Stellaris

Stellaris

The Belt (v2.1 Niven) - NEW AUTHOR LINK
316 Comments
Jalib AlMarah  [author] 19 Jan, 2019 @ 1:16pm 
Oh hey awesome, this is a thing that hapened! Everyone go to that link!
RevansSchatten 21 Dec, 2018 @ 3:49am 
Hey there, I just updated the mod to 2.2 (https://sp.zhabite.com/sharedfiles/filedetails/?id=1596737403&searchtext=the+belt) . A big thanks to Hit Monkey and all the previouse authors.
Oldstead66 17 Dec, 2018 @ 12:49pm 
In RL likely asteroids only have minerals and water. Minerals the game lets you turn into all kinds of strategic resources.
Personally, I'm nerd enough to use them for mining mainly. Because it's the logical RL use. But I ain't telling people how to run their games. I don't know if asteroids carry helium3 like moondust does for generators and I presume you can do low-g farming inside an hollowed out asteroid (but water dependency might be an issue)

If I am able to, and I don't yet know the new code so no promises, making it so you can pick freely what to build in those 7-15 districts might be possible.
It might add some needed flexability to the AI which might not understand the concept.
CaptainBadger 17 Dec, 2018 @ 11:58am 
I'd want to see the ability to specialize each rock for a certain purpose, depending on what I need and what the 'roid might have for resources.
Oldstead66 17 Dec, 2018 @ 10:49am 
If I were to try and replicate this, it would likely be the bare bones. No events, no modifiers, probably no special buildings. I imagine I'll change large astro habability to 10%, which should let extremely adaptive species colonize them, and in time others. There will always be a high degree of unhappiness, which is fine.
Asteroids would have mining/housing districts only to replicate their support of asteroid mining in general. Their only real use.
Using a mod that modified the colony debuff on research to counteract losing the Low-G Research building would be easier than importing the building.
If I have the skills, I might as well throw in barren and frozen world colonization as well.

But! What am I missing. What would people want to see a 'new' Belt mod?
Oldstead66 17 Dec, 2018 @ 10:49am 
Just want to say I loved this mod. It made Stellaris proper enjoyable for me for so many playthroughs. Best game was one where I never even got mankind colonized outside of Sol aside from station crew on faraway systems.

I tried making a mod similar to this, but my problem was always the graphics and making them work. I don't know if tile-less asteroids makes it easier or harder to code for.
I might have a look at your code during the holidays, see if I can understand it.
Zyntax 11 Dec, 2018 @ 10:31am 
My experience so far is that with 2.2 the game creates the asteroid belts but there seems to be something that not 100% correct with the events. So far i had problems with the asteroid.11 event that keeps firing. I guess most of those events are just for flavor?
BorisTheAnimal 10 Dec, 2018 @ 8:27am 
welp, i really loved this mod but respect yourdecision to not update it, godspeed to you @Hit-Monkey!
Jalib AlMarah  [author] 7 Dec, 2018 @ 9:10pm 
Nope
Kami 7 Dec, 2018 @ 9:36am 
Any chance of an update for 2.2? Given what you say here about your experience I imagine not, which is too bad, but I thought I'd ask.
Sen'val 3 Dec, 2018 @ 8:55pm 
Alright, thanks man, I do love the mod though, I didn't get the new DLC. It's pretty interesting. (I do hope that this isn't the mod causing random crashes... >_>)
Jalib AlMarah  [author] 3 Dec, 2018 @ 8:53pm 
Sorry, I really don't know. I appreciate that you still are using this, but keep in mind that I'm not a code or modding guy, this was an experiment that was fun but I'm not capable of maintaining.
Sen'val 3 Dec, 2018 @ 7:10pm 
Hmmm... so I think I'm using a mod that conflicts with yours, I do have Planetary Diversity, and then I also have EAC, and CGM: Buildings... any ideas? Sorry, the others seem to be working, the only thing not working is the Life Support building.
Jalib AlMarah  [author] 10 Nov, 2018 @ 8:16am 
I assume so.
ICWienerus 9 Nov, 2018 @ 1:13pm 
No, i mean for example in journal there are 708 planets to control for victory, asteroids included or not?
Jalib AlMarah  [author] 9 Nov, 2018 @ 10:16am 
If they're colonized, then technically yes they're another planet calculated, I guess.
ICWienerus 9 Nov, 2018 @ 3:47am 
Hi there. First of all, thank you for your work. I want to ask, do the asteroids calculated in the victory conditions?
Jalib AlMarah  [author] 4 Nov, 2018 @ 10:13am 
I really don't know.
kreaturen 4 Nov, 2018 @ 7:22am 
Does this mod add primitive civilizations to asteroids? Because I adore the ability to colonize and exploit asteroids, but I really dislike to see native life on them. Also there are so many civilizations on them, some systems having multible asteroid species... Just seems so unplausible... Sorry, just wondering, don't really want to complain or anything...
Jalib AlMarah  [author] 25 Sep, 2018 @ 10:24am 
I've always had trouble making that work correctly. I thought I'd fixed it a while ago, but I was never compeltely certain.

Whatrever the case, I appreciate the interest.
matko1990 25 Sep, 2018 @ 10:13am 
Hi
Great mod, but I´m having an issue with the asteroid habitability trait - It doesn´t seem to work. I created a new species with this trait and wanted to colonize some asteroids, but it shows me 0% habitability.
Or do I have to unlock some kind of technology first?
Jalib AlMarah  [author] 24 Sep, 2018 @ 8:57am 
Prolly not, and I'm not going to try making it work, sorry.
resident_tt 23 Sep, 2018 @ 2:58pm 
Does it work with !CGM: Planets Enhanced?
Doctor Shekel 1 Sep, 2018 @ 7:38am 
This mod is incompatible with Realistic Stars and More Realistic Star Systems, just so everyone knows. This is not a request for a fix because I read through all the comments and know the host isn't a code guy.
Jalib AlMarah  [author] 22 Aug, 2018 @ 9:49pm 
Then you also know that I'm not really a code guy, and I only barely made this thing function as is, and I've already announced that I'm more or less going to cease maintaining this upon the next patch.
Exhale 22 Aug, 2018 @ 6:08am 
I know its been said before. I just wanted to throw my voice behind it because it's the only thing keeping me from using this mod.
Jalib AlMarah  [author] 22 Aug, 2018 @ 6:02am 
I've tried. Read previous comments, I've tried. It's beyond my knowledge.
Exhale 22 Aug, 2018 @ 1:38am 
I strongly suggest reducing the number of habitable asteroids. The lag and game imbalance this mod creates is insane
Jalib AlMarah  [author] 8 Aug, 2018 @ 7:17am 
@Lasair Nova: It doesn't seem to. I've tried reducing the spawn rate of asteroids to see if it would affect it, but it didn't take.

@nhatson: Asteroids, technically yes, spawn rate can be reduced. I've just had poor luck manipulating it to benefit the mod.
Nova Wings 8 Aug, 2018 @ 2:48am 
Dose the spawn rate of asteroids impact the spawn rate of habitable planets? It seems like it dose in my games, so if I take the hibitation trate I can colinize more systems then a race that dosent even if they have more territory.
nhatson 7 Aug, 2018 @ 10:46am 
is there a way to limit the number of asteroids in a system, sometimes having 10 asteroids can be quite annoying when you are trying to conquer that system
Jalib AlMarah  [author] 5 Aug, 2018 @ 3:46am 
@Ethroptur: I don't think construction ships can do that sort of thing as is.

Plus I'm not a code guy, I'm barely keeping this thing afloat.

Also, I've got a feeling that 2.2 will break this mod over its knees, and seeing as I'm barely keeping it going, I'm dropping the hot potato from this point. 2.1 is my contribution to The Belt, I said so from the beginning that I was not likely to keep this going for super long.
Ethroptur 4 Aug, 2018 @ 8:16am 
Thank you for updating this mod for 2.1. One suggestion for future updates is to give construction ships the ability to build life support systems on asteroid from orbit.
Spudicus 30 Jul, 2018 @ 10:42am 
The show is good. The books are fantastic. If you're a book kinda person.
Grawa427 22 Jul, 2018 @ 2:21am 
primitive can spawn on asteroid, :steamsad:
Jalib AlMarah  [author] 19 Jul, 2018 @ 11:32pm 
Sorry for a lack of updates, life has been busy.

Going to be incorportating bits of code from CGM's planet enhanced stuff to see if I can't improve upon the current mod, because by golly this thing is flawed like all get out
Jalib AlMarah  [author] 6 Jul, 2018 @ 12:16pm 
Technically yes, but there are mods for that. This isn't one of them. Terraforming is a thing, look it up.
spidermounky92k 6 Jul, 2018 @ 12:04pm 
odd question but just recently started playing and modding Stellaris is there any mod or way to change this mod so you can do the same thing you can do with asteroids in this one with barren worlds?
Jalib AlMarah  [author] 4 Jul, 2018 @ 7:55am 
I might not try to fix that, it sounds hilarious.
GoblinEngineer 4 Jul, 2018 @ 7:03am 
Hey there Hit-Monkey, not sure how many of your users are using the 2.1.2 beta, but I thought I should let you know that in the beta patch suddenly I'm finding tons of primatives spawning on asteroids when I was not in 2.1.1, they may have changed some code you're probably goingto have to fix

Just a PSA if you were not already aware.
Chris 2 Jul, 2018 @ 7:32pm 
@Executioner - I had the same experience. Suggest switching from Medium to Small galaxy at game start if using this mod. That still ups the number of potential usable worlds (and asteroid worldlets) from roughly 120 to around 360 or so.
(source for the latter: the Domination Victory requirements - 40% of inhabited worlds)
Executioner 29 Jun, 2018 @ 1:50pm 
i love this mod but the late game lag it causes actually freezes up the game :(
Jalib AlMarah  [author] 23 Jun, 2018 @ 10:02pm 
You can want in Chinese all you want, I'm not doing translations, Sorry.
峰风 23 Jun, 2018 @ 9:58pm 
i want have chinese ple
Zyntax 21 Jun, 2018 @ 5:26pm 
Reg. the size of the Asteroids, the small ones are limited to size 5 but the ordinary ones are limited to 15 ( planet_size = { min = 7 max = 15 } ) it seems. You could always lower that number i guess.
Jalib AlMarah  [author] 20 Jun, 2018 @ 12:07pm 
@Pinenuts To an extent, yes, there is an error, but the asteroids outside of home are designed to be 10-15 tiles. Might scale it back down.
Pinenuts 20 Jun, 2018 @ 10:07am 
Some asteroids except for home system have between 10 to 15 tiles. Is it an error?
Zergash (Jan) 20 Jun, 2018 @ 3:36am 
@Hit-Monkey: First of all! THANK YOU. I love this mod. Really do. Second: when I pair it with Real Space,(and a bazillion other mdos) I have the problem that the asteroid miner perk does not work, it may be related to the "recognition" of what counts as an asteroid? Anyhow. If I disable only! Real Space (and the compability mod for it) Asteroid Miners works like a charm. I know you are not "perfect" at writing patches, but could you give the asteroid miners thing a look (again?) Maybe it's just me, but maybe not?
Jalib AlMarah  [author] 19 Jun, 2018 @ 3:38pm 
@Shifters: Firstly: Sorry you didn't get it going. Chances are you got mod conflicts happening that prevented it.

Secondly: Don't blame the mod for your inability to check that there was a way you could fix the problems there might have been, so that sounds like a personal problem.

Thirdly: Language.
Shifters 17 Jun, 2018 @ 8:54pm 
I put so much effort into this mod and i never once got the opportunity to build on asteroids fucking bullshit mod.