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https://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=2480647930
Major changes from the 2.9 version is the trade value bonus from habitats above colonies has been changed to a contextual bonus based on the habitat's districts. In addition, instead of colonies and moons giving more district caps for habitat, habitats can get up to +2 districts for upgraded colonial buildings.
At the very least, adopting some of Pioneer's colony bonuses for habitats above them will help them to buff your planets, but I can't do much for Void Dwellers in the long run.
I'll be waiting for your update.
You can probably find out which is causing it by looking through the workshop files for any mod loaded after SIHO and see if they have the habitat megastructure file in them. Alternatively, a bit easier if you don't know how, move SIHO to the bottom of your load order and see if its effects work (it might break other things, but it would tell you if that's the issue).
If you have them loaded after SIHO in your mod order, try putting SIHO underneath them and see if that changes it at all.
I'm also not getting deposite modifiers at all. Everything else seems fine, but those are the 2 biggest draws of this mod (and auto-colonization really) so not having them makes the game a little less fun.
Just give me a poke when it updates.
However, in the shorter time period, I'm actually one of the modders that jumped in for the Paradox Mod Jam! There's some ideas I've come up as apart of my origin submission which might see itself boiling into SIHO (and I might even just add the origin into SIHO or its own standalone with compatibility), but that'll all come after the mod jam is finished of course!
Feel free to check it out if you're interested.
I've not updated it yet since I'm planning on having habitats built over relic and tombworlds to be able to build the memoralist building.
Though some modifiers probably shouldn't be, baseline modifiers like low gravity and high gravity should affect how well a Habitat can gather resources from a planet shouldn't they? And modifiers like hostile plant life would also make gathering resources from a planet's surface difficult. While robotic servants, low gravity, and paradise worlds would be beneficial to the Habitats ability to gather resources on a planet's surface.
https://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=1346877266&searchtext=REal+Space
It does seem a bit buggy though (Relic worlds start with a full -11 housing since they don't have any districts, nice), so maybe I'll check out DO to see if it does anything different or still works.
The current idea I have is reducing the cost of upgrading to t2 and t3 habitats, as that mirrors most closely the gameplay mechanic of deposit blockers. (Alternatively, I could add an entire suite of habitat deposit blockers representing local astro phenomena, which would be more interesting, create some minor variation with potential bonuses, and make environmental engineer governors more useful, but that's a much more involved and creative endeavor).
I don't think you need to make an agriculture district. Hydroponics farms already get an extra job as Void Dwellers, and the mod Neferium's Space Farms goes incredibly well with this mod to add another food option.
Also, any ideas yet for options for the Domination opener?
Minor balance pass and tweaks (re-adding the habitat alloy upkeep I had accidentally forgot to include in its new form, whoops). Re-adding the tradition swaps for expansion for void dwellers, using Sushi's new code for reading deposits, and cleaning up the sol void dweller initializer to follow the same mindset as the normal void dweller system.
Mostly debating if I want to go through the trouble (and compatibility issues) of making a 3 trade, 3 amenity job for commerce districts or keep the 1 merchant + 2 clerks (or go back to 5 clerks with 3 housing).
Second is if I want to finally cave and add an agriculture district to habitats (useful for Stefan's Balance mod which removes science districts from void dweller capital's, can easily replace a hydro building with a research lab).
I'll get my changes to you and you can use what you like and toss what you don't. I'm interested to see what you've got for the next version of this.
Suns getting the bonus wasn't something I was initially planning, as I was wanting to encourage traditional habitat placement (and thinking of Larange points and near orbital space), but there is the argument that a star has a lot of space. I'll discuss it with the other modder I usually talk balance with.
Tradition swaps will definitely be back with the new mod as well, although I'll likely be going with different tradition effects for a purely balance related reason.
- Habitats now correctly check all moons and the planet when built and combine all deposits for final modifiers. This is the big change and took a lot to get working.
- Stripped out old habitat upkeep and expansion blockers from code. These were no longer used.
- Stars now also gain +2 districts for building a habitat around them. Gas Giant district bonus renamed to Giant.
- Expansion finisher +1 max district bonus now applies to habitats and ring worlds too. I'm aware ring world districts are very powerful.
- Tradition swaps for Void Dwellers:
- - Expansion opener makes Megastructures build 20% faster.
- - Domination opener refunds 30 influence upon finishing habitat construction, plus another 5 influence per mining/research station replaced by the habitat on the planet and its moons.