Stellaris

Stellaris

Colonizable Home System
111 Comments
Pode Oct 8, 2017 @ 10:12am 
Just posted a 1.8 version as Colonizable Home Systems Revived
Pode Oct 5, 2017 @ 7:43pm 
I've asked Echo again about taking over, and have gotten everything in the mod working and expanded to the new planet classes under 1.8 except the first colony event descriptions.
Pode Oct 2, 2017 @ 7:37pm 
Testing integrating this with Primitive Players. It appears to be working fine as is under 1.8.1. I had to change the grace period for the initial shelters, but otherwise no issues in a brief test. Hab boosters boosted hab and pops stopped migrating once enough hab boosters were being worked.
isiarca Aug 25, 2017 @ 6:53pm 
There's a mod that prevents pops from migrating due to habitability, called "Stay There!".
http://steamcommunity.com/sharedfiles/filedetails/?id=960538990

Shame about the habitability boosters, but until and unless that's fixed, "Stay There!" will make this mod usable.
Pietrooperv Aug 23, 2017 @ 5:09am 
so basicly this mod makes all the barren planets in your system colonizable but as son as they are colonized all your pops migrate back to your homeworld because of habitability...so it dosnt really help at all.
CapitãoRolinho Aug 18, 2017 @ 2:08am 
Instead of giving habitability the boosters are giving happiness
The_Silver_Nuke Aug 2, 2017 @ 10:30am 
I'm having the same problem. The habitability boosters aren't working and my pops are getting dislocated. Mars has 20% base habitability and I have three boosters running, but it still says that it is at 20% even when moving pops off and back onto the boosters it stays the same.
Tetragrade Jul 30, 2017 @ 5:47am 
I just tried using this mod, and my pops got force migrated away as soon as they finished the colony. Also the habitability boosters don't work.
Oya Jul 15, 2017 @ 4:37am 
Is this mod stil playable as of the current version? It's been working fine for me, other than all my pops slowly dying off on the other planets in my system due to low habitability. Building the hab boosters doesn't seem to help at all either.
tyriael_soban Jun 13, 2017 @ 12:22pm 
Also noticed that from time to time, pops randomly vanish from planets when they finish a growth cycle, or build new buildings.
tyriael_soban Jun 13, 2017 @ 9:28am 
With recent changes to the time it takes to colonise worlds now makes the prefab shelter bonus useless, it expires as the new colony is formed.
Pode May 8, 2017 @ 8:08am 
Got my hands full with my own mods at the moment, so I'll give @Echo more time. I'll come back to this though, I want it for my own playthrus.
Rosalie May 8, 2017 @ 8:03am 
@Pode you may want to any how. Doesn't seem like the mod author is kicking around any more.
Titus Valarian May 7, 2017 @ 12:04pm 
I think there should be limitation to Barren and frozen worlds as well as well as slow growth penalties.
Pode May 3, 2017 @ 9:18pm 
Probably a bad AI weight on the hab boosters. If I get permission I can tweak that
Girthquake May 3, 2017 @ 4:00pm 
The AI colonizes worlds then doesn't build the habitability boosters, causing massive unrest and rebellions. I once saw a single system that housed 3 or 4 empires.
ieis hrifi May 3, 2017 @ 11:06am 
I believe that colonizable planets should be limited to barren and frozen planets to reduce AI colonization spam inside home system
daviddavy.pi May 2, 2017 @ 7:39pm 
showing as incompatible with v1.5.1
Pode May 1, 2017 @ 7:22pm 
Echo, if you're done with this mod, can I copy it wholesale into Primitive Players so I can maintain compatibility with new game versions? With credit and linkage to this original.
Pode May 1, 2017 @ 1:58pm 
Colonize Unlimited may be what you're looking for
Cherrywick May 1, 2017 @ 1:03pm 
It would be great if this was the case for the whole galaxy instead of just the home system. I actually like the "habitability buildings"
Pode Apr 30, 2017 @ 7:27am 
The mod is event based and fires in the first week, so your home system worlds won't look colonizable until you play.
Pode Apr 30, 2017 @ 4:26am 
I tested it before recommending it for my mod. Was able to colonize a toxic moon and build 3 "habitability" buildings. The planets habitability didn't change, but my pop happiness due to habitability did, and that's what matters.
Kepos Apr 30, 2017 @ 1:38am 
Any banks update?
Pode Apr 17, 2017 @ 7:53am 
Seems to be working for me in 1.5
randy Apr 14, 2017 @ 7:09am 
This used to be an awesome mod, perfect for pre-FTL games. Too bad it went vaporware.

Anybody know any alternatives for 1.5?
Psyckosama Apr 3, 2017 @ 10:02pm 
Needs an update badly.
Cyberdeck Feb 28, 2017 @ 7:16am 
Please refresh mode to version 1.41. Writes are not compatible with version 1.41.
Larry Feb 26, 2017 @ 12:51pm 
Update PLZ!

Aklarath Feb 5, 2017 @ 9:16pm 
Not updated -_-
CyberFerret Feb 5, 2017 @ 4:32pm 
does this work with alpha mod?
Jaildeemo Jan 20, 2017 @ 7:36pm 
Please update to 1.4.1
Romcade Jan 19, 2017 @ 11:31pm 
I think my only complaint about the mod is the AI not building hab boosters, thus being unable to use the mod to fullesst. They will colonize, but at base lvl hab its barely worth it for them. I personally enjoy having the option to fill out my home system (Really nice if you get a moon to colonize near the capital...all the defensive stations!)

But yeah, besides the AI being stupid i really enjoy this mod!
Danarkivus-2 Jan 5, 2017 @ 7:39am 
good but but their is a glitch with the Sol sytem that none of the planets can be colozied. is this a knowen bug. if it is. is their a work around.
Helix Void Echo Dec 30, 2016 @ 5:04pm 
The game is version 1.4.1, the mod only supports version 1.4.0 and is out of date, i am unable to use it in game now. please look into it. i have uninstalled mod and reinstalled on december 29th, 2016 and still no good.
Reivax Dec 22, 2016 @ 12:44am 
This mod goes really well with Pre-FTL. It would be absolutely great to have anomalies specifically tailored for home planets allowing resource discovery. It can offset the initial imbalance if resources where available from the start.

For example:
* There is contaminated ice on Mars. On colonising, add a tile blocker that requires a science vessel in orbit. An anomaly allows you to find ways to extract and purify the water - turning the tile into a food tile.
* Similarly, tile blockers that represent potential mineral, energy sources, surprise or nothing.
* Surprise events: finding bacteria with a special property for Biology research or storm events for physics research on certain tiles.

Over time the planet can go from barren to useful in about the same amount of time it takes to discover FTL drives, give or take. This creates a whole new level of discovery and entertainment till you have FTL. It's also more representative of what any space-faring race would do.
Laggfestttt Dec 17, 2016 @ 2:36am 
Can you make that Marss have sity lights in dark side whet its colonized?
Eddie Dec 15, 2016 @ 6:29pm 
Or perhaps make the "AI-Controlled Colony Ships" Technology more likely to occur in the early game, if possible.
Eddie Dec 15, 2016 @ 5:24pm 
Also because of the lack of resources, perhaps make colony ships cheaper. Or give a 20% refund once a colony is used on the home system (Just giving ideas) so that a colony ship is only cheaper in the home system, not on other stars. Just a thought.
Eddie Dec 15, 2016 @ 5:16pm 
I Understand the reason for this removal of resources, as I have a home system with upwards of a dozen colonizeable planets. However, it feels underbalanced the way stands. Especially playing with Alphamod, the lack of resources is a bit deterring in the early game. I agree that adding resources such as minerals and energy would be too powerful, but colonizing barren planets is simply boring. I think that adding food, tile blockers, research, etc. could help this mod be more entertaining to play with. As for Alphamod, id it could be compatible that would be AMAZING but for the most part it seems like I can sustain myself on resources from other mods by going to other systems. (Although that is a bit of a burden in the early game, as I also use Pre-FTL).
Ruby  [author] Dec 13, 2016 @ 2:49am 
@FrakenBerry: The absence of resources is intentional and is a part of the mod's balance. Here's all the pros and cons I can think of for choosing to colonize a home system world instead of a habitable world:

++: Easy access for sublight players.
+: No tile blockers.
+: Makes it harder for enemies to conquer your home system.
+: More spaceports in the planet section of the outliner, making construction easier.

-: No tile resources (apart from any carried down from the orbital tile).
-: At least one tile must be occupied by a habitability booster or a rebellion will occur.
--: Doesn't push out borders as much as a colony in a new system.
Crashtastic Dec 10, 2016 @ 1:17pm 
Kinda a crazy little mod, I laughed myself silly seeing like 12 size 4-6 planets in my homesystem to start. I Like were you were heading with this, but after 4 restarts i noticed all the extra planets basically are just empty slots no resources or anything. If you modify this mod to make the new colonizable planets have regular resourse tiles it would be amazballs.
Ruby  [author] Dec 9, 2016 @ 5:20am 
@Hotshot53: It's possible, but then again, that problem can also be solved by just using a pre-scripted system with 2 colonizable planets.
Hotshot53 Dec 8, 2016 @ 6:31pm 
I wonder, is it possible to make a version of this mod that spawns an additional planet of your starting planet type, rather than make everything colonizeable?
[YDama]Juro Ashikaga Dec 6, 2016 @ 3:01am 
love this mod keep up the good work
The Frightening Skeleton Nov 30, 2016 @ 12:26am 
@Echo: Oh wait. I'm just an idiot. It would seem that the home system planets are only colonisable if I unpause the game or something. Woops.
Ruby  [author] Nov 29, 2016 @ 10:29pm 
@Panzerkampfwagen Ausf B: That's a bug with the terraforming mod. I posted a potential fix over here , so the ball's in their court now.

Also, what other mods were you using? Were the other planets all gas giants (if so, that's intended behavior)?
The Frightening Skeleton Nov 26, 2016 @ 8:39pm 
@Echo: Is that a bug or is it intended? Also I started a game with this mod but none of the planets in my home system were colonisable.
Ruby  [author] Nov 19, 2016 @ 12:38am 
@d.kall: This mod will allow you to terraform home system worlds post-colonization, but only into Gaia worlds. Building the building that terraforms planets into standard habitable worlds doesn't do anything.
d.kall Nov 18, 2016 @ 7:50am 
Question, can you still terraform the planets in your solar system after you colonize them? I'm asking this since the Heinlein patch removed the ability to terraform inhabited planets and the idea of terraforming Mars is one of the main reasons I want this mod.