Stellaris

Stellaris

!habitable Structures Patch - no longer needed as of 3.1
147 Comments
fooldog Nov 4, 2022 @ 11:23am 
great mod at the time thank you for making it :)
Mosley was right Apr 26, 2022 @ 4:43pm 
Here's the vermilion bird of the south, in all its glory...
MS-06S ZAKU II Oct 21, 2021 @ 1:12am 
I saw on another mod it said that this patch is no longer needed as the game does habitable structures differently
Mr_Perlimpinpin Sep 25, 2021 @ 3:47am 
yeah, just need a confirmation that the mod isn't broken.
Megatronus V Sep 17, 2021 @ 6:18pm 
3.1 brought some updates to triggers, worth checking if this needs an update?
fireball900 Sep 15, 2021 @ 6:09pm 
Any chance of this updating? I love both of these mods!
MrMasterMoe Aug 21, 2021 @ 3:51pm 
Found the issue: Unofficial Hives DLC (Forgotten Queens) makes the PD worlds untargetable for some reason (with the message about it not being habitable), even with this at the bottom of load order
MrMasterMoe Aug 21, 2021 @ 2:52pm 
I've noticed the neutron sweep can't target PD planets even with this mod. Any idea why?
Smithy  [author] Apr 25, 2021 @ 9:51am 
@Do'tasarr o Khajiit it works fine still
Do'tasarr o Khajiit Apr 25, 2021 @ 8:18am 
Is this still working fine? Many of the mods in that list updated a bunch of times as far as I know
Smithy  [author] Apr 24, 2021 @ 4:01pm 
@Tovius If I am not mistaken, that has been there before 3.0 and is checked on every megastructure, including uninhabitable stuff like the rinworld seams, etc.
Dekent Apr 24, 2021 @ 11:20am 
So gigastructures + SomeOtherModICouldNotFind made my game lag like crazy, I remembered this and threw it on at the bottom and lag be gone! Game playable again. So I think it's still important =)
Tovius Apr 20, 2021 @ 3:53pm 
It looks like this mod shouldn't be needed anymore, as planets are now defined as artificial in the planet files themselves,
Smithy  [author] Apr 20, 2021 @ 7:55am 
@mlnuss you can use it with pretty much any version.
@Cúchulainn Mod is loaded after other mods to override them.
Cúchulainn Apr 19, 2021 @ 7:35pm 
What is the load order for this mod by chance? Or does your mod follow the patch rule of just being below most mods (incl. the affecting mods)
Avenger12 Apr 19, 2021 @ 5:35pm 
just to confirm: is this mod 3.0.1 ready or not?
davidsen324 Apr 19, 2021 @ 6:40am 
thanks
Smithy  [author] Apr 18, 2021 @ 12:37pm 
@davidsen324 pretty much, yeah.
davidsen324 Apr 18, 2021 @ 11:12am 
So what that long explanation was, is that this patch is still needed so you dont get things on megastructures that should only happen on planets?
Cúchulainn Apr 18, 2021 @ 5:48am 
thank you for your explanation!
Smithy  [author] Apr 18, 2021 @ 3:46am 
Since paradox changed how districts are coded it is not as important anymore, but it will prevent some inconsistencies with events. If you install two mods that have habitable megastructures in them; for example Gigastructures and PD Habitats, then one mod will override the others habitable structure trigger. This used to break district assignment, but not anymore. Instead, some events that are ment to only appear on actual planets may end up fireing on megastructures as well. So in this example, PD Habitas overrides Gigas. The result is that the events that only make sense on actual planets (stuff related to a planets atmosphere or something ilke that) can trigger on all habitable megastructures from giga now. So you could end up finding the sentinels on a void habiat for example.
ChaosOmega98 Apr 17, 2021 @ 7:49pm 
No clue but it does help when sorting conflicts in irony
Cúchulainn Apr 17, 2021 @ 7:31pm 
No one's commented about it not being needed so... :)?
bascott83 Apr 16, 2021 @ 9:06am 
Is the Mod still needed?
Smithy  [author] Feb 28, 2021 @ 6:43am 
@Frag Jacker Done.
Frag Jacker Feb 28, 2021 @ 3:45am 
@Captain O's: My Mod Acquisition of Technology https://steamcommunity.com/sharedfiles/filedetails/?id=2178603631 adds three new types of habitats. Their planet class id's are as follows:

pc_dm_habitat
pc_ae_habitat
pc_sigma_habitat

It would be handy to have them added to this mod as well.
Captain O's Feb 22, 2021 @ 10:51am 
it has planets though that aren't in the the habitable structers file so you can't target them with core crackers, like the infested worlds.
Smithy  [author] Feb 22, 2021 @ 3:10am 
@Captain O's The patch already has the three fractured ACOT worlds. Unofficial hive DLC has no habitable megas (at least in the mods code)
Captain O's Feb 22, 2021 @ 1:55am 
Could you update this to work with the different kind of fractured worlds and their upgraded variants in ACOT? Also could you add the planets from Unofficial hive dlc
https://steamcommunity.com/sharedfiles/filedetails/?id=1715190550
Armok Feb 2, 2021 @ 3:28pm 
alrighty, thanks!
Smithy  [author] Feb 2, 2021 @ 1:32pm 
@Armok Last
Armok Feb 2, 2021 @ 10:55am 
should this mod be loaded first or last?
Cosmic Cat Jan 13, 2021 @ 12:05pm 
@william eggemeyer

It's not a mod-issue, it's a vanilla bug. Paradox still hasn't fixed it and it's apparently ancient.

There is a mod on the workshop that fixes it called "Enigmatic Fortress Fix" or something like that. I was forced to get it because the bug appeared for me as well.
william eggemeyer Jan 12, 2021 @ 4:19pm 
Ah, does anyone know how to disable the enigmatic fortress from the console. It continues to loop even after leaving the star system.
Smithy  [author] Jan 12, 2021 @ 1:13pm 
@Ahtan Right, the mod itself does not have the trigger, but I edded the freebooter habitat and the akeean habitat to the list.

@william eggemeyer Definetly not this one.
william eggemeyer Jan 12, 2021 @ 11:36am 
Not sure which mod is causing this one, looping Enigmatic Fortress bug so posting in several recently updated mods: https://imgur.com/a/HXGYDPK
lnodiv Jan 11, 2021 @ 1:48pm 
Modjam 2020 has some new habitable megastructures. Looking at its bugs thread, looks like it may have issues with this trigger.

https://steamcommunity.com/sharedfiles/filedetails/?id=2317170386
Smithy  [author] Dec 6, 2020 @ 4:34am 
@123nick nope, the voiddweler event only checks for habitats, not habitable structures.
123nick Dec 5, 2020 @ 2:56pm 
this will make voidborne/ void dweller start not get penalties living on some of these kinds of planets?
Spider Dec 3, 2020 @ 1:57am 
Gigastructures just added a couple new ones, specifically Machine and Hive Alderson Slices.
Draconas Nov 7, 2020 @ 3:47am 
MOAR Z!
Smithy  [author] Nov 7, 2020 @ 3:08am 
The file for this had four z, but jjust in case I am gonna add another 2 :)
Draconas Nov 6, 2020 @ 11:47am 
Heya smithy, I've been having issues with this and gigastructures as gigas now calls its scripted trigger file zzz_overrides.txt so it gets loaded last.
(This might just be irony's conflict resolver which is definitely looking at the individual file names as well as the mod load order, but i think an extra z may be required)
Velaroz Nov 3, 2020 @ 11:07am 
Smithy  [author] Nov 3, 2020 @ 8:16am 
So, did you find anything? I have taken a quick look at PD and I don't think this mod is the problem. I could be wrong though.
Velaroz Nov 3, 2020 @ 7:05am 
Ah, see one more potential offender.
Velaroz Nov 3, 2020 @ 7:04am 
I think you might've messed something up, as I'm getting broken PD habitats to show up in construction menu even though I don't have any PD stuff installed. [Using Gigas, MEM, ACOT]

Not entirely sure if it was this mod's doing or not, still checking my mod list as to the probable offender as to why this is present--but from what I can tell, the only mods I have that link to PD at all are Gigas, and this... [It is leading to a few bugged worlds, too, because AI are dumb]
Smithy  [author] Oct 22, 2020 @ 10:29am 
Just updated for new ACOT stuff. Also removed some duplicates and some planets that did not belong in the list. (ringworld seams from twinks)
Spider Oct 22, 2020 @ 4:16am 
ACOT just got a big ol' update today and added some new habitable megastructures to the scripted trigger.
Smithy  [author] Oct 5, 2020 @ 8:39am 
Unless apsr adds their planets to the habitable_structure trigger, I will not add them to this patch. The devs probably had a reason for not adding them to the trigger and it might break other things. You can add them manually however by going to the files of this patch and navigating to the zzz_habitable_structures_scripted_triggers.txt file. Then add "is_planet_class = pc_apsr_unique" and "is_planet_class = pc_apsr_ancient" to the trigger.