Stellaris

Stellaris

Planetary Population Restrictions
58 Comments
Draconas  [author] 3 May @ 12:33pm 
I don't intend to update this to 4.0, the new pop mechanics make it relatively redundant. Especially for the effort / compatibility required.
Draconas  [author] 23 Mar @ 2:14am 
Honestly don't know, I would have to dive into code again because it depends how the migration check works.
If you have the planet entirely banned it should stop migration (or its a game bug) because it flags that the planet is uninhabitable to that species.
If you have breeding banned then it only disables the breeding check, which may not be used for migration, though general migration only adds pop growth numbers.

(Note there will be no changes to the mod as is, because 4.0 completely changes this entire system, so there is reasonable chance the mod will be defunct then)
chris_lsu 22 Mar @ 6:11pm 
Does this apply to migration as well? I've got several planets prohibited to enslaved but I'm still getting slaves appearing on them. I've stopped all population growth so either the mod isn't working or they're immigrating from other empires.
Jeor Mormont "the old bear" 10 Jan @ 4:05pm 
i might have experimented with an unholy amount of bio pop assembly speed
Draconas  [author] 10 Jan @ 3:47pm 
Inny, and happy new year to you.
A feature I genuinely don't think I've used....
New version up for you.
Jeor Mormont "the old bear" 10 Jan @ 2:11pm 
if u ever run out of ideas :)
i guess ill then have to keep on turning my surplus pops into ... giga's zro+
Inny 10 Jan @ 11:43am 
Hi Draconas, thanks, but what I need is a scripted variable.
Just put a file in common\scripted_variables with @planet_pop_restrict_mod = 1 in it.
Wishing you all the best for 2025! :)
Draconas  [author] 10 Jan @ 10:17am 
Jeor Mormont "the old bear" In theory I think it would, it is not something intend to add though.
Draconas  [author] 10 Jan @ 10:15am 
Inny: new version updated, not sure if you wanted a local one in triggers or a global one in script_values so added both.
Draconas  [author] 10 Jan @ 12:24am 
Hi inny.

Sure can this weekend.
Inny 9 Jan @ 4:09pm 
Hello, can you please add a scripted variable for compatibility? @planet_pop_restrict_mod = 1
Thanks!
Jeor Mormont "the old bear" 28 Dec, 2024 @ 8:38am 
this is very nice. would it be possible to also straight up forbid bio pop assembly and or growth, even for the primary species?
Draconas  [author] 15 Sep, 2024 @ 12:09pm 
I'll look at assembly at a later point, but i am not putting in vanilla fixes. You shoudl raise that one on the PDX forums so they can fix it in vanilla.
Shatari 14 Sep, 2024 @ 10:05pm 
Would it be possible for this mod to restrict pop assembly as well? There seems to be a bug in the base game where it ignores the chosen race in favor of whatever one the game decides is the only race it wants to assemble, so it makes clone labs a pain to work with.
doctornull 13 Sep, 2024 @ 7:31pm 
Just FYI the version string code changed so now you need to put a 'v' in front of the version number for it to appear up-to-date in the launcher.

= "v3.13.*" instead of just normal numbers
Cyanide Candy 18 Jun, 2024 @ 6:47am 
Dude you are a genius
Draconas  [author] 7 May, 2024 @ 11:23am 
3.12 version dropped, this does have some changes to 3.11 version due to the relevant rules being updated.
Draconas  [author] 27 Nov, 2023 @ 12:22pm 
Dropped a verison with the version bump
Draconas  [author] 27 Nov, 2023 @ 12:16pm 
Err should do, I did not spot any rules changes
falconbird85 27 Nov, 2023 @ 9:34am 
I really hope this still works in 3.10, it's just what i was looking for... time to find out :Gifting:
Draconas  [author] 10 May, 2023 @ 12:11pm 
Updated to 3.8 - no changes this version
Inny 30 Apr, 2023 @ 4:01am 
Thank you!
Draconas  [author] 30 Apr, 2023 @ 2:09am 
There we go, logic moved out into triggers
Inny 29 Apr, 2023 @ 4:45am 
There's no mod too small to support. :)
Draconas  [author] 28 Apr, 2023 @ 10:49pm 
Hey Inny, I'll see what I can do! Surprised to see you here though, there are only 500 subs to this one.
Inny 28 Apr, 2023 @ 6:49am 
Hello, I would need a few scripted triggers for compatibility. One for each policy flag involved in the game rules. Something like:
has_policy_residentliving_restricted = { has_policy_flag = residentliving_restricted }
has_policy_residentliving_restricted_habs = { has_policy_flag = residentliving_restricted_habs }
And so on. Thanks!
Draconas  [author] 6 Jan, 2023 @ 5:10pm 
That can't be reverse engineered, it's done in code.
The only way I can think to do it is via a nasty hack by putting spieces traits in, and I'm not going there.
Theta-6 6 Jan, 2023 @ 5:03pm 
D: Not Even Reverse Engineering The Population Restriction when it comes to Limiting it to JUST that one Species Breeding there?
Draconas  [author] 6 Jan, 2023 @ 3:22pm 
Alas that's basically not possible with what we have to work with
Theta-6 6 Jan, 2023 @ 1:54pm 
Wish This mod Made it so you could Make it so that SPECIFIC Species Could be Barred from Living/Breeding on Certain Worlds.
Syn 21 Dec, 2022 @ 10:03pm 
Cool :D
Draconas  [author] 19 Dec, 2022 @ 2:21pm 
I agree, so have uploaded a new version
Draconas  [author] 19 Dec, 2022 @ 12:11pm 
I'll have a look.
Syn 18 Dec, 2022 @ 9:06pm 
I would change the restriction from egalitarian to fanatic egalitarian.
Just because you're egalitarian doesn't mean you'll tolerate *any* species running around your empire, especially given that egalitarians can purge/displace as much as they like.
Draconas  [author] 29 Nov, 2022 @ 9:59am 
Updated to 3.6
Draconas  [author] 28 Sep, 2022 @ 11:28am 
If you have just set the pop breeding it you can probably still assemble restricted pops, as it edits the "species_can_procreate" trigger which i suspect is not called for pop assembly.

Stopping them living on a planet at all edits the "species_can_live_on_planet", which will be checked for assembly, so i don't expect those pops to assemble.
Nitron 27 Sep, 2022 @ 10:12pm 
you can still manually set it to build restricted pops, but from what i can tell it looks like it wont auto select pops that are not allow to breed there. not sure about ones that just cant migrate
Sirius 27 Sep, 2022 @ 7:37pm 
This mod is god-tier, it's exactly what I was looking for! Now I can play as a xenophile empire but still have control of my pops. Does this apply to pop assembly as well?
Draconas  [author] 19 Jul, 2022 @ 10:18am 
Thanks
Nitron 19 Jul, 2022 @ 8:19am 
this really should be in the base game, its such a quality of life improvement
Draconas  [author] 12 May, 2022 @ 10:28am 
3.4 Release. Basically no changes.
Draconas  [author] 23 Feb, 2022 @ 4:45am 
3.3 Release. Basically no changes as 3.3 has not altered the affected rules
Draconas  [author] 13 Dec, 2021 @ 9:42am 
(you can probably test by moving it to the bottom of your load order. If it suddenly starts working its another mod (which has now broken a you have by rules not its rules)
Draconas  [author] 13 Dec, 2021 @ 9:42am 
that would be what i expect with a mod conflict - unfortunately very hard to tell which mod is poking them. I will test this week just to be sure though.
Tartarus 13 Dec, 2021 @ 6:54am 
@Draconas To clarify the policies showed up and I could enact the decisions, but they didn't seem to work. I chose the planetary+habitat restriction, and the slaves still both grew on habitats and on planets with restriction decisions. It could be another mod, though.
Draconas  [author] 13 Dec, 2021 @ 1:00am 
Hrmm, interesting, I mean it should, as it's just a rules change, if you are adding it to a new save it probably won't apply until the game has cause to check if a pop can grow/move (which may not be until it finishes growing the existing pop and needs to check a new one).

The more likely scenario is are you running other mods that may alter the game rules?
Tartarus 12 Dec, 2021 @ 5:21pm 
This doesn't seem to work when added to saves, which I guess I should have expected.
Draconas  [author] 22 Nov, 2021 @ 11:39am 
This has been updated to 3.2, required only a tiny tweak
Draconas  [author] 15 Apr, 2021 @ 1:21am 
This will get updated to 3.0, but given the rules it tinkers with are pretty fundamental to the game operating, I would not use it until I do.
Draconas  [author] 15 Nov, 2020 @ 10:24am 
I assume so, Smithy is still doing active dev on his mods.