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The Belt (v2.1 Niven) - Last Update by Hit Monkey
File Size
1.746 MB
Mar 5, 2018 @ 11:16am
Jun 9, 2018 @ 10:43am
25 Change Notes ( view )

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The Belt (v2.1 Niven) - Last Update by Hit Monkey

Update for The Belt mod to Stellaris version 2.1 (Niven)


Ladies and Gents, I appreciate that you all enjoy the mod, but I'm throwing in the towel once 2.2 comes out. I said from the start that I updated this mod on a whim, and am not an actual Code Wizard. If someone wants to pick up the Hot Potato, feel free.

Thank you all for subscribing. I never thought I'd get as far as EIGHTEEN THOUSAND SUBSCRIBERS, let alone more than one.

I bid good luck to whoever picks up the Hot Potato. It's been fun.


Add a classical sci-fi idea, that also makes sense from a sci-fi economical point of view: the mining of asteroids and all its related themes.

Features Provided by Previous Authors
- Adds the possibility to colonize asteroids (but no way to raise their habitability, it stays at 0%).
- Adds a new life support system building restricted to the asteroids that add habitability (80%).
- Adds a new asteroid type: non-colonisable 'Small Asteroids' - this was the only way to reduce the spam of habitable asteroids in galaxy generation. (let me know if this works well or not)
- Adds a range for asteroid size (between 7 and 15).
- Increased Ceres size in the pre-scripted solar system to 7.
- Adds 'Eros' to Sol System
- Added a planet bonus specific to asteroids (+25% mine tile yield, -30% building cost, -5% spaceships building cost, -25% ship building time)
- Add three new Solar System initializers; one allows the player to start in a version of Sol where Earth has become a tomb world, while Mars has been terraformed into a continental world. Second allows for a start in which Mars and Luna will start as continental worlds, but the player still starts on Earth as normal. The third is an updated version of the Deneb system to bring it more in line with the changes made to the standard version of Sol.
- Adds a species trait which grants +45% asteroid habitability at game start (costs 1 point and 1 pick)
- Asteroids now fall under the habitats tab in the outliner, should lead to less overwhelming planet lists
- Adds a fully functioning environment portrait to asteroids.
- Adds Low-G labs for a 10% research buff, negating the planetary colonization malus to research rate.
- Any asteroid colony that does not have Life-Support Systems (or that has either habitability below 60% and/or Happiness below 50%) will be prone to the 'Effects of Low-G on inhabitants' events, which will create a new sub-species with the asteroid habitability preference along with new traits to reflect their evolution in a Low-G environment. To avoid biological divergance and the possible need to purge ensure all asteroids have good quality life-support!

New Events
- Growth of independent asteroid mining that can improve mining yield in asteroid colonies.
- Possibility to focus on searching for certain types of asteroids, carbonaceous ones can be useful for further colonization effort, while metallic ones are more attractive for the industry.
- Asteroid trajectory accident: accident can happen when you handle ten kilometers sized rocks, and it can have dire consequences.
- Possibility to create an orbit guard to monitor asteroids and prevent world ending scenarios.
- Possible death of the population if the life support building is damaged.


''The Real Space Belt v2.1 - For compatibility with Real Space 3.0''

Planetary Diversity Patch

Mod Translation


Hit-Monkey's note:

HOLY CRAP, updating this mod to 2.0 (Cherryh) was a hell of a learning exercise. As you can see, I'm not the original author, nor one of the others that updated it to Banks and Adams. I'm not even an actual code-Wizard either, more like a Code-Rogue with Use Magic Item skill.

I would LOVE to add new features, but that's way out of my skill level at this time, so I promise nothing of the sort, even if you suggest them. I SHALL, however, make at least some effort to maintain this as long as I can, and maybe balance them to some extent. If I happen to forget after an expansion or two, I half-expect this hot potato to be picked up by someone else.

Previous Mod version were written by their respective authors, who seem to have either forgotten or abandoned their projects. If one of those guys feels like contacting me if they feel like I'm stepping on toes, I'm happy to talk it out.

This Upload was posted without permission, largely just here to give ya'll Asteroid Junkies something to look foreward to.

Original mod for 1.2 (Atreides)

Belt Updated for 1.4 (Jotaro Kujo and von Stroheim)

The Belt Updated for 1.6.1 (xl Zema lx)

Change Log:

3-5-2018: Compatibility update. Removed the Starting System Initializers made in earlier mod due to conflicting code. Will return that once debugging of it is done.


Q: Is there a translation into X language?
A: NOPE. I only know English.

Q: Is there a compatibility patch for X mod?
A: Not likely, I just rebuilt this into a functioning mod, any patches for compatibility with other mods will need building from scratch, and I'm only going to do so many before my already LIMITED code-monkeying gets stretched to the limit. I'll see what I can do, but NO PROMISES.

Popular Discussions View All (4)
Jun 12, 2018 @ 5:41am
Jul 11, 2018 @ 5:18am
Nov 20, 2018 @ 5:07pm
Discreet Asteroid Galaxy Map Icons/Optimization
Steen Machine
< >
Kim Dec 22, 2018 @ 8:21am heres a link for the below comment without the parentheses
RevansSchatten Dec 21, 2018 @ 3:49am 
Hey there, I just updated the mod to 2.2 ( . A big thanks to Hit Monkey and all the previouse authors.
Oldstead66 Dec 17, 2018 @ 12:49pm 
In RL likely asteroids only have minerals and water. Minerals the game lets you turn into all kinds of strategic resources.
Personally, I'm nerd enough to use them for mining mainly. Because it's the logical RL use. But I ain't telling people how to run their games. I don't know if asteroids carry helium3 like moondust does for generators and I presume you can do low-g farming inside an hollowed out asteroid (but water dependency might be an issue)

If I am able to, and I don't yet know the new code so no promises, making it so you can pick freely what to build in those 7-15 districts might be possible.
It might add some needed flexability to the AI which might not understand the concept.
CaptainBadger Dec 17, 2018 @ 11:58am 
I'd want to see the ability to specialize each rock for a certain purpose, depending on what I need and what the 'roid might have for resources.
Oldstead66 Dec 17, 2018 @ 10:49am 
If I were to try and replicate this, it would likely be the bare bones. No events, no modifiers, probably no special buildings. I imagine I'll change large astro habability to 10%, which should let extremely adaptive species colonize them, and in time others. There will always be a high degree of unhappiness, which is fine.
Asteroids would have mining/housing districts only to replicate their support of asteroid mining in general. Their only real use.
Using a mod that modified the colony debuff on research to counteract losing the Low-G Research building would be easier than importing the building.
If I have the skills, I might as well throw in barren and frozen world colonization as well.

But! What am I missing. What would people want to see a 'new' Belt mod?
Oldstead66 Dec 17, 2018 @ 10:49am 
Just want to say I loved this mod. It made Stellaris proper enjoyable for me for so many playthroughs. Best game was one where I never even got mankind colonized outside of Sol aside from station crew on faraway systems.

I tried making a mod similar to this, but my problem was always the graphics and making them work. I don't know if tile-less asteroids makes it easier or harder to code for.
I might have a look at your code during the holidays, see if I can understand it.
Zyntax Dec 11, 2018 @ 10:31am 
My experience so far is that with 2.2 the game creates the asteroid belts but there seems to be something that not 100% correct with the events. So far i had problems with the asteroid.11 event that keeps firing. I guess most of those events are just for flavor?
BorisTheAnimal Dec 10, 2018 @ 8:27am 
welp, i really loved this mod but respect yourdecision to not update it, godspeed to you @Hit-Monkey!
Hit-Monkey  [author] Dec 7, 2018 @ 9:10pm 
Kami Dec 7, 2018 @ 9:36am 
Any chance of an update for 2.2? Given what you say here about your experience I imagine not, which is too bad, but I thought I'd ask.