Stellaris

Stellaris

OUTDATED Fewer Habitable Planets: 0.25x
111 Comments
Code 7 May @ 3:54pm 
Thank you for keeping this mod as an old mod. I'm currently staying on 3.14 until the new updates improve.
Dragon of Desire 5 May @ 9:57pm 
That's awesome, thanks for the info!
Oatmeal Problem  [author] 5 May @ 7:53pm 
The successor mod is released! https://sp.zhabite.com/sharedfiles/filedetails/?id=3476554363
This new mod is a more comprehensive "fix" for how most people* expect the habitable worlds slider to work.

*citation needed
Oatmeal Problem  [author] 5 May @ 6:15pm 
I don't normally do that, but you're in luck this time! The 4.0 reworking will be a new mod. This one will not be updated ever again
Dragon of Desire 5 May @ 5:59pm 
Can you release a 4.0 version as its own mod? Or a 3.14 version that you won't update? I'm sticking to 3.14
Semaphor 5 May @ 4:30am 
Your plan for the next version sounds great!
Oatmeal Problem  [author] 27 Apr @ 3:24pm 
It looks like 4.0 is fixing the unique/special systems part of the issue, but not the core issue. With that I'm considering reworking this mod.

- Drop special system reduction since that'll be handled by vanilla now
- Create a new mod Intuitive Habitables Slider
- Change the behavior of the habitable worlds slider, so it controls the total number of habitable planets in the galaxy
- In vanilla, the slider only controls random uninhabitable planets. Eg more empires, guaranteed starter planets, more primitives can all increase the total number of habitable planets in the galaxy and are not controlled at all by the slider
- With this mod, a 0.25x galaxy will always contain roughly a quarter of the habitables compared to a 1x galaxy, regardless of other galaxy settings. In my opinion, that's how the slider should intuitively work

Let me know your thoughts!
Oatmeal Problem  [author] 15 Apr @ 11:54am 
It might finally be fixed for 4.0, they mentioned it as something they were working on
(It wasn't fixed in the open beta though, but they had more in another branch... we'll know more in a few weeks)
GuhSZCHAVE 13 Apr @ 11:24am 
I had already noticed this bug more than 2 years ago, has Paradox still not fixed it?
Bizarre, DLCs are more important :Gifting:
Oatmeal Problem  [author] 27 Feb @ 7:20am 
In the meantime, you can change your planet with console commands. Select the planet. Open console commands (the `/~ key), then type:

effect change_pc = pc_continental reroll_planet = yes

(Edit "pc_contental" depending on the planet class you want)
Oatmeal Problem  [author] 27 Feb @ 7:16am 
@9th_Prophecy I check for the empire_home_system flag, which all vanilla starting systems have. It sounds likely the mod you're using doesn't add that. You should report the issue to them. You can direct them my way if they have questions.
9th_Prophecy 26 Feb @ 4:04am 
I'm really happy i found this mod! But when you say it doesn't change starting systems, it appears that's true only for vanilla. If a custom starting system has a habitable planet it gets shafted. A bit of a bummer.
kreaturen 13 Feb @ 1:40pm 
@Oatmeal Problem - Alright, that's sounds good. I just had to ask, since I literally hadn't found any, so thought maybe they were completely removed. Glad they're not. I'll try increasing the number a little, see how it goes. I just want a few.
Oatmeal Problem  [author] 12 Feb @ 5:53pm 
@kreaturen that's intended. It reduces terraforming candidates by 75%. It doesn't change starting systems / special systems though, so Mars will always be a terraforming candidate
Альфа 1918 12 Feb @ 9:01am 
Realistic. Makes terraforming a lot more fun
kreaturen 9 Feb @ 3:48pm 
I've been playing few rounds with this, and it really does what it promises really well... Maybe too well? Because I've haven't found a single random barren world that can be terraformed. Playing with Sol as the starting system, the only barren worlds I find that can be converted is just Mars and Proxima Cb, every time. Is this intended? I kind of miss them.. But vanilla just has waaay too many.
Oatmeal Problem  [author] 29 Jan @ 9:18am 
Haha, steam workshop search definitely isn't the greatest. I'm glad you found your way :)

The unique systems part of this mod won't be needed after the Stellaris 4.0 update, according to the recent dev diary. Maybe even the random habitables will be fixed too, and I can discontinue this mod entirely *fingers crossed* I'll test when they do the open beta
CordialVillain 27 Jan @ 3:13pm 
This mod is the holy grail I've been looking for. Maybe add a few more keyword style tags in the... Description, I guess? Not sure where Steam looks for that stuff. But anyway, I tried finding a mod like this one by searching 'Unique systems' and got only the ones that ensure they all spawn, rather than reduce them.
Cheers! :spazdreaming:
kreaturen 20 Jan @ 11:17am 
Is there anything like this, but for pre-FTL civs also?
Oatmeal Problem  [author] 21 Dec, 2024 @ 2:08pm 
@Leafcathead this works with Planetary Diversity, no separate patch needed
Leafcathead™ 21 Dec, 2024 @ 6:35am 
Would this be compatible with Planetary Diversity or would it require a separate patch like Real Space?
Oatmeal Problem  [author] 1 Dec, 2024 @ 8:57am 
That's just an issue with total wars?
Alxndr 1 Dec, 2024 @ 7:43am 
Having far fewer planets is good but this also makes it insanely easy to conquer and wipe out an AI empire if you just capture their very limited habitable planets and end the war, their empire is dissolved.

For this mod to be effective I think there should be a counter mod that significantly buffs planets defences
Oatmeal Problem  [author] 9 Nov, 2024 @ 9:15pm 
@hrsp it's already updated
hsrp 9 Nov, 2024 @ 7:53pm 
Does this need an update for 3.14?
Oatmeal Problem  [author] 22 Aug, 2024 @ 8:16am 
@Lovely_Gab this works with all galaxy types and sizes, both vanilla and modded
Lovely_Gab 21 Aug, 2024 @ 3:12pm 
This mod it's only valid for huge galaxies or also works on normal size ( 600 stars) ?
psodica 21 May, 2024 @ 4:22pm 
Thank you for this mod :)
Oatmeal Problem  [author] 21 May, 2024 @ 2:07pm 
@Buckey yep, I had some discussion with the PD dev. They made some changes on their end so terraforming candidates scale better. Everything should work together now
Buckey 21 May, 2024 @ 12:36pm 
Unsure if this is relevant to the terraforming candidate problem with PD, but PD just updated today and this was in the changelog:

- updated uncommon terraforming candidate spawning
Oatmeal Problem  [author] 21 May, 2024 @ 11:20am 
Yep, you can DM or post in the #michael-makes-mods channel of the Stellaris Modding Den (linked at the bottom of the mod description)

I'd be curious to hear more about those PD events you're seeing. I'd like to fix that
SiCall 21 May, 2024 @ 11:15am 
I see, thats totally understandable. I think I have it figured out now, although, my main gripe was exactly that. That many of the special planets from Planetary Diversity were removed by the mod which in term would leave the galaxy with strange systems containing events reading as if planets were there that are not.

Can I dm you on discord to show you the parts I cut out to try and make only terraforming candidates be removed?
Oatmeal Problem  [author] 21 May, 2024 @ 10:47am 
@SiCall I'm not interested in making/maintaining it myself, but I'd be happy to point to out the relevant parts of my code. However, right now I'm reworking parts of to work better with planetary diversity, as mentioned below (it might be more complicated than I initially thought)
SiCall 21 May, 2024 @ 9:16am 
Would it be possible to request a submod that only removes Terraforming Candidates(only keeping 25% as advertised)? I looked into the code to try and see if I could gauge how you do it to do it myself, but honestly, Stellaris event handling is an enigma to me.
Oatmeal Problem  [author] 19 May, 2024 @ 10:13pm 
Looks like PD creates new terraforming candidates after my event to remove terraforming candidates has already run. Should be easy to fix. Thanks for the clue about special barren planets, that helped to find the issue
Oatmeal Problem  [author] 16 May, 2024 @ 10:09am 
@baronjutter thanks for reporting, I'll look into it
baronjutter 16 May, 2024 @ 9:38am 
I don't know if this needs a compatibility patch with PD, but I've noticed with the new version of PD there's tons and tons of terraforming candidates on the map now. They're always PD's special barren planets (barren tidally locked, barren cave, barren super-hab). It almost feels like your mod isn't seeing those candidates and pruning them? Every time I get climate restoration I'll suddenly go from having like 5 planets to 12+ due to the huge number of these special terraforming candidates.
Oatmeal Problem  [author] 8 May, 2024 @ 10:43am 
<3
dkendel 8 May, 2024 @ 10:23am 
Nice!!! Perfect timing as I wanted to play today. Thank you very much for the work you do.
Oatmeal Problem  [author] 8 May, 2024 @ 10:06am 
@dkendel yep, it's updated
dkendel 8 May, 2024 @ 10:02am 
Wait did you already update this to the machine age?
Nanao-kun 7 May, 2024 @ 9:03pm 
Damn, I did not know the 25% setting still left that many planets. Combined with all my other mods it was probably slightly more than that too. Thanks for the mod.
Oatmeal Problem  [author] 7 May, 2024 @ 8:29pm 
Updates for 3.12
Terraforming candidates should now be appropriately rare
Buckey 3 May, 2024 @ 1:58pm 
Awesome, thank ya!
Oatmeal Problem  [author] 2 May, 2024 @ 8:56pm 
Right, I forgot about to fix that... At this point, with 3.12/The Machine Age coming in less than a week, I'll wait to release that fix that alongside my 3.12 update
Buckey 2 May, 2024 @ 4:01pm 
I also wanted to confirm that "terraforming candidate modifiers" seem pretty high. The amount of planets I own seems to double once I get climate restoration.
Oatmeal Problem  [author] 19 Apr, 2024 @ 10:08am 
@baronjutter What's your Habitble Worlds slider set to? Do note that this mod reduces the number of habitables by 75% when the slider is set to 1.0x. If you use this mod AND set the slider 0.25x, you end up with ~13% compared to vanilla 1.0x.

If (like me) you don't like guaranteed habitables but want more planets, you can also try increasing the Habitable Worlds slider a bit, maybe 1.25x of 1.5x

This does reduce the number of terraforming candidates, but it looks like that bit of script has the same issue I recently fixed for habitable worlds. So currently, it's probably closer to 40% reduction than 75% (but that will depend on the number AI empires; the issue is more severe the "denser" the galaxy is). I'll fix this over the weekend
baronjutter 19 Apr, 2024 @ 9:31am 
A question though: does this mod take terraforming candidates into account? Pure vibes based anecdote, but it feels like the number of those is the same. Like without your mod there'd be like 40 habitable planets and 15-20 candidates, now there's 20 habitable planets and 15-20 candidates. Makes climate restoration extremely powerful, and post climate restoration the planet spam starts to creep back as it can sometimes double the amount of colonies on the map. But I could be totally off because this is pure vibes based analysis.
baronjutter 19 Apr, 2024 @ 9:28am 
God damn I've forgotten how sparse a true 25% map is. Medium galaxy, 9 empires, 0 guaranteed habitable. By the mid game the map is fully claimed and the average number of planets each empire has is about 2.5. This almost seems TOO low now! But I'm loving it, I can just return guaranteed planets.

Anyways, thanks so much for making this mod. "planet spam" was making me burn out on most games by the mid-late game. It got to a point where I'd start every map in observer mod and manually fly around turning random planets into pc_barren
Oatmeal Problem  [author] 18 Apr, 2024 @ 12:48pm 
@baronjutter fun fact, special systems actually don't contribute that much to the issue. Like you, I thought that was the main issue when I set out to create this mod. But even after making a test mod that removed all special systems containing habitables, 0.25x still resulted in twice as many planets as it should. Something more fundamental is broken.