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I probably will change it to replace the farmer, and I'll get on that all in a bit.
Personally, If I was to work this in, I make it so while you lose the 2 housing still, you instead switch the clerks out for farmers. That way it fits the theme of having the habitation district now being your farming district for habitats.
So now you can have a mining world, a forge world above it, as well as an orbital ring increasing both mining and alloys to create some truly spectacular vertical production chains.
I'll update it to at least allow that and fix whatever issue a code change did.
Did get busy with life outside, but I might take time this weekend to do the other planned features I want to import, namely doing things with orbital rings.
The auto-colonisation is actually super annoying if you're going synth ascension and trying to do the double pop growth meme, but I guess that's a niche case and at the end of the day if you prefer it the way it works now, it's your mod.
Masterful Crafters should be working on it, at least the code for producing artificers is there, as is the code for colonization but I don't have an example of that effect in stellaris' event code to double check if its working or not.
Other stuff like the lack of masterful crafters, no option to build larger size habitats, and auto-colonisation are all nitpicking and not super relevant to how this patch works.