Stellaris

Stellaris

Abandon Colony
116 Comments
[joebro] 26 Mar, 2020 @ 2:19pm 
Will anyone revive this mod? It was the best abandon colony mod!
Spiffing Reynard 26 Jan, 2020 @ 12:16am 
@Lekelokobs the abandon colony mod got abandoned
Lekelokobs 25 Jan, 2020 @ 11:45pm 
The stellaris mod community is rotting away
Zylvar 13 Jan, 2019 @ 4:01am 
Is this mod updated for 2.2?
Aaronthelemon 17 Dec, 2018 @ 7:23pm 
Does anyone know of a similar mod that works for 2.2?
Sice 2 Jul, 2018 @ 8:10am 
The mod works just fine anyway.
There's just a little typo in "/events/abandon_planet_events.txt" that prevents the "decomissioning_flag" from being removed correctly if you choose to not abandon the colony in the event options, so that after that you won't be able to decomission that colony ever again.

The typo is in the last option of the event:
option = {
name = colony.90001.e
custom_tooltip = colony.90001.e.tooltip
add_
remove_planet_flag = decomissioning_planet
remove_modifier = condemed_colony
add_influence = 150 * edict_influence_cost
}

That "add_" shouldn't be there.
Spiffing Reynard 22 Jun, 2018 @ 12:58pm 
what even is updates lol
Duke Flapjack 5 Jun, 2018 @ 3:55pm 
BTW, if you comment out the lines NOT = { num_pops > 2 }, and NOT = { is_capital = yes } in common\edicts\abandoned_planet_edicts you can kill any colony. I like doing this for my RPing imminent world ending disaster starts where I have to quickly move as many people off my homeworld as possible before it gets destroyed by something or other.
Duke Flapjack 5 Jun, 2018 @ 3:52pm 
This is a (pretty much) purely event based mod, thus is unlikely to break unless Paradox dramatically changes events.
JusLuc 22 Apr, 2018 @ 10:19am 
Update plz
Salier 2 Mar, 2018 @ 12:09pm 
This seems to still work. I've used it to evacuate a colony in 2.0 and haven't run into any problems as of yet.
Ari 27 Feb, 2018 @ 5:57am 
please tell me that this mod will be updated, please
Oswald 12 Jan, 2018 @ 4:00am 
its dead -.-
Chastity the Celibate 6 Jan, 2018 @ 7:01am 
If you don’t plan on updating this mod or working on it, I can take over if you like (:
AidenPearce 20 Dec, 2017 @ 10:48pm 
The launcher says that this mod is outddated
Oldhip 29 Nov, 2017 @ 9:47am 
Dead
KoldPhire 25 Oct, 2017 @ 10:37pm 
Dudes a game developer and seems to be playing/working on Stationeers everytime I check this page for an update. If he hasen't updated it yet I'm pretty sure its low on his priorities.

After all its been a long 36 hours. lol.
Lectavison 21 Oct, 2017 @ 8:15pm 
any word on when this will be updates?
Era 2 Oct, 2017 @ 2:47pm 
Also looking forward to this being updated, this should be a feature in the base game tbh'
(an optinion to abandon and/or destroy a colonised planet for a high mineral/energy asteroid deposit)
[KaMyHяKи] ☭ Kpoxa 2 Oct, 2017 @ 10:33am 
I'm looking forward, thank you.
Rocket  [author] 1 Oct, 2017 @ 9:40pm 
Working on the update for this: ETA 36 hours.
[KaMyHяKи] ☭ Kpoxa 25 Sep, 2017 @ 5:13am 
update pls
Уберите Из Мута 21 Sep, 2017 @ 4:08pm 
update to 1,8 plz
JDF31596 21 Sep, 2017 @ 12:44pm 
update please?
mesred 12 Sep, 2017 @ 1:04pm 
Thanks for the mod and the work. Quick question though: Is there a simple way to edit the mod so I can decomission colonies regardless of pop counts? The idea is great, and the mod itself works like charm, but I'm mainly looking for a way to get rid of 10-13 pop planets the AI likes to settle. It's possible to work around the issue if your government form allows you to resettle pops, but I'd appreciate a more readily available solution, regardless of the circumstances (resettlement allowed; availability of spaces to resettle the population to, etc.)
Ialdabaoth 30 Aug, 2017 @ 5:23pm 
Is there anything for setting a colony free as its own empire?
Rahl 29 Aug, 2017 @ 6:21am 
i am also still kinda curious about whether there are plans to make it more practical to abandon planets that have larger populations... can we bumb the limiter (for the abandon colony edict) up to say 10 or something?
Meme Machine 15 Aug, 2017 @ 3:41am 
Nice mod! Though I'm having a rough time figuring out how to decommission a colony, mainly due to the 2 pop limit. Is something that I'm missing or having only 2 pops on the planet, to then activate the edict, is only achievable through natural migration? Is there any way to decrease migration attraction on a colony, both in vanilla and in this mod? Because otherwise I'd have to activate a couple of edicts elsewhere and wait for every single pop on the undesired planet to go away, which could require decades...
Rocket  [author] 12 Aug, 2017 @ 3:29am 
Update Changelog:
* Added custom images for Planetary modifiers (such as condemed and genocide)
* Added Planetary Genocide modifier, remains on planet after soldiers have committed genocide to clear the planet.
* Added option for spiritualist ethic empires to pronounce a planet as "cursed". Effectively similar to the science, although places a special "Planetary Curse" modifiers on the planet afterwards. (Credit: suggested by Danwar).
* Added more custom event images.

TODO: Still working on something that makes sense for hivemind. Should be soon!
UncleTobiVT 12 Aug, 2017 @ 12:43am 
@rocket2guns Ah, yeah that makes sense :) Good to know that there is stuff coming in the Future. Thanks :)
Rocket  [author] 11 Aug, 2017 @ 9:52pm 
@tobori Yes i'm working on something. Been waiting for 1.8 but might just do it instead :)
UncleTobiVT 9 Aug, 2017 @ 7:53am 
This is one of my favorite Mods. Will the Hive Mind also get the option to abandon colonys in the future?
IndieForger 3 Aug, 2017 @ 4:26pm 
Amazing. Good job with the mod! Kudos!
Danwar 24 Jul, 2017 @ 2:37pm 
There should be a Spiritualist option to have your religious leaders say the divine has shown them that they should abandon the colony. Religion is a powerful tool in government that can motivate people to do things the wouldn't normally, it would make sense for a cunning ruler of a spiritual, superstitious empire to use it to his/her/it's benefit.
Drewniak 18 Jul, 2017 @ 7:53am 
warsaw on first image NS xd
Mistriever 16 Jul, 2017 @ 8:47am 
I'm experiencing a bug where an asteroid the AI colonized (using AlphaMod) is devoid of visible pops but still shows 2 of 4 in the counter. Further it repopulates to have 6 of 4. The planet has the decommissioning flag but no visual queue and never actually decommissions due to a lack of a event popup. It also never times out. Since I can't console kill the two ghost pops, I have no way to find their specific pop IDs, to decommission the colony through console commands I'm wondering if anyone know a way to solve this bug?
Kilted'HuntingHorn'Key 10 Jul, 2017 @ 8:06pm 
I want you to win the Lottery and get a Medal of Freedom award for making me no longer have to support any AI conquered worlds that are truly, completely, shite. You are a savior to humanity.
mrcoolize 3 Jul, 2017 @ 2:41pm 
Could it be possible to make it that you give independance to colony? Like creating a vassal or a new civilisation for exemple if they have different trait and ethic but would still made great allies
Draco Lander 3 Jul, 2017 @ 10:12am 
@captainradish Probably most of us changed it. xD
Duke Flapjack 2 Jul, 2017 @ 8:39pm 
This is great for my RP starts where I have to evaccuate my homeworld in five years or so before some horrible cataclysm causes the extinction of my race.

I changed the requirements for the edict to allow it to happen to my heavily populated homeworld.
Bugginho 16 Jun, 2017 @ 6:52am 
@rocket2guns Nice mod !

I can help with the Brazilian-Portuguese translation :ghlol:
Kostek667 10 Jun, 2017 @ 1:58pm 
Is that Warsaw on the first image? O_o
Rahl 4 Jun, 2017 @ 8:35pm 
one idea for this would be you build a special colony ship for every 2-3 of the pops on those planets and then you can just dismiss those colony ships or let em resettle a "good" planet
Rahl 4 Jun, 2017 @ 8:33pm 
k so im having a little trouble... as i would use this mod for getting rid of the crappy 12-18 size planets that my wars give me... since im a fanaticly militaristic Xenophile (yah that set of mental Gymnastics amazes me sometimes) so i cant purge planets... and "cleanse planet" is not a war goal i can get... so i would love a little tweak on this mod so i can abandon these 12-18 pop worlds without having to move all their pops somewhere.... cause theres a lot of the ****ers
WolfMatRek 27 May, 2017 @ 7:30am 
Can I see this is palace of culture and scienes from Warsaw (Poland)?
Tzeentch 16 May, 2017 @ 10:48pm 
ai do this too?
GLITTERLICH 13 May, 2017 @ 3:22am 
Alright, I ended up spellchecking it myself; corrected the spelling, standardized it to US english, rewrote a couple of oddly constructed sentences. I'll email you the file at the address in your comment below.
GLITTERLICH 12 May, 2017 @ 2:45pm 
Nice mod, but in dire need of spellchecking. Also agree with Koinzell, no reason why this shouldn't be available to Hive Minds.
Olterin 12 May, 2017 @ 2:20am 
Great idea for a simple mod, tried messing around with it but once I cancelled the colony evacuation (picking that option when having to choose how to evac), I no longer could execute it again due to the modifier still being present. Does that ever expire and where can I see the modifier itself?
p6kocka 12 May, 2017 @ 12:57am 
Ok. I'll do it in the afternoon.