Stellaris

Stellaris

Space Industry (Habitat Overhaul) for 2.8.1
158 Comments
I'm A Distraction!  [author] 14 May, 2021 @ 5:03am 
After delaying release for a week for bug hunting (which I didn't find any with some people doing QA, so of course there's going to be a ton), SIHO for 3.0 is finally released!
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.
I'm A Distraction!  [author] 25 Apr, 2021 @ 2:14am 
Unfortunately part of that is the population change, and I'm going with the mindset of balancing for the Flat Population Growth mod until Paradox handles the issue.

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.
cil19800 23 Apr, 2021 @ 11:38pm 
The vanilla habitat has now fallen to the ground.
I'll be waiting for your update.
I'm A Distraction!  [author] 17 Apr, 2021 @ 9:24pm 
If not I'll be updating it in the coming week. Just contemplating any balance changes I want to make with the new pop system.
Cúchulainn 17 Apr, 2021 @ 7:30pm 
Hoping this still works with 3.*
SgtWhatsHisName 26 Mar, 2021 @ 5:46pm 
Uranus habitat has a messed up name, Sol starting resources are not very random any more with this mod. Incompatible with Better Sol System. Other than that i love the mod
I'm A Distraction!  [author] 23 Mar, 2021 @ 11:58pm 
@ZLP Unless I've forgotten any major bugs, it should be working on Federations. I did have to remove the auto-colonization start feature (due to 2.8 breaking that scripted trigger).
ZLP 23 Mar, 2021 @ 10:47am 
the mod still doesnt work with 2.8, does it?
SgtWhatsHisName 18 Mar, 2021 @ 10:47pm 
I Love this mod. Fits me perfectly, Habitat born and raised.
I'm A Distraction!  [author] 26 Feb, 2021 @ 8:54pm 
Its currently been removed because the last update broke the code for it. It'll be back in when its fixed.
Vinylla 26 Feb, 2021 @ 7:56pm 
Is the auto-colonization supposed to work as of right now?
DragoonBlade 12 Dec, 2020 @ 7:14am 
Going into the Megastructure file Gigistructural Engineering has and removing the text file related to Habitats he uses fixes all incompatibilities in seems because as soon as I did that everything started working again.
DragoonBlade 12 Dec, 2020 @ 7:12am 
As such it doesn't matter if you load it underneath it, it outright removes the Habitat file your moddding to begin with.
DragoonBlade 12 Dec, 2020 @ 7:11am 
Like I said, it outright removes the origoinal Habitat Tech and replaces it with his own version. Or at least that is what I can read from the code. I'm not a modder.
I'm A Distraction!  [author] 12 Dec, 2020 @ 7:08am 
Is there anything that changes if you load SIHO underneath it which would cause a compatibility issue?
DragoonBlade 11 Dec, 2020 @ 9:34pm 
Yes, I did a quick game up to the point I finished my first Habiat and surprise, surprise, it worked! Gigustructural's Habitat file was the problem the whole time!
DragoonBlade 11 Dec, 2020 @ 7:57pm 
You need to make a patch for Gigistructural engineering. It looks like the maker of the mod replaces the origional Habitat with his own varient (Or least that is all I can amke heads or tails of it). So in order for your mod to work with it a patch needs to be made that prevents this. I just removed his habitat file and am gonna check out whether that works now.
I'm A Distraction!  [author] 9 Dec, 2020 @ 10:53pm 
It affects basic habitats yes. Although I would have to know the void dweller mods you're talking about and take a look at them to see compatibility issues - as well as what compats there are. Its quite likely one of them touches the megastructure file.

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).
DragoonBlade 9 Dec, 2020 @ 3:14pm 
I'm using the isolated dwellers 2.8 and Space dwelling robots v1.3 origin mods.
DragoonBlade 9 Dec, 2020 @ 3:12pm 
I already had it near the absolute bottom, under all those other mods I've mentioned. Only compat mods were lower than it was. This affects the basic Habitat right? So alternate VoidDweller mods should still recieve it's benefits even if they aren't the orgional origin?
I'm A Distraction!  [author] 9 Dec, 2020 @ 1:09pm 
I haven't taken a look at those mods yet, but if they're over written the habitat megastructure file, they could overwrite a lot of those features (auto colonization probably won't work until 2.9, as paradox broke some of the code to do so).

If you have them loaded after SIHO in your mod order, try putting SIHO underneath them and see if that changes it at all.
DragoonBlade 9 Dec, 2020 @ 8:30am 
I am also using the Isolated Dwellers 2.8 mod and a origin mod that allows you to start as a Machine empire (in space!). Would those conflict?
DragoonBlade 9 Dec, 2020 @ 8:08am 
The extra districts per moon things isn't working for me. Do Real Space, Wild Space, or any deposite quantity mods conflict with this one? And if not does Gigistructural Engineering? I know Void Dwellers: Expanded shouldn't but has that changed?

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.
I'm A Distraction!  [author] 7 Dec, 2020 @ 7:24pm 
I'll give it a shot at least! The Mod Jam's wrapping up to just QA and bug fixes now, so I've got some time to begin updating SIHO again. :)

Just give me a poke when it updates.
DragoonBlade 7 Dec, 2020 @ 3:12pm 
Districts Overhaul 2 is in testing faze right now. When that finishes, can you make a compatability patch with the finished product? I know you're busy right now, but figured that since you've done it before you might like to know.
I'm A Distraction!  [author] 26 Nov, 2020 @ 12:05pm 
So looking through the current dev diary, I've got some fun ideas for SIHO when it drops!

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'm A Distraction!  [author] 18 Nov, 2020 @ 5:52am 
I've updated the version to 2.8.* to remove the warning label, and deactivated the auto-colonizing for now. Not certain what has caused it to malfunction, but I'm busy with another project, so I can't take the time to get that part working just yet.
Daedwartin 13 Nov, 2020 @ 8:54pm 
That bug came back up. Was able to fix it by removing the auto-colonizing by the finishing of the habitat. Granted, was planning to do it anyways due to the name list being exhausted and getting repeat names.
I'm A Distraction!  [author] 30 Oct, 2020 @ 11:23pm 
There was a bug initially that wouldn't have habitats finish colonizing, but it seems to have worked itself out since yesterday (stealth patch or maybe it was a Dynamic UI bug that got fixed).

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.
MasterOfGrey 30 Oct, 2020 @ 9:40pm 
Does this still work?
Iron knight Fe 30 Aug, 2020 @ 11:25pm 
Planetary Diversity - Planetary Habitats Compatibility ?
DragoonBlade 11 Aug, 2020 @ 8:00am 
Those unique planets also have unique resources, buildings, and events you can't really access if you are a void dweller since, even though the planets have a 100% habitability, your pops will gain the negative void dweller trait anyways.
DragoonBlade 11 Aug, 2020 @ 7:58am 
Not so much compatability issues as modifier transfers. The Mod adds a bunch of unique modifiers that you can't access as a void dweller because they come from unique planets. So something that allows your habitat to gain the benefits of the modifier without colonizing the planet would be nice. You could also do something along that lines with Guilli's Planet Modifiers too if you haven't already. These to mods add a lot to make planets more interesting and it's kinda sad that void dwellers miss out on it because they don't inherit the modifiers.

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.
I'm A Distraction!  [author] 10 Aug, 2020 @ 9:44pm 
Sure, I can take a look at it since I'm making a compatibility mod for a variety of different things for a weekly games night right now. Can you tell me what compatibility issues there are?
DragoonBlade 10 Aug, 2020 @ 4:42pm 
Can you make some compatability in-built for your mod with for this mod:

https://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=1346877266&searchtext=REal+Space
I'm A Distraction!  [author] 8 Aug, 2020 @ 7:30am 
Does anyone more knowledgeable with DO2 can tell me what the compatibility issues are between the two? Just gave a quick look at it and it doesn't seem to change the habitat districts, but that could just be an issue with using the console.

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.
DrakeSteele 22 Jul, 2020 @ 7:40am 
I would definitely appreciate the districts overhaul mod integration update because we've been hovering on including this mod but haven't had clear information on compatibility, and now I'm putting together a species that're voiddwellers, sooo.
DragoonBlade 18 Jul, 2020 @ 6:57pm 
He has said he is busy and that an update is in the works, but the mod hasn't been updated since May. I think something came up IRL so he had to take a break from updates. Don't quote me on that though.
I'm A Distraction!  [author] 18 Jul, 2020 @ 6:19pm 
I believed it had because he had reached out to me previously (or whom I presumed was him). I can take a look at the mod latter and see what compatibility issues are needed to sort out and see if I can roll them into SIHO baseline or if there needs to be a compatibility patch.
DragoonBlade 18 Jul, 2020 @ 7:49am 
District Overhaul 2 does not have in-built compatability with your mod as it is not on the list of mods that are on it's home page. Is the modder who made it going to have an update to do so? Or are you going to need to make a compatability patch?
I'm A Distraction!  [author] 27 Jun, 2020 @ 9:31am 
Housing districts are always the most effective over all, because buildings are always more efficient than a district (and the housing gives you 2-3 building slots per district). Housing clerks I'm happy with as is as a medium of being 1.5 x better than the planet housing district (which has 1-2, so 2-3 works fine for me).

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).
Keukotis 27 Jun, 2020 @ 7:41am 
Regarding the trade district, I personally don't build them right now. Compared to the fully upgraded housing district, it trades one clerk for a merchant, but at the cost of 9 housing. It's not currently worthwhile. I don't think a "super-clerk" job is necessary though. The trade district is a bit weak. Clerk jobs are weighted less (the commercial buildings give tons of them), so it should probably add 4 clerks and 1 merchant. Plus, the housing district is too strong. It doesn't need to have the base 2 clerk jobs (you could leave the tradition adding 1). That way the trade district is always worthwhile and doesn't overlap so much with the housing district.

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?
I'm A Distraction!  [author] 26 Jun, 2020 @ 2:57pm 
Update's well on its way and should be out today, or early tomorrow at the latest.

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).
Keukotis 18 Jun, 2020 @ 4:00pm 
I understand your concern about balance. The megastructure build speed formula has diminishing returns (Time=Base / 1+Bonus), so I'd encourage you to consider that being higher than the 10% you'd gone with (10% cuts 164 days off habitat time, 20% cuts 300 days). And I think I came up with a thematic and fun Domination opener. But it's your mod. Primarily I just wanted to fix the planet and moon deposit checks, and it was an excellent way to get accustomed to Stellaris's code where everything is definitions. I got some good experience with scope swapping doing this.

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.
I'm A Distraction!  [author] 18 Jun, 2020 @ 2:44pm 
As for getting in touch with me, you can feel free to message or friend me on steam, or find me on discord (I should be in the Stellaris Modding Club discord list if you hang out there).
I'm A Distraction!  [author] 18 Jun, 2020 @ 2:43pm 
I'll certainly take a look at the code for combining (I can understand how you did it, you madman, I couldn't bring myself to such number crunching).

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.
Keukotis 17 Jun, 2020 @ 1:23pm 
I actually kept going and made several other changes for my own personal version of this. Let me know if you like this stuff and I can send it to you to use.

- 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.
TheP00Master 16 Jun, 2020 @ 7:47pm 
so it may be a bit random i can live with that
Keukotis 16 Jun, 2020 @ 5:45pm 
Technically it's compatible in that it shouldn't break anything, but habitats over mod-added planet types won't get the bonus districts that you'd expect them to get, nor unlock district types that you might expect them to unlock.
TheP00Master 16 Jun, 2020 @ 5:37pm 
is this compatible with planet diversity