Stellaris

Stellaris

Realistic Habitability
132 kommentarer
Aci 7. sep. kl. 4:45 
Damn thats sad
endeyfire 2. juli 2024 kl. 13:43 
this mod perma crashes the game now unfortunately.
Tactical Rover 16. maj 2023 kl. 12:35 
Hi, I found an issue with the mod. For some reason, If I have the "Eager Explorers" trait on an empire when I boot up the mod, it automatically removes it. Could you please look into it?
Connacht 5. feb. 2023 kl. 2:41 
I don't think that a continental species would have more problems with a savannah world rather than a tundra world, they could be equivalent imho. Similarly, I think that dry species would have a lot of issues with ocean worlds, more than with continental worlds that should be the jack-of-all-trades of planets.
Colonizor48 18. apr. 2022 kl. 13:57 
@youtubitz link?
youtubitz 30. mar. 2022 kl. 21:43 
Someone just uploaded an updated version of the mod
Ken Stormwolf 11. jan. 2022 kl. 13:58 
Hey for some reason, My Prefered world is coming up in the lows (namley 20%) no update?
MagnusEffect  [ophavsmand] 17. sep. 2021 kl. 13:21 
yeah, sorry guys. i never got the update done.
Firehawk2.0 17. sep. 2021 kl. 8:57 
this mod is broken. Lem Update. All portraits 0% habitat
Omicron 14. juni 2021 kl. 11:47 
Don't worry, I've had a snack since then and calmed down =P

Feel free to do whatever thing you like with your mod, it's your work and you're giving it to us free of charge. I just ask for accurate documentation of all of the mod's features in the description, so I can see at a glance what I'm getting into.
MagnusEffect  [ophavsmand] 14. juni 2021 kl. 8:40 
Sincere apologies Omicron. This is related to the bug found by a previous user that I had intended to address and forgot about by the time I returned from my extended vacation.

The changes were originally intended to affect only one or two habitability-related traits, but something must have changed how these were read in a vanilla patch some time ago and it took this long to come to my attention. I will be sure to get this working this week as intended (according to the description). Again, very sorry for the hassle and thank you for bringing it to my attention.
Omicron 14. juni 2021 kl. 6:53 
Question... why does this mod make sweeping changes to vanilla civics? Nowhere in the description does it indicate anything like that.

I just spent an hour nearly going crazy because something was changing my civics and I was absolutely sure I installed no mod to that effect. In the end I only found it because I went through every single mod folder looking for civics changes.

I never expected to find them in this one.
MagnusEffect  [ophavsmand] 8. maj 2021 kl. 18:13 
No its not intentional, but shouldn't break your game. I'm working on it, but I've been delayed because of Mother's Day this weekend. Will have an update that fixes this soon.
ProspectPyxis 8. maj 2021 kl. 3:01 
This mod is adding a random blank civic that does nothing, for some reason. Tried disabling every mod one by one and this seems to be the culprit, and I don't think load order is the issue, either. This isn't intentional, is it?
Kozeus 3. maj 2021 kl. 6:29 
alright, glad to help. looking forward to your update in due time
MagnusEffect  [ophavsmand] 29. apr. 2021 kl. 14:37 
update: correction! apparently I *did* edit some traits as well. my bad. it's been so long since I looked under the hood on this thing. regardless, Kozeus, you are still right. I will look into this.
MagnusEffect  [ophavsmand] 29. apr. 2021 kl. 14:32 
@Kozeus
Hmm... I will have to look into it as Survivor is not a trait I have played with in awhile. I do not recall modifying the Survivor trait... pretty sure that is vanilla. It is possible the trait's buff was added later in an official patch and I didn't notice. Perhaps the devs sought to fix the same thing I did? :) You are right, though, it is way too high now. My original intent was to make the Post-Apoc origin kind of a "generalist" in terms of habitability (and an origin-specific alternative to the Adaptable trait). They certainly should NOT be exceeding the normal starting 80% stat of biome-specific species.

Thanks for pointing this out. I think the easiest solution would be to just lower the base habitability for Post-Apoc origins. 30 or 40% + 30% (for Survivor) does seem more reasonable. It will still let you colonize whatever, but will still give you incentive to research any future habitation tech you come across.
Kozeus 28. apr. 2021 kl. 10:21 
Dear creator,

I notice that the Survivor trait gets extra bonusses from this mod as well. Is that intentional?

When I choose the post-apocalyptic origin you get the Survivor trait. It adds 30% to all planet types. That is additive to your homeworld type. So, in case you choose a savannah type the species has 80% + 30% habitability on savannah world, 40%+ 30% on ocean worlds, and on a Tundra type this species gets 20% + 30%. Which is a lot.

in your reference to tomb world species, you mention the species gets 60% to all planets, but I think you mean the tomb-world planet type that, for example, the Rackets start with.

Is it your intention that the Survivor traits gets modified as well?

Thank you for making this mod!
MagnusEffect  [ophavsmand] 22. apr. 2021 kl. 17:31 
Updated as promised. Thanks for your patience :)
MagnusEffect  [ophavsmand] 18. apr. 2021 kl. 18:30 
@MaqueTonight

Ah yes! Thanks for the reminder. Will do that this week.
MaqueTonight 18. apr. 2021 kl. 9:10 
Any plans for an update with 3.0?
Emprah's Finest 28. nov. 2020 kl. 20:05 
Thanks!
MagnusEffect  [ophavsmand] 24. nov. 2020 kl. 23:52 
a bit late in coming, but updated as promised
MagnusEffect  [ophavsmand] 3. nov. 2020 kl. 11:37 
There should be no conflicts with 2.8, but I will release a version updated later this week just the same.
MagnusEffect  [ophavsmand] 22. maj 2020 kl. 19:19 
@Emprah: As a general rule, I do not keep track of what other modders are doing. All the info I can give has already been stated in the description (compatibility) and in my last post below.
To that point... probably not?
Emprah's Finest 22. maj 2020 kl. 17:40 
I assume this is not compatible with Planetary Diversity mod?
Spaceception 22. maj 2020 kl. 17:11 
Actually just had the chance (instant survey was helpful), and it works. Continental had the right planets with habitability.
Spaceception 22. maj 2020 kl. 15:34 
Alright, I'll do an experiment later when I have some time.
MagnusEffect  [ophavsmand] 22. maj 2020 kl. 15:15 
This modifies the existing vanilla files. If New Frontiers only adds new files and does not edit the original files, then yes, theoretically, they could work together.
Spaceception 22. maj 2020 kl. 7:15 
Should I hazard a guess and say this won't work with New Frontiers, due to the other planet subclasses? Or would it, since they technically fall under one of the planet types?
MagnusEffect  [ophavsmand] 15. maj 2020 kl. 8:21 
updated for 2.7.* patches!
MagnusEffect  [ophavsmand] 3. maj 2020 kl. 13:01 
I think I finally managed to update this correctly. Let me know if it doesn't work
MagnusEffect  [ophavsmand] 3. maj 2020 kl. 10:37 
This new damn launcher has been frustrating to use. I can't get the mod to update properly so I had to post a new one (link listed above). Sorry for the inconvenience.
MagnusEffect  [ophavsmand] 30. mar. 2020 kl. 12:53 
Sorry for the late update. I will get on that this week.
rafaelbeanhunter 30. mar. 2020 kl. 10:07 
키으기 20 Feb, 2019 @ 7:03am
Thank you I'll use it well
rafaelbeanhunter 30. mar. 2020 kl. 10:06 
LordofOrange 6 Jun, 2019 @ 5:47am
Would it be possible to update this to 2.3? I love your work.
rafaelbeanhunter 30. mar. 2020 kl. 10:04 
Plerion 20 Feb, 2019 @ 4:37pm
Possibly not without a patch, they both modify the same file.
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rafaelbeanhunter 30. mar. 2020 kl. 10:03 
20 Feb, 2019 @ 6:40pm
I thought so, doh. Perhaps some ambitious soul will make a patch!

Plerion 20 Feb, 2019 @ 4:37pm
Possibly not without a patch, they both modify the same file.

20 Feb, 2019 @ 2:57pm
Does this work for the new planets in the "Planet Diversity" mod?
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rafaelbeanhunter 30. mar. 2020 kl. 10:02 
It wouldn't be so much a "patch" as it would be basically just a mod with both ideas merged into one. Planet Diversity and this mod have very different design philosophies. This mod is designed to be seamless with vanilla gameplay (a "less is more" approach) for those of us who appreciate such things. Planet Diversity is decidely not (assuming we are talking about the same mod).
MagnusEffect  [ophavsmand] 2. sep. 2019 kl. 9:43 
@Mauer: I don't know that mod. Without more information, all I can tell you is what I posted in the description:

"Compatibility:
Can be toggled on/off for saved games.

This will conflict with any other mod which alters 00_habitability_traits.txt"

If Starnet doesn't alter the mentioned file, I think you are safe.
-=Maure=- 2. sep. 2019 kl. 5:32 
Is this compatible with Starnet?
MagnusEffect  [ophavsmand] 16. juli 2019 kl. 15:49 
Apologies for the extended delay. Mod is now up to date as of this posting.
MagnusEffect  [ophavsmand] 6. juni 2019 kl. 0:04 
I leave town for about 10 days in less than 48 hours, but I will try to get this done before I leave. Eitherway, thanks for the heads up. will get it done asap
IronRooster 5. juni 2019 kl. 21:47 
Would it be possible to update this to 2.3? I love your work.
MagnusEffect  [ophavsmand] 20. feb. 2019 kl. 17:33 
It wouldn't be so much a "patch" as it would be basically just a mod with both ideas merged into one. Planet Diversity and this mod have very different design philosophies. This mod is designed to be seamless with vanilla gameplay (a "less is more" approach) for those of us who appreciate such things. Planet Diversity is decidely not (assuming we are talking about the same mod).
falkon311 20. feb. 2019 kl. 10:40 
I thought so, doh. Perhaps some ambitious soul will make a patch!
Plerion 20. feb. 2019 kl. 8:37 
Possibly not without a patch, they both modify the same file.
falkon311 20. feb. 2019 kl. 6:57 
Does this work for the new planets in the "Planet Diversity" mod?
키으기 19. feb. 2019 kl. 23:03 
Thank you I'll use it well
MagnusEffect  [ophavsmand] 15. feb. 2019 kl. 5:37 
Thanks Lumpy.

Regarding your post, actually, Continental get Oceanic and Tropical as "secondaries". The types are *extremely arbitrary*, but my primary concern was game balance and making sure all types were roughly equally represented.

The above model in the description is not making any assumptions about humans, because the game is not just about humans. The scale is based on the central (scientific) concept that "water is essential to life". That is why Oceanic is firmly placed at the center of the scale. As I explained above, the scale is roughly "warmest" to "coldest" and if we consider a very generic understanding of what makes a "savannah", I can't see anywhere else to put it on the scale that wouldn't break everything else.