Stellaris

Stellaris

Space Industry (Habitat Overhaul) for 3.4.3
140 Comments
Someone Dec 12, 2024 @ 3:55pm 
wondering if it still works as of 3.14
JetfireTemporal Sep 15, 2023 @ 12:10pm 
Alright. Thank you for answering :steamthumbsup:
I'm A Distraction!  [author] Sep 15, 2023 @ 12:01am 
The current plan is yes. I'm probably going to do a test game or two on the weekend and think about what changes and directions I want to take things with the new habitat system.
JetfireTemporal Sep 14, 2023 @ 11:07pm 
Just wanted to ask if this mod will this be getting an update for 3.9?
Ranger Dimitri Jun 27, 2022 @ 8:08am 
Oof, hopefully you can get the launcher to properly patch your mod at some point. And it's mostly a minor text issue really in terms of what the mod offers as an effect. What exactly is it meant to do anyhow? Just so I can see if the mod is offering that as an effect or not.
I'm A Distraction!  [author] Jun 27, 2022 @ 1:47am 
I'm just smacking my head against the Paradox launcher right now, so until I figure things out here's a fresh upload with the updated version: https://steamcommunity.com/sharedfiles/filedetails/?id=2826191414
I'm A Distraction!  [author] Jun 26, 2022 @ 11:47pm 
Did I break the Industrial District tool tip somehow? xD
Ranger Dimitri Jun 26, 2022 @ 11:32pm 
Got ya! Cool to know you are trying to fix it, I assume you have the tooltip for the habitat industrial district fixed among other things in your update?
I'm A Distraction!  [author] Jun 26, 2022 @ 9:36pm 
Stellaris' launcher was being very uncooperative, going to try to get it to cooperate when I get home from work.
Ranger Dimitri Jun 26, 2022 @ 10:52am 
So, any luck with the update yet? Cause the workshop hasn't indicated anything to suggest it is up to date for 3.4.4.
I'm A Distraction!  [author] Jun 26, 2022 @ 1:45am 
Got everything updated, but I'm having to wrestle with the Stellaris launcher to get the update out. Should be fixed up in the next few hours.
I'm A Distraction!  [author] Jun 25, 2022 @ 11:59pm 
Ah yes, completely forgot about that. For some reason I just presumed that would be handled as a modifier on the designation (despite the fact that's not how industry districts worked, derp).

I probably will change it to replace the farmer, and I'll get on that all in a bit.
Daedwartin Jun 25, 2022 @ 11:03am 
1 more thing: None of your tradition effects work, as they are using has_active_tradition now instead of non_swapped_tradition
Daedwartin Jun 25, 2022 @ 9:34am 
Also, while you are at it, I would also remember to make sure that the void dweller swap for public works that gives +1 building slots on habitats also gives them the +2 housing on habitats the non-swapped tradition gives. Its a bit silly that non-void dwellers can get 2 more housing on habitats then the people who have lived on them longer than they can remember. Your already losing out on planet-side housing due to said swap.
Daedwartin Jun 25, 2022 @ 9:29am 
Actually, there is. You can now set stations to Hydroponics Stations, which will actually swap 2 housing for a Farmer job on Habitation Districts. Since obviously you overrode the habitat districts file, this designation now does nothing.

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.
I'm A Distraction!  [author] Jun 22, 2022 @ 2:36am 
It should work fine. I don't think there's anything in 3.4.4 which touches anything this mod does. But if I'm mistaken do let me know if any bugs crop up.
ZacharyBuilder Jun 21, 2022 @ 3:47pm 
3.4.4?
I'm A Distraction!  [author] Jun 17, 2022 @ 1:59am 
For those that were asking for it, I've also finally gotten the update to Stellar Pioneers done. You can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2822076182
I'm A Distraction!  [author] Jun 10, 2022 @ 9:28pm 
Nevermind, thanks again to some help from the Stellaris Modding Den discord channel, got orbital rings to provide (most) of their benefits to habitats in orbit as well.

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'm A Distraction!  [author] Jun 10, 2022 @ 5:05pm 
Well, I've gotten habitats and orbital rings to coexist, but unfortunately it looks like Stellaris lacks the code to allow you to check what buildings or modules a habitat has... So my planned feature of having planetary rings also buff the habitat seems quite impossible.

I'll update it to at least allow that and fix whatever issue a code change did.
I'm A Distraction!  [author] Jun 10, 2022 @ 4:39am 
Unfortunately I couldn't find a way to use the new scripted modifier system to streamline the code (there MIGHT be a way, but I don't quite understand it - the main issue is that its wanting to do something to a scope based off of something on a different scope, and the area these modifiers are added doesn't support scoping to a different, well, scope to check things. Found a work around but a vanilla district replacement bug ruined it. :P).

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.
Frezerbar Jun 6, 2022 @ 9:11am 
Is the update progressing nicely? Waiting for this, and another couple of mods, to be update to start a new game. Love your work btw
chronosphaenon May 16, 2022 @ 6:04am 
Thanks for the quick answer and again for the very good mod. Please drop a comment here when updated, so we can get the notification.
I'm A Distraction!  [author] May 16, 2022 @ 5:59am 
Definitely am. I'm trying to figure out the scripted modifier system to stream line the code and hopefully improve performance, and will likely allow habitat and ring worlds to coexist if I can.
chronosphaenon May 16, 2022 @ 5:29am 
This is a nice idea. Any plans of updating to 3.4?
gavinfoxx Mar 29, 2022 @ 11:52am 
How would this habitat changing mod conflict? https://steamcommunity.com/sharedfiles/filedetails/?id=1628679535
Marrow Mar 21, 2022 @ 10:31pm 
@gavinfoxx you can definitely run both at the same time. There's actually very little in the way of overlap. You're going to lose the district buffs when you make an arcology, but the resource modifiers will still be in effect.
gavinfoxx Mar 21, 2022 @ 2:12pm 
Could you check the features and see if they overlap thematically in a bad way or do anything like that? It's more a mod about not being on planets and broadening the void dweller start to do more sorts of things, so it's not the same approach as your planet colony+habitat approach, but there might be some bad interactions, even if they don't affect the same files. https://steamcommunity.com/sharedfiles/filedetails/?id=1961367151
I'm A Distraction!  [author] Mar 21, 2022 @ 1:52pm 
I'm unsure, I've never tested it. It would depend on if VDE touches the same files.
gavinfoxx Mar 21, 2022 @ 12:07pm 
Is this compatible and designed to work with Void Dwellers Expanded?
Marrow Feb 24, 2022 @ 6:34am 
Ah no I meant how masterful crafters doesn't add building slots on habitats. It was something I added when I stole patched this mod for 3.1

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.
I'm A Distraction!  [author] Feb 24, 2022 @ 4:28am 
Think I've ironed out the swapping issue (at least I hope so) and the bonuses to the planet below (did the new code for the moon deposit one, not the main deposit one, woops).

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.
Marrow Feb 24, 2022 @ 3:17am 
Having tooled around with it for five minutes, I'd say the biggest issue is temple districts swapping for housing districts instead of admin districts when you switch ethics, and the admin distict doesn't currently appear to be applying it's orbital trade bonus to the colony underneath.

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.
I'm A Distraction!  [author] Feb 24, 2022 @ 1:58am 
Should be updated to 3.3.* now! Anyone who can give it a test run I'd appreciate, partner is wanting to steal me back to show watching.
I'm A Distraction!  [author] Feb 24, 2022 @ 1:14am 
Hadn't realized they had added a 'crat district (finally) to Arcologies, nice. Will probably have both then.
Marrow Feb 24, 2022 @ 12:35am 
I would probably suggest you keep entertainment districts like vanilla has and make temple/admin districts available to everyone, like the arcologies do. There's room for 5 district slots.
I'm A Distraction!  [author] Feb 24, 2022 @ 12:28am 
Will probably be updating to 3.3 later today. Just need to decide if I want to keep entertainment districts producing entertainers or switch it to 'crats... And if the former, if I'll keep the temple districts or not.
Marrow Jan 13, 2022 @ 7:44pm 
No this was in a test environment where I was pretty much just running your mod, and my planetary ringworlds rebalanced. Shouldn't have affected it at all. But I'll admit I only looked at it briefly so it could have certainly been user error. I'm assuming it works fine for you?
I'm A Distraction!  [author] Jan 13, 2022 @ 6:36pm 
Do you have any mods active as well? Anything that over writes the habitat megastructure file would break those features.
Marrow Jan 13, 2022 @ 1:05am 
Just tried running this and I didn't get my planet modifiers when I built a habitat over a resource deposit, or the districts when I built it over a colony. Anyone else getting these issues?
Ragnarok Dec 24, 2021 @ 2:45pm 
Localization for the industry district is busted - simply says 'siho-industry-benefit' or something similar.
I'm A Distraction!  [author] Nov 27, 2021 @ 1:58pm 
Do you know what's not compatible between them, and/or what's causing it?
NCTribit Nov 27, 2021 @ 5:50am 
@I'm A Distraction! I would really like the mod to be compatible or have a patch for compatibility with Planetary Diversity and Guilli's Planet Modifiers or overwrite some parts of them. These mods add new solutions for habitats, but they are bad and buggy, so I turn them off more often with my edits.
I'm A Distraction!  [author] Nov 26, 2021 @ 5:04pm 
Alright, with the release of aquatics, and me (FINALLY) having some free time from real life over the weekend, I'm going to make a push to update it for 3.2 over the next few days. Is there any major bugs or civic improvements I should look at? (I'm also going to take a look at Marrow's update for an idea).
I'm A Distraction!  [author] Oct 31, 2021 @ 1:03am 
I do intend to support it. Just had real life things keep me busy for the last few months.
NCTribit Oct 30, 2021 @ 3:35pm 
@I'm A Distraction! Do you support this mod or is it gradually dying out?
Marrow Oct 6, 2021 @ 8:56pm 
Have created 3.1 patch for this mod until the author gets around to updating it. Should work with all the new civics and stuff. Also spiced up temple districts.
lord maul Oct 4, 2021 @ 12:54am 
Can we have an update for the artificer civic? currently habitats don't change the job type. Otherwise great addition to the game.
Marrow Sep 5, 2021 @ 6:22pm 
Nope, spoke too soon. As soon as you research higher tiers of habs it'll stop letting you build them around asteroids and such. Beyond my ability to solve with irony so an actual compatibility patch will be needed.
Marrow Sep 5, 2021 @ 6:08pm 
Actually that mod will basically completely overwrite this one. Luckily it's only a few lines of code and it can easily be solved in irony mod manager.