Stellaris

Stellaris

75 ratings
Pancakes Habitat CityGFX
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
33.826 MB
Sep 25, 2022 @ 6:55am
Dec 12, 2022 @ 8:00am
6 Change Notes ( view )

Subscribe to download
Pancakes Habitat CityGFX

Description
** Not achievement compatible. **
** Will work on all versions of the game (probably) & only really needs an update when new species packs come out **

Essentially, each vanilla cityscape has been given unique habitat artwork, using vanilla assets, instead of all habitats looking identical. Flooded habitats also get their own variant with ocean effects.

Works on larger planet view mods too.

Notes/Limitations:

By default habitats will match your SHIPSET graphical culture (Not your CITYSET graphical culture) I.e. if you have aquatic cities and humanoid ships, habitats will use the humanoid city-scape (rather than an Aquatic cityscape) - this is due to a limitation in the graphical_culture trigger, only checking ship types.

Modded shipsets & the imperial shipset (which lacks its own city art) will default to vanilla habitat city graphics.

To compensate for this, I've added a bank of policies that let you manually pick whatever city-type you like, from the ones I've created. Policies might not work correctly on already-running games, better to start a fresh game for this.

Options linked to species-pack city-sets will require those DLCs too (e.g. Plantoids, Humanoids, Lithoids, Necroids, Aquatics) as I've made this with official assets.

Machine Purifiers and Hive Devouring swarm empires will use special Machine-habitat and Hive-habitat graphics (selectable if you are MI or Hive), otherwise AI will default to habitat city graphics, that match their ship-type.

See pictures for a preview of the city art.
24 Comments
Starshock May 15, 2024 @ 10:09am 
Do you plan to update this for the two new city/ship sets added in Machine Age?
Mortarch Of Blood May 5, 2024 @ 11:10am 
Yeah does this still work guys???
xDanilor Oct 21, 2023 @ 5:47am 
does this mod still work with the new habitat update?
Okabe Rintaro Dec 31, 2022 @ 8:35am 
The only suggestion I have is to make the policies list a bit more immersive by changing the text to something like "Set habitat architectural style" or something like that
Pancakelord  [author] Dec 14, 2022 @ 1:54am 
@guywithpups, ah I see now.
To your second para. you can make planets work like habs (relic worlds already do this for example, as they use special art), graphically. It's just a very verbose process - depending on how far you take it. The game has 5 states for each city (from small to large / ecu), one could bake each combination for each gfx type into an image, and conditionally swap between them when an owner is set/changed.
It may be possible to take the PSD i used for this mod, and swap the foreground (the trees) and background (the skydome layer) for some kelp/seaweed and a ocean background. to produce a batch of underwater city art similar to this mod - though it wouldnt respect colonies growing in size over time, without making each of the 5 stages too and switching with conditional logic.
Doing city-variants for subterranean cities is harder, due to how the image is drawn (i'm not great at digital art, it'd req quite a bit of in-painting), but it follows the same process.
guywithpups Dec 13, 2022 @ 6:15pm 
@Pancakelord333 Sorry I think you misunderstood my reply Doppelschteppen -- he was asking if you can give aquatic planets the same treatment. My comment was pointing out that Planet Diversity includes this feature, so if folks want this for aquatic planets, you can recommend they use that mod. :-)

As for subterranean cities, Paradox overrides the more complex multiple layers of city scenery with a single file. Unfortunately the style of that art doesn't really match most of the graphical cultures. But I don't know if it'd even be possible to do other overrides based on the graphical culture like you've done for habitats
Pancakelord  [author] Dec 12, 2022 @ 8:08am 
Mod updated, subterranean city art added as an option (req. overlord DLC) with minor edits, also I dont use PD so someone else will have to test if the PD habs now work with this, see change notes for scripted trigger.
Pancakelord  [author] Dec 8, 2022 @ 2:11pm 
This should work fine on 3.6/3.6.1, but I'll be looking in to updating this later this week / next week when i'm back from a holiday.

@dostillevi I'll look at adding a conditional trigger to consider either normal or pd flooded habitats. I don't use that mod but it should be straightforward as you suggested.

@guywithpups I don't plan to make any conditional art for planets. Habitats work differently to cities, they basically overwrite the normal city art (which is several layers of scenery and up to 5 stages of city art) with a single flat image - which is what let's me add the oceanic effects. There is a way to force aquatic planets to work like habitats graphically - that I can think of - but it requires several scripts running via on actions and is outside the scope of this mod.

As for people asking for subterranean art ... Do people just want the subterranean city as an option as-is? I.e. with rocks in the "sky"? And no dome in the background. That would be easy enough to add.
guywithpups Nov 3, 2022 @ 6:27pm 
> Would be cool to have a flooded background for aquatics on regular planets as well.

@Doppelschteppen (ダッブステップ) Planet Diversity does this
guywithpups Nov 3, 2022 @ 6:26pm 
> Can you make this for underground living species (Subterranean Origin) ?

I was wrestling with this recently as well, playing a lithoid crystalline species and the default Subterranean city art didn't fit at all