Stellaris

Stellaris

Colonize Everything 2.2
165 Comments
Aaronthelemon Jul 4 @ 1:17pm 
Seriously 秋韵风华 the mod is 7 years out of date!
秋韵风华 Jul 4 @ 12:53pm 
能不能更新到4.0?
Pode  [author] Aug 23, 2024 @ 6:23pm 
It didn't entirely work for 2.2, so I'd be stunned if it did.
infra-dan-accelerator unit 84725 Aug 22, 2024 @ 3:17pm 
does this work with 3.12?
Bomb boy Jul 15, 2019 @ 5:55pm 
Please update 2.3
Davor May 23, 2019 @ 2:56pm 
Thank you for that Pode. I hope all goes well for you. I know real life issues can be about. Thank you for taking the time to communicate with us. It is greatly appreciated.

Hope all goes well for you.
Pode  [author] May 23, 2019 @ 5:02am 
In meantime I'd flagged a mod called Habitat that let you build mini habitats everywhere as one to look into.
Pode  [author] May 23, 2019 @ 5:01am 
It's on the shelf while I deal with real life issues, but I'm a huge Pdox fan and MoO2 was the first PC game I bought. I'll be back to Stellaris modding sooner or later
Davor May 22, 2019 @ 10:13pm 
Thank you so much for the reply. I wasn't sure so that is why I said that since I read all 16 pages and no comment of this was mentioned. Just wanted to let you know, just in case you didn't know or if the mod was still being worked on.

:)

Pode  [author] May 22, 2019 @ 6:52pm 
It's profoundly out of date, so probably something else broke, but that def was not the design intent.
Davor May 21, 2019 @ 4:36pm 
Not sure if this was mentioned or not, but for some reason when I activate this mod, there are no mineral resources in the game. Is this normal? I see everything else but minerals.
kolokommouna Feb 10, 2019 @ 7:25am 
can you make this compatible with The Belt (V2.2) so that the normal asteroids are actually spawned?
scott4dges Feb 9, 2019 @ 7:28pm 
I actually started using the mod The Belt 2.2 because I was experiencing some of what you're saying. I didn't do thorough testing, but it seemed like the resources were messed up, etc. Not faulting the mod maker, but I know things changed a lot in the latest version. Thanks to Pode for his work on this.
IllegibleScream Feb 9, 2019 @ 5:51pm 
I did some basic testing, and it seems like this really does override resources on every planet, asteroid, and moon.

Supposedly it was just cosmetic, but I checked using some hardcoded systems that should have resources. Got nothing.

Also, gas giants text is broken.
Asajev Jan 19, 2019 @ 5:38pm 
@scott4dges TY for your support. I have been assisting Pode with his mods in the background on my free time. I have figured out how to resolve some of the bugs in the current public version of this mod however through some intensive playtesting I have found a problem were Ring Worlds will not be able to be built because all planet classes are habitable. I had not even considered the mid and end game crisis balance as it has been suggested in the thread.
scott4dges Jan 19, 2019 @ 5:10pm 
@LordConnir If you read the comments you'll see that Pode has been very responsive but has stated that RL stuff is a priority for him right now (as RL should be). He wants to keep working on this mod, but putting pressure on him and modders in general for updates & fixes is rarely helpful.
Lord Connir Jan 19, 2019 @ 7:31am 
update and fixes????
Pode  [author] Jan 14, 2019 @ 2:07pm 
Ugh. Always something. Keep me posted, it's going to be a rough week IRL with work so this is your baby for now
Asajev Jan 14, 2019 @ 7:47am 
@Pode after doing some extensive gameplay testing I can tell you that unexpected breakage will happen if we unlock all habitability of the unihabited planets in vanilla. E.G. Ring Worlds will not be able to be built because it detects a habitable planet in system. From a nerrative point you say learning to live under a dome is the same however the tech behind the domes is different for each type of planet. I am however rapidly learning of solutions to this issue need more testing before I have a solid answer.
Pode  [author] Jan 14, 2019 @ 5:49am 
Agree that home system only was better for gameply but it was really hard on immersion for me. Once you figure out how to live under a dome, there's really nothing special about which rock you put the dome on.
Deltax Jan 13, 2019 @ 11:07pm 
I have a request. Previously, this mod was once exclusive to your home system *1.6? version and I was wondering if you were willing to release a version that does exactly this. I've long thought that Pre-FTL needs to have something to do inbetween, like events, colonizing, problems, whatever. I really liked the original for this purpose. Unfortunately, your new version now make ALL planets in galaxy habitable, which is good for other games (in my opinion) but otherwise will often clutter the galaxy with unessesary habitable markers that make life hard. I would propose that you (or someone that can) would make a version similar to the original that is exclusively for the home system, so that we can have something to do there, without a huge amount of planets all over the galaxy. Thanks for reading, godspeed to you.
Lord Connir Jan 10, 2019 @ 5:08pm 
@asajev no problems just was asking take yourtime the only mods i use is this one and that one kinda funny how that works but its all good
Asajev Jan 10, 2019 @ 4:58pm 
@Lord Connir sure having some issue with the patch taking effect for some reason even though I have added the OR to the definitions of the megastructure in giga to match the planet classes it is not being triggered. Need to check if I need to edit another file in giga or study how Pode did his classes a bit closer to see if they are not doing a logic loop with giga criteria for the colonization specific megastructures.
Lord Connir Jan 10, 2019 @ 2:42pm 
@asajev could you post the patch in here as soon as its done
Pode  [author] Jan 10, 2019 @ 12:55pm 
Awesome, thank you
Asajev Jan 10, 2019 @ 12:27pm 
working on a patch at the moment unless you want to build it into the mod
Pode  [author] Jan 10, 2019 @ 12:01pm 
Oof, because megastructures are built around the vanilla barren class not my col_barren class. Duh Pode. Added to the gripe list.
Asajev Jan 10, 2019 @ 11:20am 
@Pode not wanting to add more work to your modding plate with your real life taking a turn but I found a major incompatibility with Gigastructral Engineering and this mod. I am not 100% sure how the interaction is happening but Giga can not see your planets from hthis mod or acknoledge them as the correct type of planet for megastrcutures.
Pode  [author] Jan 10, 2019 @ 12:21am 
Yeah, high on the modding priority list, but too much real life getting in the way lately. Sorry guys.
Lord Connir Jan 9, 2019 @ 7:51pm 
no resources at all on any planets just suns will this be fixed
Pode  [author] Jan 5, 2019 @ 5:36am 
Barren and cold barren are supposed to be the intermediate steps before terraforming on to other classes. I only intentionally left asteroids unterraformable. Must have screwed up the links to the razor the second time.

Single again now so will be getting back to modding work soon. Sorry for the delays.
DarkArchon Jan 4, 2019 @ 6:50pm 
Not all planets can be terraformed. Some of them like frozen planets could be terraformed into cold barren planets but those cannot be terraformed after.

The only planets that could be terraformed are molten worlds and toxic worlds.

(I initially wanted to terraform them into machine worlds).
키으기 Jan 2, 2019 @ 6:01am 
Thank you I'll use it well
Pode  [author] Dec 25, 2018 @ 6:30am 
Ugh. Thanks, will look into it asap
BBB Dec 25, 2018 @ 4:32am 
nope. actually, it says there is no resources on the planets even after i delete the stations above them and recieve a redution of monthly income. except central celestial bodies.
Pode  [author] Dec 25, 2018 @ 3:16am 
Huh. Right click with construction ship selected OUGHT to be giving you the option in either map.
BBB Dec 25, 2018 @ 1:33am 
i just cant build any station even from the galaxy map
BBB Dec 24, 2018 @ 11:24am 
hhh refugees, that reminds me of dark protoss
Crimson Phantom Dec 15, 2018 @ 2:26pm 
I assume that the AI probably won't colonize barren planets since they have 0 habitability. Although I imagine machine empires will be super strong with this, since they don't need to worry about habitability or producing food.
Pode  [author] Dec 15, 2018 @ 11:22am 
Thanks to Asajev and Gatekeeper, fixed a bug where players could spawn on an uninhabitable world as their starting planet using random start. Primitives won't without the hab trait, but players just got boned by not having a hab trait for their homeworld. Might be a fun thing for another mod where you challenged yourself on purpose, refugees from the death of your homeworld type thing, but that mod is not this one.
Pode  [author] Dec 15, 2018 @ 6:08am 
PD may be providing the molten hab trait, vanilla and this don't. It used to be you couldn't have a habitable planet class without a habitability trait for that class, which now leads to primitives spawning on the new class. I nuked the traits and it seems to work. PD probably kept the traits since some of their new classes should allow primitives.
Asajev Dec 14, 2018 @ 10:18pm 
@Pode yes I do wonder if it might be something left over from Planetary Diversity or the Base game. Molten world is after all a base planet class.
Pode  [author] Dec 14, 2018 @ 8:38pm 
Hab traits shouldn't exist anymore. Odd. Got the current version of this?
Asajev Dec 14, 2018 @ 8:02pm 
@Pode I am assuming this is CHSR the mod you are currently updating correct? Have you encountered an issue were the hab type for a species is not applied? Say a species that gets the Molten World Habitability trait but it still has 0% habitability rating.
Pode  [author] Dec 14, 2018 @ 11:33am 
I respect that. Wish I had any idea how to fix it.
nanO.bytez Dec 14, 2018 @ 11:15am 
While this is a great mod the missing icons for orbital deposits really kills it for me. It makes expansion planning an absolute nightmare, especially early on or later on when you play tall and want to expand more carefully around especially valuable systems. Sadly, until you're able to get the icons working ontop of the colonizable icons or Paradox does so I'm gonna put this on hold for now :/
Pode  [author] Dec 13, 2018 @ 5:07pm 
Fixed the issue, I was failing at reading the UI. Now works as intended. Costs to support colonies may be a bit high and need a balance pass. Please provide feedback, keeping in mind that it's not supposed to be pleasant living inside a bubble drinking recycled piss. Also needs more localization work.
Pode  [author] Dec 10, 2018 @ 4:06pm 
Removing the traits worked to remove the lava, rock, and ice primitives, so on to work on deposits
Pode  [author] Dec 10, 2018 @ 4:05pm 
Possible, but a lot more complicated, and I have my hands full coming up to speed on all the 2.2 systems. I feel like once you figure out how to live inside a dome, you can live inside a dome anywhere. AI won't use these until they get a lot of hab boosting tech and traits, as their habitability is so low. So player has the option to colonize lots, but in this version I've made them so costly you probably won't want to make more than a handful on some really rich spot. So it's not a terribly powerful advantage ouside a primitive start. Fo that I intend to start the AI well ahead of the player, so it should balance out there too.

All that said, I could probably be persuaded to make a variant mod more like the original once I get this version working.
Laggfestttt Dec 10, 2018 @ 10:44am 
please Is it possible to make mod where only player gets colonizable home system and AI not, and it works only on home system not on all galaxy, just like last version?