Stellaris

Stellaris

Living Space (legacy - 2.3)
gebnar  [developer] 26 May, 2019 @ 9:50pm
Compatibility (updated for 2.3)
100% compatible with Ecology Mod

Minimally tested full compatibility with:
Real Space
Glavius' AI

Minimally tested compatibility patches for:
District Diversity
The Utopian Dream

Habitable Structure Patches:
For compatibility with any other mods that alter the habitable_structure definition try this or this.
Many thanks to these authors for their work!

District Patches:
For compatibility with mods that alter districts use Universal Districts Patch or District Overhaul.
Many thanks to these authors for their work!

New Planet Types:
Mods that add new planet classes probably won't break anything, but you won't be able to plan habitats on the new planet types.

Terraforming:
Mods that add terraforming to existing uninhabitable planets will probably work fine. Terraforming will prevent habitation. Planning a habitat will prevent terraforming, though you can abandon/cancel a habitat to revert the planet to a terraformable state.

Strategic Resources:
Incompatible with mods that alter the strategic resource techs for Motes, Gas, and Crystals: If these get screwed up, the techs for rare resource districts may not appear.
Last edited by gebnar; 4 Jun, 2019 @ 4:50pm
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gebnar  [developer] 26 May, 2019 @ 9:52pm 
Modder Notes

To check if Living Space is enabled use: "has_global_flag = LivingSpace_active"

To make Living Space compatible with your mod's City, Hive, and Nexus districts, add "NOT = { has_modifier = stpg_planetary_habitat}" to the "show_on_uncolonized" and "potential" blocks. This will produce a harmless error if Living Space is not installed.

Example:
show_on_uncolonized = { from = { is_regular_empire = yes } NOT = { is_planet_class = pc_habitat } NOT = { is_planet_class = pc_city } NOT = { has_planet_flag = stpg_planetary_habitat} } potential = { exists = owner owner = { is_regular_empire = yes } NOT = { is_planet_class = pc_habitat } NOT = { is_planet_class = pc_city } NOT = { has_planet_flag = stpg_planetary_habitat} }

If your mod overrides 00_strategic_resources_tech.txt, you'll need to look at my version and merge the changes. This will most likely require a separate compatibility patch mod.

If your mod overrides habitats.txt, you'll want to merge the changes.
Last edited by gebnar; 14 Jun, 2019 @ 7:23am
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