Stellaris

Stellaris

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Intuitive Habitables Slider
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5 May @ 11:15am
12 May @ 5:57pm
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Intuitive Habitables Slider

In 1 collection by Oatmeal Problem
Oatmeal Mods
8 items
Description
Intuitive Habitables Slider

This mod changes the behavior of the Habitable Worlds galaxy setting, so it simply affects the total number of habitable planets in the galaxy, and all habitable worlds (homeworld, unique, random, etc) draw from this "pool." In vanilla, the Habitable Worlds setting only affects planets that are not homeworlds, pre-FTLs, or guaranteed habitables, and even then it doesn't effect those planets as much as you'd expect.

WARNING
If you are used to playing Stellaris with extreme Habitable Worlds settings (less than 0.5x, or more than 2x), please reconsider. The game has been lying to you. You might not be ready for the truth.

As you can see in the data below, vanilla 0.25x is actually closer to 0.5x, and not even vanilla 5x reaches 2x. Real 0.25x is bleak. Real 5x might melt your computer late game. Choose responsibly.

Settings
Vanilla # of Habitable Worlds
Vanilla Actual x
This Mod # of Habitable Worlds
This Mod Actual x
Default
159
N/A
156
1x
0.5x Habitable Worlds
132
0.8x
82
0.5x
0.25x Habitable Worlds
Pre-FTLs and Pre-Sapients Off
Guaranteed Habitables Off
78
0.5x
41
0.25x
5x Habitable Worlds
295
1.9x
828
5.2x
Settings not listed are default. Counts are median value from 5 random galaxies, counting all habitable worlds (uncolonized and colonized). Tests last performed on Stellaris v4.0.1.

How it Works
After galaxy generation, this mod calculates the number of habitable planets you'd expect given your habitable worlds setting and galaxy size (roughly 26 planets per 100 stars at 1x). It then compares that to what was actually generated, and dynamically creates or removes habitable worlds as needed. It never removes guaranteed habitables or adds habitables to home systems. It avoids changing any planets that have unique content (anomalies, archeology sites, event chains) associated with them. Any added habitables have a chance to spawn with pre-FTLs or pre-sapients (based on your settings).

Caveats:
  • At settings less than 1x, you get fewer unique/event systems than you would with vanilla
  • At settings greater than 1x, this mod expands the "goldilocks" zone habitables are allowed to spawn in; the greater your setting, the more the zone is expanded
  • At extremely low settings, there might not be enough planets to remove if you don't also disable Guaranteed Habitables, since this mod intentionally never removes those planets

Compatibility

Sharing
Feel free to update, pack, patch, translate, fork, or incorporate this mod, no prior permission required. Credit, linking to the original mod, and letting me know is appreciated!

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Popular Discussions View All (1)
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12 May @ 6:10pm
PINNED: Compatible Mods
Oatmeal Problem
20 Comments
Oatmeal Problem  [author] 15 May @ 1:49pm 
@Killer Tamashi no. You will have about 40 habitable planets (for a 600 star galaxy) and about 50% of them will have pre-FTL civs (excluding homeworlds and guaranteed habitable worlds)

Essetially, the pre-FTL slider affects the percent of planets with pre-FTLs but (unlike vanilla) does not affect the total number of habitable planets
Killer Tamashi 15 May @ 1:40pm 
So if I set habitable to 0.25, and pre ftl to 5x, will that increase the number of habitable worlds?
Oatmeal Problem  [author] 15 May @ 6:45am 
@danielthelaw yep
danielthelaw 15 May @ 2:25am 
Does this work with Yet Another Galaxy Enhancement Mod?
Smiley 13 May @ 4:12am 
I feel like this mod was made for me. I play on 0.25x and no guranteed worlds, but with the largest Galaxy and i always felt there were way too many planets. Thank you so much; you are the GoAT.
Archscientist K 12 May @ 6:55pm 
Glad to hear it! Already fixed my game with the command. Thank you for the super thorough support ^^
Oatmeal Problem  [author] 12 May @ 6:01pm 
@Archscientist That's fixed now (only applies to new games; see the console command in my previous comment to fix it in an in-progress game).

I also did a thorough review of all vanilla unique systems, and many popular event mods to ensure compatibility. I'll post that as a discussion topic
Archscientist K 11 May @ 5:34am 
@Oatmeal Problem
Oh yeah! Relic World*. Sorry for saying Ecumenopolis... I haven't played Stellaris in months and forgot Relic Worlds were a thing lol
I'm glad you managed to find the issue! Thanks for letting me know how to fix it too. I'm glad to have helped. It's a great mod ^^
Oatmeal Problem  [author] 10 May @ 9:43pm 
@Archscientiist ok, that's a bug on my side. I misremembered I do potentially convert relic worlds, but I don't touch planets with anomalies, archaeology sites, or with prevented anomalies (usually unique planets prevent random anomalies). It looks like in "Planetary Machinery"'s case, none of those conditions are met. The arch site isn't created until you survey it.

I'll fix this next release. I'm going to review vanilla code to see if there's similar cases that need fixing too.

In the meantime, you can fix this with a console command. Select the planet, open the console with the backtick key (to the left of 1 on a US keyboard), then enter the following command:
effect change_pc = pc_relic
Oatmeal Problem  [author] 10 May @ 7:59pm 
@Archscientist K hm, I'll take a look. That's an ecumenopolis? I have some logic that's anything other than a basic habitable or tomb/gaia, but I maybe there's a flaw there. I'll double check my code and review PD's scripts. Thanks for reporting, I'll let you know what I find.

@Witch, Elitewrecker is correct. Ironman is no longer required, but gameplay-changing mods still disable achievements. That said, this mod only affects galaxy gen, so I think you could use this mod to generate the galaxy, save, then disable the mod and edit the save to re-enable achievements... Haven't tried.

@Kepos I can't do anything for that from my end. You could request that feature (no fatherland colonies on guaranteed worlds) from Fatherland. Alternatively, I think Fatherland already has in-game settings for how frequently splinter colonies form, so you could tweak that for low-habitable-world games.