Stellaris

Stellaris

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Abandoned Habitats
   
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File Size
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0.009 MB
Aug 5, 2018 @ 1:56pm
Jun 26, 2019 @ 12:08am
6 Change Notes ( view )
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Abandoned Habitats

Description
This simple mod adds abandoned habitats to the galaxy. On game start it will go through every system that isn't hostile, containing megastructure or in starting cluster and will add abandoned habitats to about 1% of the systems (That was approximately 6 habitats per 800-star galaxy for me). They are fully operational and colonizable, but they are filled with blockers expensive to remove.

Compatibility
The mod does not change any vanilla files. It assumes vanila rules are in play, so it might land into modded systems where it doesn't belong. In compliance with Paradox rules, it will do nothing without Utopia DLC and it will also not use Humanoid and Plantoid designs if respective DLCs are not present.

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Popular Discussions View All (1)
0
Apr 17, 2019 @ 10:58am
German translation
Gregor Easy
< >
117 Comments
hyper_fool_80 Sep 8 @ 4:15pm 
Is there a way to make it so that the Planetary Habitats from
Planetary Diversity - Planetary Habitats Can be spawned in like regular Habs?
ChadThunderCock Aug 9 @ 2:03am 
Thank you Synthesis, had been having this issue for awhile.
Synthesis Jun 7 @ 8:15am 
So, I think I figured it out: at some time Paradox, in their infinite wisdom, changed the coding for habitats to "...01_habitat_phase_01_entity". So for example, "avian_01_orbital_habitat_entity" should be "avian_01_habitat_phase_01_entity"--with the wrong code, habitats default to a textureless mammalian habitat. If anyone else is encountering this, you can go through your saves with find-and-replace and fix it pretty easily (a 800-system galaxy had about 11 habitats?).

The fact that this only affected habitats generated at the start of the game pointed to this mod. Maybe this'll help the mod creator if they ever look at it again.
Synthesis Jun 4 @ 9:52pm 
Is anyone encountering a glitch where habitats have a solid black texture over the model?
Violent Beetle  [author] May 27 @ 8:54am 
Sounds like you put them inside the "while" loop. You should take them outside.
hyper_fool_80 May 27 @ 8:24am 
@Violent Beetle
Quick Question: How can I make it so that the spawn with deposits other than the Ruined Sections?

I ask because I am attempting to make a Custom Patch to do a few Items:
1)Change size Down to 4
2)Increase Spawn amount
3)Start with a Custom Arcane Replicator and Generator

The First two Items I've got working Ive got my Patch increasing the Amount from 1% to 15% and Spawning size 4 Habs. I Just can't seem to figure out how to have it spawn with only one Arcane Replicator and one Generator. Currently when I add
add_deposit = d_arcane_generator
add_deposit = d_arcane_replicator
It'll Spawn 5 of each when I only want 1.
My Plan for the Generators and Replicator is to adjust its values to produce different Items depending on Districts (Idea taken from another mod)
Kepler68 May 6 @ 2:47pm 
I'll let you know if anything acts weird! Thanks for the fast response
Violent Beetle  [author] May 6 @ 2:34pm 
It's been adapted for post-tile version, however I didn't have a chance to update my mods to 2.6

I don't think anything about this one was actually affected by update, however.
Kepler68 May 6 @ 12:58pm 
The screenshots are a bit confusing, does this work with the latest version?
Violent Beetle  [author] May 2 @ 4:36pm 
Yeah, you can definitely manipulate them in post-effect.