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PJs :: Better Habitats
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0.618 MB
Mar 15 @ 1:41pm
Oct 27 @ 8:47am
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PJs :: Better Habitats

In 2 collections by PrinceJonn
Stellaris :: Maintained Mods
35 items
Stellaris :: Megastructures
4 items
Habitats are in a REALLY good place right now. The only thing I wanted to tweak is job numbers. All habitat districts get 5 jobs instead of 3, and the housing district adds 10 slots.

Special Deposits
I have replaced the alloy, dark matter, living metal, nanite, and zro deposits with new "mining" deposits. They enable new buildings, and jobs where you will be able to produce the resource in your habitat. This brings a new level of strategy to your habitat placement, and actually makes it more worth it to place your habitat on top of those valuable resources. It comes at a cost of energy, minerals/consumer goods, pop job slot, and building slot, but it will be worth it!

New buildings are:
  • Alloy Recycling Yard
  • Dark Matter Laboratory
  • Living Metal Laboratory
  • Nanite Replicator
  • Zro Harvesters

Do you have ideas on how to make habitats even better? Please share in the comment section below.

I overwrite the 03_habitat_districts file.
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明明灭灭 Nov 6 @ 2:52am 
Can you add special housing for the original habitat?
The original habitat of stellaris is too rubbish. It's less district and I can't build a house to increase my housing space.
PrinceJonn  [author] Oct 28 @ 12:24am 
It should. Please do tell if you see issues though :)
CrazyZombie Oct 25 @ 4:41pm 
Ok, is it working currently in 2.5.*?
Cardinal_Z Aug 25 @ 10:44pm 
Maybe you could add a planetary decision for habitats that allows you to expand the habitat a number of times? Ofc such decision is only available after the voidborn ascension perk. And maybe activating the decision have a cost that increases exponentially because the larger the habitat the harder to keep it stable?
PrinceJonn  [author] Jun 20 @ 9:26pm 
I've seen commercial zones on my habitats :S They definitely appear if you build it over trade deposits.
wehrWolf Jun 20 @ 6:03pm 
Is it just me or does this prevent you from building commercial zones on habitats?
PrinceJonn  [author] Jun 19 @ 9:18am 
Added a quick hotfix for the current master builders habitats bug to this mod.
Gavril Jun 16 @ 1:08am 
Glad I could help!
PrinceJonn  [author] Jun 16 @ 1:07am 
Oh shit. I completely forgot to add it didn't I. There we go!
Gavril Jun 16 @ 12:53am 
ooooh! Ok, that makes sense. I might recommend adding common files to the required mods, or at least putting that you need that mod to get the buildings.