Stellaris

Stellaris

Realistic Habitability
131 Comments
endeyfire 2 Jul, 2024 @ 1:43pm 
this mod perma crashes the game now unfortunately.
Tactical Rover 16 May, 2023 @ 12:35pm 
Hi, I found an issue with the mod. For some reason, If I have the "Eager Explorers" trait on an empire when I boot up the mod, it automatically removes it. Could you please look into it?
Connacht 5 Feb, 2023 @ 2:41am 
I don't think that a continental species would have more problems with a savannah world rather than a tundra world, they could be equivalent imho. Similarly, I think that dry species would have a lot of issues with ocean worlds, more than with continental worlds that should be the jack-of-all-trades of planets.
Colonizor48 18 Apr, 2022 @ 1:57pm 
@youtubitz link?
youtubitz 30 Mar, 2022 @ 9:43pm 
Someone just uploaded an updated version of the mod
Ken Stormwolf 11 Jan, 2022 @ 1:58pm 
Hey for some reason, My Prefered world is coming up in the lows (namley 20%) no update?
MagnusEffect  [author] 17 Sep, 2021 @ 1:21pm 
yeah, sorry guys. i never got the update done.
Firehawk2.0 17 Sep, 2021 @ 8:57am 
this mod is broken. Lem Update. All portraits 0% habitat
Omicron 14 Jun, 2021 @ 11:47am 
Don't worry, I've had a snack since then and calmed down =P

Feel free to do whatever thing you like with your mod, it's your work and you're giving it to us free of charge. I just ask for accurate documentation of all of the mod's features in the description, so I can see at a glance what I'm getting into.
MagnusEffect  [author] 14 Jun, 2021 @ 8:40am 
Sincere apologies Omicron. This is related to the bug found by a previous user that I had intended to address and forgot about by the time I returned from my extended vacation.

The changes were originally intended to affect only one or two habitability-related traits, but something must have changed how these were read in a vanilla patch some time ago and it took this long to come to my attention. I will be sure to get this working this week as intended (according to the description). Again, very sorry for the hassle and thank you for bringing it to my attention.
Omicron 14 Jun, 2021 @ 6:53am 
Question... why does this mod make sweeping changes to vanilla civics? Nowhere in the description does it indicate anything like that.

I just spent an hour nearly going crazy because something was changing my civics and I was absolutely sure I installed no mod to that effect. In the end I only found it because I went through every single mod folder looking for civics changes.

I never expected to find them in this one.
MagnusEffect  [author] 8 May, 2021 @ 6:13pm 
No its not intentional, but shouldn't break your game. I'm working on it, but I've been delayed because of Mother's Day this weekend. Will have an update that fixes this soon.
ProspectPyxis 8 May, 2021 @ 3:01am 
This mod is adding a random blank civic that does nothing, for some reason. Tried disabling every mod one by one and this seems to be the culprit, and I don't think load order is the issue, either. This isn't intentional, is it?
Kozeus 3 May, 2021 @ 6:29am 
alright, glad to help. looking forward to your update in due time
MagnusEffect  [author] 29 Apr, 2021 @ 2:37pm 
update: correction! apparently I *did* edit some traits as well. my bad. it's been so long since I looked under the hood on this thing. regardless, Kozeus, you are still right. I will look into this.
MagnusEffect  [author] 29 Apr, 2021 @ 2:32pm 
@Kozeus
Hmm... I will have to look into it as Survivor is not a trait I have played with in awhile. I do not recall modifying the Survivor trait... pretty sure that is vanilla. It is possible the trait's buff was added later in an official patch and I didn't notice. Perhaps the devs sought to fix the same thing I did? :) You are right, though, it is way too high now. My original intent was to make the Post-Apoc origin kind of a "generalist" in terms of habitability (and an origin-specific alternative to the Adaptable trait). They certainly should NOT be exceeding the normal starting 80% stat of biome-specific species.

Thanks for pointing this out. I think the easiest solution would be to just lower the base habitability for Post-Apoc origins. 30 or 40% + 30% (for Survivor) does seem more reasonable. It will still let you colonize whatever, but will still give you incentive to research any future habitation tech you come across.
Kozeus 28 Apr, 2021 @ 10:21am 
Dear creator,

I notice that the Survivor trait gets extra bonusses from this mod as well. Is that intentional?

When I choose the post-apocalyptic origin you get the Survivor trait. It adds 30% to all planet types. That is additive to your homeworld type. So, in case you choose a savannah type the species has 80% + 30% habitability on savannah world, 40%+ 30% on ocean worlds, and on a Tundra type this species gets 20% + 30%. Which is a lot.

in your reference to tomb world species, you mention the species gets 60% to all planets, but I think you mean the tomb-world planet type that, for example, the Rackets start with.

Is it your intention that the Survivor traits gets modified as well?

Thank you for making this mod!
MagnusEffect  [author] 22 Apr, 2021 @ 5:31pm 
Updated as promised. Thanks for your patience :)
MagnusEffect  [author] 18 Apr, 2021 @ 6:30pm 
@MaqueTonight

Ah yes! Thanks for the reminder. Will do that this week.
MaqueTonight 18 Apr, 2021 @ 9:10am 
Any plans for an update with 3.0?
Emprah's Finest 28 Nov, 2020 @ 8:05pm 
Thanks!
MagnusEffect  [author] 24 Nov, 2020 @ 11:52pm 
a bit late in coming, but updated as promised
MagnusEffect  [author] 3 Nov, 2020 @ 11:37am 
There should be no conflicts with 2.8, but I will release a version updated later this week just the same.
MagnusEffect  [author] 22 May, 2020 @ 7:19pm 
@Emprah: As a general rule, I do not keep track of what other modders are doing. All the info I can give has already been stated in the description (compatibility) and in my last post below.
To that point... probably not?
Emprah's Finest 22 May, 2020 @ 5:40pm 
I assume this is not compatible with Planetary Diversity mod?
Spaceception 22 May, 2020 @ 5:11pm 
Actually just had the chance (instant survey was helpful), and it works. Continental had the right planets with habitability.
Spaceception 22 May, 2020 @ 3:34pm 
Alright, I'll do an experiment later when I have some time.
MagnusEffect  [author] 22 May, 2020 @ 3:15pm 
This modifies the existing vanilla files. If New Frontiers only adds new files and does not edit the original files, then yes, theoretically, they could work together.
Spaceception 22 May, 2020 @ 7:15am 
Should I hazard a guess and say this won't work with New Frontiers, due to the other planet subclasses? Or would it, since they technically fall under one of the planet types?
MagnusEffect  [author] 15 May, 2020 @ 8:21am 
updated for 2.7.* patches!
MagnusEffect  [author] 3 May, 2020 @ 1:01pm 
I think I finally managed to update this correctly. Let me know if it doesn't work
MagnusEffect  [author] 3 May, 2020 @ 10:37am 
This new damn launcher has been frustrating to use. I can't get the mod to update properly so I had to post a new one (link listed above). Sorry for the inconvenience.
MagnusEffect  [author] 30 Mar, 2020 @ 12:53pm 
Sorry for the late update. I will get on that this week.
rafaelbeanhunter 30 Mar, 2020 @ 10:07am 
키으기 20 Feb, 2019 @ 7:03am
Thank you I'll use it well
rafaelbeanhunter 30 Mar, 2020 @ 10:06am 
LordofOrange 6 Jun, 2019 @ 5:47am
Would it be possible to update this to 2.3? I love your work.
rafaelbeanhunter 30 Mar, 2020 @ 10:04am 
Plerion 20 Feb, 2019 @ 4:37pm
Possibly not without a patch, they both modify the same file.
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rafaelbeanhunter 30 Mar, 2020 @ 10:03am 
20 Feb, 2019 @ 6:40pm
I thought so, doh. Perhaps some ambitious soul will make a patch!

Plerion 20 Feb, 2019 @ 4:37pm
Possibly not without a patch, they both modify the same file.

20 Feb, 2019 @ 2:57pm
Does this work for the new planets in the "Planet Diversity" mod?
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rafaelbeanhunter 30 Mar, 2020 @ 10:02am 
It wouldn't be so much a "patch" as it would be basically just a mod with both ideas merged into one. Planet Diversity and this mod have very different design philosophies. This mod is designed to be seamless with vanilla gameplay (a "less is more" approach) for those of us who appreciate such things. Planet Diversity is decidely not (assuming we are talking about the same mod).
MagnusEffect  [author] 2 Sep, 2019 @ 9:43am 
@Mauer: I don't know that mod. Without more information, all I can tell you is what I posted in the description:

"Compatibility:
Can be toggled on/off for saved games.

This will conflict with any other mod which alters 00_habitability_traits.txt"

If Starnet doesn't alter the mentioned file, I think you are safe.
-=Maure=- 2 Sep, 2019 @ 5:32am 
Is this compatible with Starnet?
MagnusEffect  [author] 16 Jul, 2019 @ 3:49pm 
Apologies for the extended delay. Mod is now up to date as of this posting.
MagnusEffect  [author] 6 Jun, 2019 @ 12:04am 
I leave town for about 10 days in less than 48 hours, but I will try to get this done before I leave. Eitherway, thanks for the heads up. will get it done asap
IronRooster 5 Jun, 2019 @ 9:47pm 
Would it be possible to update this to 2.3? I love your work.
MagnusEffect  [author] 20 Feb, 2019 @ 5:33pm 
It wouldn't be so much a "patch" as it would be basically just a mod with both ideas merged into one. Planet Diversity and this mod have very different design philosophies. This mod is designed to be seamless with vanilla gameplay (a "less is more" approach) for those of us who appreciate such things. Planet Diversity is decidely not (assuming we are talking about the same mod).
falkon311 20 Feb, 2019 @ 10:40am 
I thought so, doh. Perhaps some ambitious soul will make a patch!
Plerion 20 Feb, 2019 @ 8:37am 
Possibly not without a patch, they both modify the same file.
falkon311 20 Feb, 2019 @ 6:57am 
Does this work for the new planets in the "Planet Diversity" mod?
키으기 19 Feb, 2019 @ 11:03pm 
Thank you I'll use it well
MagnusEffect  [author] 15 Feb, 2019 @ 5:37am 
Thanks Lumpy.

Regarding your post, actually, Continental get Oceanic and Tropical as "secondaries". The types are *extremely arbitrary*, but my primary concern was game balance and making sure all types were roughly equally represented.

The above model in the description is not making any assumptions about humans, because the game is not just about humans. The scale is based on the central (scientific) concept that "water is essential to life". That is why Oceanic is firmly placed at the center of the scale. As I explained above, the scale is roughly "warmest" to "coldest" and if we consider a very generic understanding of what makes a "savannah", I can't see anywhere else to put it on the scale that wouldn't break everything else.
Lumpy 13 Feb, 2019 @ 11:50am 
Amazing mod, but I think species with continental as their main planet type should rather have their secondaries be alpine and savannah rather than alpine and tundra. If you take humans for example, one could argue we fare way better in savannah than tundra, especially when considering that Africa is the birthplace of humanity.

This is only my humble opinion of course. Again, great mod! Appreciate you sharing it!