched.

Same for the others, only smaller requirements: Arid - triggers after researching Desert and Tundra. Tundra after Artic and Arid.

This way they unlock after all other "viable" types via your mod are researched.

Is this possible is the question. My coding skills are rather basic.
ShadowDragon8685  [author] 5 Jul, 2016 @ 9:01pm 
5: Figure out how to make an event fire on researching the New Worlds Protocol that adds all of the colonization techs with a +1% research bonus and pins them to the research queue.
Crusader Vanguard 5 Jul, 2016 @ 11:14am 
@ShadowDragon - Isn't that assuming that someone who downloads this mod will download all your others? Granted, it's nice to allow for all your mods to be compatable, but you're options are limited:

1. Ignore my find and accept that Arid and Tundra are not compatable with Contintental (although this seems to defeat the purpose of your mod here).
2. Make a second version of this mod (linking both) and explain on the 00_soc_tech modded one that it is incompatible with some of your mods or mods that alter technology files.
3. Make one (maybe two) "Master Mods" - you combine all your mods into one subscription, allowing you to make all changes in all files without conflict.
4. You make a discussion forum here about manually making the changes I suggested. With a clear guide, it's not hard to make the appropriate changes, although explaining how to "separate" the mod if necessary might. Or just manually change your mod file for personal use?

Would this be easier as a discussion?
ShadowDragon8685  [author] 5 Jul, 2016 @ 10:25am 
Crusader Vanguard - really? Well, crapola. That would constitute "a problem", no doubt about it.

Buggery. That's a real problem for me, since my Shadow's Defs mods all those files. I can't override it in this one with the vanilla tech costs without buggering up the override in Shadow's Mods with non-vanilla tech costs.
Crusader Vanguard 5 Jul, 2016 @ 9:13am 
@ShadowDragon - I've been playing around with modding Stellaris, and I found something that may be of interest to you and your mod:

If you go into common --> technology --> 00_soc_tech.txt, and you go down to around line 719 (where it is in mine), you'll find the start of the 7 planet colonization technologies. There is a modifer in each that (I believe) prevents a planet type from researching the opposite two. For Desert (the first listed) the factor = 0, so (I think) the code wouldn't allow Desert species to get Ocean or Artic colonization ability. Normally, no problem.

Since you made Continental "universal", this means some types cannot be researched. Continental cannot research Arid or Tundra and those both vis versa. Since you made it 60% for all, I thought you might want to look into changing this coding. Do I have this right?
Death threat collector 30 Jun, 2016 @ 2:48am 
@crusader vanguard what about the extremely adaptive trait?
Crusader Vanguard 29 Jun, 2016 @ 9:44am 
@ShadowDragon - technically yes. The idea more was since the two adjacent types are very similiar to the species starting planet, they should be at least 80% not 60%. And since the same type would only have basically bateria, weather, and maybe a few other interesting things to discover, they should be at least 90%, but short of 100%.

You're idea works, and I've enjoyed the change, as it makes managing my "empire" a little easier actually since I now don't have to somehow build 3-4 frontier outposts just to figure out how to "connect" my borders.

As for the adaptive traits, it *should* show up. How else do you know they work? So, since my "main species" that I use has Adaptive, then all 80% are actually 90%, and all 60% are actually 70%? Would that show up in the happiness of the colony if I get it that high?

Thanks for the replies.
Death threat collector 29 Jun, 2016 @ 7:50am 
that's annoying
ShadowDragon8685  [author] 29 Jun, 2016 @ 7:20am 
Crusader Vanguard: Um... You're describing Stellaris vanilla habitability behavior. There's no need to mod that in, just... Don't use any mods that tweak habitability.

And yes, the Adaptable/Very Adaptable traits do work. They simply don't show up on habitability previes.
Crusader Vanguard 28 Jun, 2016 @ 9:02pm 
@ShadowDragon - Sorry... like I said... detailed:

Side Question: So, if I'm understanding your "mod" correctly, for Artic it would be Artic/Tundra are "primary" (80%), and Ocean (the other adjacent type) would be "Secondary" (60%)? Is Continental always a 60% secondary for ALL other types of planets?

If that's the case it would be: Desert would have Desert/Arid as 80%, and Tropical and Continental as 60%? Do I have the right idea?

If the above is right, the only differences (I think) for mine from yours: no "pairing" (Desert/Arid - Ocean/Tropical - Tundra/Artic) of primaries, and Continental isn't a "universal" secondary.
Crusader Vanguard 28 Jun, 2016 @ 9:00pm 
@ShadowDragon - I'm very detailed and limited to 1000 words here:

This encourages species to find world either same type, or the two "closest" matches. I could see a Continental type species adapting well to tropical or ocean, the others... not so much. This way each species focuses on 3 types of worlds, with the "same" type as the homeworld being best, but the two "similiar" types are acceptable. The 4 others would only be acceptable through terraforming, special technologies, and probably gene manipulation. Then those world would move up to at least 60% (all 4) so they may be "properly" colonized.

Speaking of habitability, out of curiousity, have you actually "seen" the 10% or 20% "improvments" in habitability for the two "adaptive" species traits? I'm wondering if they actually work, because if a species has "10% adaptability", shouldn't the habitability go up 10%? So therefore a "same type world" should be 90% right? That never happens.
Crusader Vanguard 28 Jun, 2016 @ 8:59pm 
@ShadowDragon - It's similar to your "system", but more limited in what each species can easily inhabit.

The general idea is that on the "planet type wheel", you have the current type as "ideal" (not 100%, as you "know" you're homeworld very well, and while the same time is extremely similiar, it might have unknown weather patterns, wildlife, bacteria, etc, so it's "almost"), the two "adjacent" planets as "primaries", and all others as "not all that suitable".

It would go like this:

Continental Type: Continental = 90%, The "Adjacent" Types (Ocean/Tropical) = 80%, Next "two" in the "circle" (Desert/Artic) = 25%, The "far two" in the "circle" (Arid/Tundra) = 10%

So for Tundra: Tundra = 90%, Adjacent (Artic/Arid) = 80%, Next "two" (Desert/Ocean) = 25%, and the "far two" (Tropical/Continental) = 10%.

The 25% and 10% percents can be changed, but you get the idea.
Speed demon 28 Jun, 2016 @ 8:55pm 
you forgot about gaia worlds and ring worlds.
ShadowDragon8685  [author] 28 Jun, 2016 @ 7:29pm 
Crusader Vanguard: Could you explain your suggestion further?

The way I have this set up is that all planet types consider the one adjacent to them but divided by a line to be secondary habitability. IE, Ocean worlds consider Ocean and Tropical to be Primary and Arctic and Continental to be Secondary.
Crusader Vanguard 28 Jun, 2016 @ 5:23pm 
Interesting idea. I was looking for a habitability mod. I like this idea. It makes sense.

The other way you could possibily do this is when you look at the "planet type" selection for creating your species, each planet type has 2 adjacent types. For continental: tropical & ocean. You would have Continental worlds at like 90% (I always thought 80% was too low for the same type you start with. I get not being 100%, but 90% should be right), and tropical/ocean would be 80%. Then to other types would be 30% or less. This would apply to all world types: same type is 90%, adjacent types would be 80%, and everthing else would be practically non-inhabitable until you unlocked terraforming.

If anything, would you consider updating this so that the "other" adjacent planet for the "3 pairs" on the "outer circle" would get a boost too? Not as much, but still?

Just food for thought. It's your mod, and a very nice one. Thank you!
ShadowDragon8685  [author] 26 Jun, 2016 @ 6:56pm 
Um... All the vanilla planet types are actually in the description above. :) The habitable ones, at least.
Arctic, Arid, Continental, Desert, Ocean, Tropical and Tundra are the vanilla habitable planet types. There's also Barren, Barren Cold, Vulcanic, Toxic, asteroids, and a few others that are not de facto habitable.
Speed demon 26 Jun, 2016 @ 2:04am 
I just have one question. What are all the planet types?
Hobo Jenkins 21 Jun, 2016 @ 1:07pm 
Hm, okay. Thanks for your time though! Still love this mod.
ShadowDragon8685  [author] 21 Jun, 2016 @ 9:32am 
I was wrong. It would NOT be easier to make that happen. Not at all. Hooooooly cow but the scripting for Stellaris is a hog's breakfast. I can't even figure out how the game gives you the starting techs, either.
Hobo Jenkins 20 Jun, 2016 @ 10:58pm 
That would be fine too. I just want a easy (or easier, I know some people don't have this problem) way to colonize the other planet that I have primary habitability on without hoping it'll show up. Because I've been really unlucky with it. Maybe only the persistent option for the other planet type you have primary habitability on? Thanks for the response though and I really love this mod.
ShadowDragon8685  [author] 20 Jun, 2016 @ 9:17pm 
Hobo - that should be possible, yes, but I'm not sure where in the files that would be found.

Honestly, I almost think it would be easier to make researching the New Worlds Protocol give you like, 5% progress towards the planet colonization techs, putting them all on your menu as persistent options until researched.
Hobo Jenkins 20 Jun, 2016 @ 8:52pm 
Perhaps make it to where (or make a secondary mod) you don't have to research colonization of the worlds you have primary habitability on? Example: I have a Tropical homeworld, I can colonize Ocean worlds without researching the colonization tech. I want this to happen because on one of my games I have a Tropical homeworld race, with ocean planets all around and I've never gotten the Ocean colonization tech and think it's silly I need it to colonize a planet so similar to mine.
QuickSylver 20 Jun, 2016 @ 6:08pm 
I feel this is much more fun than the base game! Much less micro to have "perfect" colonizers of each type. Great work, keep it up!
ShadowDragon8685  [author] 19 Jun, 2016 @ 10:26am 
mr_Creepsss: Remember, every other planet type has two PRIMARY habitability compatibilities.

Continental gets to be Jack-of-All-Trades, but they only get Continental at primary. Everybody else gets effectvely double the homeworlds.
Death threat collector 19 Jun, 2016 @ 10:03am 
i really like this new setup, much better than the normal one. but eh if every other planet type is secondary to conti pref isnt that one OP? if they were all tertiary it would be underpowered... maybe have it a 50% hab if conti pref on other planets?