Stellaris

Stellaris

The Belt (v2.3 Wolfe)
338 Comments
Lord and savior, DaddyGaylord 25 Mar, 2023 @ 5:05am 
Here: https://sp.zhabite.com/sharedfiles/filedetails/?id=2948502334
Although I've taken out some features (No AP and asteroid start as of now)
Canderous 25 Mar, 2023 @ 4:56am 
Please tell us when you are done with the update ;)
Lord and savior, DaddyGaylord 15 Mar, 2023 @ 12:28pm 
No one gonna update this? Fine, I'll do it myself.
Inny 13 Mar, 2023 @ 1:42pm 
All hope is not yet lost.
blazikem🐓 12 Feb, 2023 @ 6:11pm 
ain't no way it was last updated 2019 where has the time gone
Echo Seven 12 Feb, 2023 @ 4:01pm 
All time favourite mod. Would love to see a revival / update!
mike 6 Feb, 2023 @ 3:31am 
update?
Lobster Inc 21 Apr, 2022 @ 11:52am 
I played this mod back in 2.3. By far one of my all time most loved mods. I've been waiting for it to be updated to the current version. Is that going to happen of is this mod dead?
evanalee 8 Jun, 2021 @ 6:05pm 
hi is this mod dead or is it still being updated?
massimogreco1982 4 Jun, 2021 @ 10:36am 
Hi! When you update the mod, please, can you make that void dwellers can colonize asteroids without have the negative version of the trait? Because both habitats and asteroids have low/no gravity, so... and maybe make an origin that let you start on 3 asteroids (a sort of Void dwellers, maybe named Beltarians) and have the void dwellers trait? (and, off course, void dweller positive trait should increase production even for pops on asteroids). Thanks in advance.
[IVG]Bastlwastl 11 Mar, 2021 @ 1:39pm 
Huge fan of the Expanse. The Mod sounds exactly like what i was looking for. Are you still working on the Update or is this abandoned?
punkboy_sp 19 Jan, 2021 @ 2:15pm 
this is a great mod i love playing the game with it looking forward to the update when it is done
blazikem🐓 14 Dec, 2020 @ 4:34am 
I didn't realise District Overhaul was also a mod you made, also an amazing mod.
Take all the time you need, the changes sound really good
RevansSchatten  [author] 13 Dec, 2020 @ 3:12pm 
Yeah, I really love TheBelt as well, as it was my first bigger mod that I made / updated. As soon as my other mod District Overhaul has gotten it's rework, I will update this one, as I personally really want to play with it again.

Parts of the base update are already done.

But there still is a mechanic that I want to introduce into the belt, that I have been working on, designing and testing for over a year.
Kuno 13 Dec, 2020 @ 2:05pm 
Lookin forward to the 2.8 update, I've always loved this mod
CasusBelli420 1 Dec, 2020 @ 8:21pm 
Can you bring it to 2.8 please?
blazikem🐓 3 Oct, 2020 @ 10:16am 
based
Chilly Fox 3 Oct, 2020 @ 5:19am 
Thanks
Fatetaker 26 Sep, 2020 @ 6:22am 
stoked for an update, one of my favorite mods
Katana Sado 24 Sep, 2020 @ 4:34pm 
Does this work with District Diversity 2?
RevansSchatten  [author] 23 Sep, 2020 @ 1:04pm 
yes and no, I am behind the scenes working on a complete revamp. Not sure if it still works, but I don't see any reason why it shouldn't work.
Chilly Fox 23 Sep, 2020 @ 10:15am 
Sorry to ask but does this work with the momentary version and it looks like a great mod
Chilly Fox 23 Sep, 2020 @ 10:07am 
so is it dead?
Neverminder 20 May, 2020 @ 4:06pm 
BELTALOWDAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Barry 15 Apr, 2020 @ 9:27pm 
I was big sad when the updates started falling behind, made me stop playing for a little bit. Im just now seeing it might be back, cant wait!
samsockeater 12 Apr, 2020 @ 7:54pm 
this might be coming back? awesome, i remember this from when i started playing stellaris
DA KOMMIZZAH 22 Mar, 2020 @ 6:09am 
Really happy to hear that you've got plans to update this.
It's always been one of my favourite mods for creating "The Expanse" like empires.
ajacksonian 20 Mar, 2020 @ 9:16am 
Watch MATN doing a one-system challenge doing a Habitat start in Federations and immediately thought of this mod. Take your time on the update because ultra-tall is more than just possible but very powerful now.
Lyze 18 Mar, 2020 @ 8:13pm 
Fantastic mod - always loved it. Very excited to see what you come out with for the new reworked version.

Happy to see you're taking performance impact into late game into consideration with how quickly pops can multiply. Another thing to consider may be whether this impacts Empire Size in any significant way as a result, to ensure there's a proper cost/benefit analysis. Some interesting work in the Carrying Capacity Mod as well you might find relevant.

In any case, thank you for putting this together and excited to see what comes next with the overhaul!
RevansSchatten  [author] 8 Jan, 2020 @ 9:33am 
1. Most features of this version will return, just a bit reworked.
2. Space resources mechanics will be bound to a new system called minor colonys.
3. Introducing minor colonys. These colonys will appear on planets and asteroids that you can colonize with the belt. These minor colonies will provide resources for your empire depending on the minor colony type. (as these minor colonys will not use pops the performance in the late game will be increased)
4. There are possiblities to swap between a "belt" colony and an independent minor colony.
5. There will be events linked to the minor colonys and your treatment of them.
6. The terraforming mechanics will get overhauled as I think there is improvement in that part. (it will be a bit similar to the terraforming from Surviving Mars)
As I am still testing and working out some details this definitely isn't final. The first release will probably not have everything listed here implemented, at least not in its full extend.
RevansSchatten  [author] 8 Jan, 2020 @ 9:33am 
I am not 100% sure about the extend of the updated version. The updated version will however be built mostly from scratch (except some buildings and textures).

The big overhaul itself will be built on the ideas from this mod and two other unreleased mods.

It will overhaul not only the asteroid colonisation but overhaul all of the space resource mechanics.
ajacksonian 8 Jan, 2020 @ 7:29am 
@RevansSchatten - Thank you! Currently using PD with all its add-ons, plus Gigastructure mod, but neither give that feeling of building in like this mod does.
RevansSchatten  [author] 8 Jan, 2020 @ 2:41am 
@everyone:
As some parts of the mod are a bit outdated and I learned a lot about modding, I will soon release a reworked version of the belt, which will improve long term game performance and hopefully make it way more interesting.
johnthepatriot 29 Oct, 2019 @ 8:10pm 
Confirmed still working as is in 2.5

Great mod, RevansSchatten! Really makes the Pre-FTL mods usable :)
blazikem🐓 28 Oct, 2019 @ 7:24am 
is there any way to restrict the AI from teraforming asteroids and other planets? Just to help reduce the lag.
ajacksonian 14 Oct, 2019 @ 7:09am 
Take your time! The Planetary Diversity sub-mods have just updated including expanded habitats. Nothing like what is done here, but they do work together well.
RevansSchatten  [author] 13 Oct, 2019 @ 11:26am 
Yeah, I will update it to 2.4 but am currently rather busy and some files are currently not finished, so it will take a few days.
Valtiel_The_First 13 Oct, 2019 @ 10:34am 
is it gonna be updated for 2.4?
ajacksonian 9 Oct, 2019 @ 4:32am 
This allows a megacorp to be internally deep without playing wide, which is a nice alternative. Finding asteroids to terraform is a real and true pain outside of the few that get some resource tags for mining stations (and particular resources like alloys go away on transforming an asteroid). Those asteroids without the ability to have a mining station are tedious to find, like my survey ship forgot to mark them out. Also finding moons for military/commercial bases have been few and far between and haven't been able to figure out the qualifiers for them. That military base with so many soldiers adding fleet capacity...wow! The AI does go wild on things, though, and lag is bad.
princess69420 4 Oct, 2019 @ 12:16pm 
is there a way to keep the AI from terraforming every barren/molten/asteroid they have? Cuz it's making my game laggy as fuck.
Phantom Snake 2 Oct, 2019 @ 4:35am 
If anyone is having an issue where you can't build the asteroid colony building (it appears black and white and says you need the flag "asteroid_home" to build): Open up console command and type debugtooltip. Hover it over the asteroid in question and note it's ID number. Now open up another line and type in: setflag planet asteroid_home {#}, where # is the asteroid's ID. Now it'll let you build it.
Duke Flapjack 1 Oct, 2019 @ 1:14pm 
I have an interesting issue where the asteroid starting system has had a nasty habit of starting me on barren or molten planets with 0 habitability. Now, this has been making my games a lot more interesting (as I love RPing my species being a planetless refugee) the initial hostility is making my games...more difficult as I would like. Is this working as intended?
RevansSchatten  [author] 30 Sep, 2019 @ 11:28am 
It will probably be better to use the universal resource patch, that compatibility patch is updated.
Phantom Snake 30 Sep, 2019 @ 4:19am 
Nevermind, installed compatibility for planetary diversity. hopefully it works.
Phantom Snake 30 Sep, 2019 @ 3:37am 
Hey, I'm having an issue where the mining and leisure districts don't appear. All I have are the regular districts, and only housing works. The only way to get minerals is to have unemployed pops. And I don't have any mods that affect buildings or districts. Anyone else having this issue?
greensniperhat 14 Sep, 2019 @ 7:35am 
I realized that some of the jobs on The Belt's buildings doesn't have a gestalt (hive mind and machine intelligence) counterparts... so they just use 'normal' jobs. Feels weird seeing my hive mind larp their drones as clerks, technicians and enforcers.
RevansSchatten  [author] 5 Sep, 2019 @ 10:31am 
The planetary modifiers are part of some events from the previous versions that currently still are disabled as I have to rewrite some of them, they will be updated in the next weeks and then the planetary modifiers will have a "story" impact.
RevansSchatten  [author] 5 Sep, 2019 @ 10:29am 
I was on vacation the last week so I wasn't able to do anything,
luckily I think I know what the issue is so I should be able to fix it in no time (as soon as I am home), the update (for District Overhaul) should be out at the end of the weekend. When the bug is fixed I will comment here.
Kepos 5 Sep, 2019 @ 7:06am 
Really like your mod.
Unfortunately, I ran into an issue with District Overhaul when starting on Ceres moon. After a few days, the 3 starting districts are gone and only housing is left.
I really tested intensively and stripped nearly all other mods off, except DO and music mods plus your Belt...but the issue still exists. Any chance to have a view on this matter?
martialartist27 2 Sep, 2019 @ 8:47am 
What is mining operations hub modifier suppose to do? Also same question for Metallic Asteroid Exploitation