Stellaris

Stellaris

District Overhaul 2
Rico Feb 11, 2021 @ 4:28am
Rerolling Districts (An actual how to)
Okay I did a bit of screwing around and worked out how to do terraforming in District Overhaul. Anybody else who's doing terraforming or just wants to change their district types might like to know as well so I figured I'd post.

The way this version of district overhaul assigns what districts you're allowed to have is with flags, which you can set to a planet with
effect set_planet_flag =
followed by the flag. So if I terraform a planet with exotic farms it's
effect set_planet_flag = do_exotic_farms
When you terraform a planet it loses all of its district related flags and doesn't generate any new ones.

To see what flags your planet has you have to open the console (~) and type
debugtooltip
You can then mouse over the planet and it will list off a bunch of things. All the District Overhaul ones will start with "do_"

Near as I can tell there's 23 flags. Probably don't just straight up add multiple flags of the same type. If you're changing district type use
remove_planet_flag
first. For exotic farms this would be
effect remove_planet_flag = do_exotic_farms
Here's all the commands you should need if you want to fiddle with your planet flags. For planet flag removal just copy the set planet flag and replace set with remove.

debugtooltip effect set_planet_flag = do_undergound_city effect set_planet_flag = do_wind_turbines effect set_planet_flag = do_geothermal_generator effect set_planet_flag = do_solar_generator effect set_planet_flag = do_tidal_generator effect set_planet_flag = do_cheap_mining effect set_planet_flag = do_secure_mining effect set_planet_flag = do_surface_mining effect set_planet_flag = do_exotic_farms effect set_planet_flag = do_ocean_farming effect set_planet_flag = do_nature_farms effect set_planet_flag = do_hydropionic_bay effect set_planet_flag = do_ascended_housing effect set_planet_flag = do_ocean_housing effect set_planet_flag = do_chemistry_industry effect set_planet_flag = do_gas_refinery effect set_planet_flag = do_crystal_mines effect set_planet_flag = do_nature_reserve effect set_planet_flag = do_research_complex effect set_planet_flag = do_assembly effect set_planet_flag = do_tourism effect set_planet_flag = do_gardens effect set_planet_flag = do_archeology effect reroll_deposits



EXAMPLE:

I have an ocean world I want to terraform to Gaia. It has ocean farms and ocean housing. I start with
debugtooltip
to confirm what flags it has. Turns out it also has ascended housing. I take note of those flags and terraform my planet, then turn off the debugtooltip.
Planet is now freshly terraformed. I go to the planet's system screen and select it, then in the console do the following:
effect set_planet_flag = do_ocean_farming effect set_planet_flag = do_ascended_housing effect set_planet_flag = do_ocean_housing

With all the flags set I then have to reroll the deposits
effect reroll_deposits


[Note: Some district types can actually roll less than one district. Given this is things like Ascended Housing that's probably intentional since those things are really good.]
Last edited by Rico; Feb 11, 2021 @ 4:34am