Stellaris

Stellaris

Living Space (legacy - 2.3)
313 Comments
gebnar  [author] 5 Apr, 2020 @ 10:35am 
I have updated the mod for 2.6. You can find it's new page here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2049549075
123nick 23 Mar, 2020 @ 1:03am 
so this mod will never be updated again as a standalone? that sucks. i mean, stellaris immortal does look very cool, but being a total conversion erases any idea of using it with other mods. have you thought of maybe transfering ownership of this for someone else too update it? i cant live without these living spaces.also, do you accept any donations?
gebnar  [author] 14 Dec, 2019 @ 8:01am 
This version of the mod is not compatible with 2.5 (or 2.4 if I'm not mistaken). My mod development time is currently being dedicated wholly to Stellaris Immortal now, which will eventually get features like those provided by LS.
123nick 11 Dec, 2019 @ 7:49pm 
im on 2.5, so idk if its a bug or smth, but, is it intended that city districts can be built on asteroids ? argiculture farming and generator still show up on the UI but they dont have any available slots, but city district CAN be built tho.
The Fish 28 Nov, 2019 @ 3:26pm 
so is it not compatible with 2.5?
DSD 16 Nov, 2019 @ 8:09am 
@gebnar On 2.5
gebnar  [author] 16 Nov, 2019 @ 6:31am 
@dastormdragon
That's odd. Are you still on Stellaris 2.3? If so, I'll try to find some time to patch that. I do want to leave this legacy version around and in good working order.
DSD 16 Nov, 2019 @ 12:37am 
I can plan habitats for everything else (haven't got the star habs tech), but I can't plan habs on crystalline asteroids?
Spider 15 Nov, 2019 @ 12:11pm 
Awesome!
gebnar  [author] 15 Nov, 2019 @ 9:57am 
@Spider
I do have *some* good news for you in that department: since Stellaris Immortal adds population sprawl and reduces lag so much, I'm planning to add LS-style habitats to that! (Eventually :)
Spider 15 Nov, 2019 @ 3:34am 
That's great! :) I miss this mod.
gebnar  [author] 31 Oct, 2019 @ 1:41pm 
It's odd that this mod is broken right now, since it alters very few files that have changed in any meaningful way. I have been extremely busy with our new Stellaris Immortal mod lately, and haven't taken the time to maintain LS. I may take some time soon to issue a patch.
Teddy Bear (Snow) 27 Oct, 2019 @ 1:02pm 
It broke for 1.5 noooo ;-; my hopes and dreams
timester 25 Oct, 2019 @ 3:50pm 
does this mod work 2.5
scott4dges 4 Sep, 2019 @ 9:39pm 
I think I'm having the same problem where the first habitat I built after getting the technology has no districts. It had blockers (which I cleared) but now there's no districts, even though I also built it over a planet with resources. Any thoughts?
Smacky Jack 26 Aug, 2019 @ 11:23am 
Do you have a 1.9 version?
Eoftar 17 Aug, 2019 @ 7:15am 
Hm, everything's fine now after I reloaded the save O.o
Eoftar 17 Aug, 2019 @ 7:00am 
Do I miss some compatibility patch or is it a bug?
I have colonized a moon and a molten world, but my pops' happiness is low. For example a molten world - base +50%, colony +10%, high amenities +12%, decent conditions +5%, but overall happiness is at 10%.
Quin 15 Aug, 2019 @ 2:08am 
Upon completing the "worm-in-waiting" storyline, some of the habitats made through this mod can get converted to tomb worlds if they're in the home system, completely screwing up the districts and the planetary features/blockers.
timester 13 Aug, 2019 @ 2:28pm 
Is there supposed to be a city district on ever world or is that a bug?
ekoparker 12 Aug, 2019 @ 9:39pm 
Wait a minute, i think I fixed it. Everything seems fine since I disabled bigger colonies.
gebnar  [author] 12 Aug, 2019 @ 5:33pm 
@InterKid, I don't know about those features. I'll have to load up and test - this is definitely a new problem to have reported.
ekoparker 12 Aug, 2019 @ 1:02pm 
Also, what is the name for the different blockers so that I can add them via console to fix the aforementioned problem?
ekoparker 12 Aug, 2019 @ 1:01pm 
For some reason I'm having an issue where features that provide agriculture districts are appearing on the moon and mars
gebnar  [author] 8 Aug, 2019 @ 5:57pm 
Sorry everyone, been on vacation...

@SoulDoubt
This would require a major rework of the mod. Planetary decisions that have a "build time" don't work for planets you don't own, so I would have to instead make the decision trigger a special project, and have the project completion change the planet. This has been suggested before, but I've resisted. As it is, it's been quite difficult to make the AI use these in a remotely sensible way. I'd hate to have to completely disable the AI from building them, which would probably be necessary with such a change.

@Catapultam Habeo
All habitats now require the same habitat tech. However, I've moved it to relatively early in the tech tree. Choosing Expansion traditions and/or Voidborne AP greatly increase the odds of it appearing earlier in the game.

@Lone
no

@boisegangpc
Habitat blockers aren't removable by default any more. To make the techs to remove them appear, open the mod options and enable "Big Habitats".
Boisegangpc 7 Aug, 2019 @ 8:56pm 
I have a quick question:

It's currently 2342, and I've still yet to encounter any techs that allow me to remove the blockers on Jovian, Frozen, Barren, Toxic, and Molten Worlds, even though I have colonized all of these sans barren worlds. What are the requirements for these techs?
Lone 2 Aug, 2019 @ 4:05pm 
Does this mod change the look of the orbital habitat ?
Catapultam Habeo 1 Aug, 2019 @ 3:43pm 
The last time I played this mod, asteroid and planetary habitats were available from the start. Do they need techs now?
SoulDoubt 30 Jul, 2019 @ 10:59am 
Awesome mod. This planetary habitat system should really be a part of the base game.

I feel like planning a habitat should take time and influence, and maybe alloys for initial infrastructure, in addition to the energy cost.
gebnar  [author] 8 Jul, 2019 @ 8:20am 
@Chicken Raptor
That's a really vague description of the problem, so I'm really not sure how to help here. Can you give me a bit more detail about what's not working?
Sniggledorf Fumpledink 8 Jul, 2019 @ 1:54am 
why arent my planets and asteroids that i colonized using this mod not producing resources from their different habitats?
gebnar  [author] 3 Jul, 2019 @ 1:26pm 
Hey everyone - check out my friends new YouTube channel!
https://www.youtube.com/channel/UCKnW1OCLjQ0XUZi1HaAjvGw
gebnar  [author] 1 Jul, 2019 @ 6:03am 
I changed things because the Stellaris 2.3 patch overhauled Orbital Habitats. Changed them to require tech instead of Voidborne, to have varying districts based on what they were built over, and to use habitability. I incorporated the habitability changes into my LS habitats, moved the tech earlier, and added hydroponics districts to orbitals that didn't get a 4th district.
123nick 30 Jun, 2019 @ 6:40pm 
im alright with it as is. was the tech changing done for balance reason?
gebnar  [author] 30 Jun, 2019 @ 10:40am 
@Stormswind I've no idea. Never use the belt mod personally. Try them and see.
Stormswind 30 Jun, 2019 @ 9:36am 
Hello, ty for mode! How does it work with the belt mode?
gebnar  [author] 30 Jun, 2019 @ 8:00am 
@123nick They are not. In vanilla Stellaris, they require the Habitats technology which is a mid game tech. Living Space moves the tech to early game, and makes it required for LS habitats as well. If you want things to work the way they did with LS before the 2.3 patch (i.e. have habitats from the start of the game), simply toggle the tech requirement in the mod options.
123nick 29 Jun, 2019 @ 10:46pm 
hi, sorry if im missing something, but are orbital habitats no longer available by default from the start of the game?
gebnar  [author] 28 Jun, 2019 @ 7:04am 
Update: Dark Matter jobs cost energy instead of minerals.
gebnar  [author] 28 Jun, 2019 @ 4:32am 
Ah. Dark Matter jobs were apposed to cost energy upkeep, not minerals. Which would make regular star habitats valuable just for energy. Ultimately, the DM/Zro districts were meant to be a sort of last-ditch way of acquiring those resources if you weren't expansionist and didn't get any deposits. As for stars being low value - yeah. They produce lots of energy per pop, which might be needed for DM/Zro production. But otherwise they aren't terribly practical. That's in purpose...
Ruben Santiago 27 Jun, 2019 @ 2:07pm 
Other blackholes as in by using the Matter Decompressor.

Ruben Santiago 27 Jun, 2019 @ 2:07pm 
Further, I would also point out that as it stands, stars produce energy, but nothing else of value especially since you'll have loads of energy already. And that's... rather low tech if you ask me. They produce alot of it, but in scifi scale terms, unless you're in the star itself, colonizing a star is actually easier than doing so for a planet.

If you want star colonies to be better. You could try encouraging them to be earlier, but have specific modules unlocked by technologies as... you're not really looking to make new colonies late game and said new colonies would have to wait a while to grow.

Ruben Santiago 27 Jun, 2019 @ 2:03pm 
Black Hole Habitats are too costly. I get the point of making the Black Hole thing require to spend minerals to get darkmatter... except that aside from the fact it isn't how physics works (dumping minerals into a black hole basically produces loads of energy), the fact of the matter is that at 500 minerals to a pop upkeep, the only practical way to use Black Holes for darkmatter is to use other black holes.

I would advise nerfing the price.
gebnar  [author] 25 Jun, 2019 @ 1:38pm 
It also adds an edict. When used, this edict opens an options menu for the mod. You can change these options at any time during a game.
gebnar  [author] 25 Jun, 2019 @ 1:02pm 
@sebastian.stasiak176 this mod adds a planetary decision to barren, molten, toxic, frozen, asteroid, and gas giant worlds. When used, this decision makes these worlds habitable, allowing you to colonize them.
Apnim 25 Jun, 2019 @ 11:57am 
Can someone explain to me how exactly this mod works?
Allein 22 Jun, 2019 @ 6:22pm 
huh. Well the, I'll do some more testing on my own to root it out because the AI is being dumb for me (or very smart, who knows)
gebnar  [author] 22 Jun, 2019 @ 6:21pm 
@nep nep As in, they're planning LS habitats on all the worlds or something? Cause I've been testing and tweaking this endlessly since 2.3, and have literally only seen the AI build ONE of my habitats. If they're refusing to colonize other systems, it might not be from this mod. As they definitely colonize for me and others in the current version.
If you've found a way to make the AI build tall with this, or to build these new LS habitats at all, I'd LOVE to find out about it. I literally can't seem to force them to do it at all...
Allein 22 Jun, 2019 @ 6:00pm 
in my experience, AI empires do literally nothing outside their starting system because all of their resources are going into their starting system.
gebnar  [author] 20 Jun, 2019 @ 6:58pm 
@Zparadis, this allows colonising the planets themselves, and makes a few minor changes to orbital habitats as well.