Stellaris

Stellaris

Intuitive Habitables Slider
20 Comments
Oatmeal Problem  [author] 15 May @ 1:49pm 
@Killer Tamashi no. You will have about 40 habitable planets (for a 600 star galaxy) and about 50% of them will have pre-FTL civs (excluding homeworlds and guaranteed habitable worlds)

Essetially, the pre-FTL slider affects the percent of planets with pre-FTLs but (unlike vanilla) does not affect the total number of habitable planets
Killer Tamashi 15 May @ 1:40pm 
So if I set habitable to 0.25, and pre ftl to 5x, will that increase the number of habitable worlds?
Oatmeal Problem  [author] 15 May @ 6:45am 
@danielthelaw yep
danielthelaw 15 May @ 2:25am 
Does this work with Yet Another Galaxy Enhancement Mod?
Smiley 13 May @ 4:12am 
I feel like this mod was made for me. I play on 0.25x and no guranteed worlds, but with the largest Galaxy and i always felt there were way too many planets. Thank you so much; you are the GoAT.
Archscientist K 12 May @ 6:55pm 
Glad to hear it! Already fixed my game with the command. Thank you for the super thorough support ^^
Oatmeal Problem  [author] 12 May @ 6:01pm 
@Archscientist That's fixed now (only applies to new games; see the console command in my previous comment to fix it in an in-progress game).

I also did a thorough review of all vanilla unique systems, and many popular event mods to ensure compatibility. I'll post that as a discussion topic
Archscientist K 11 May @ 5:34am 
@Oatmeal Problem
Oh yeah! Relic World*. Sorry for saying Ecumenopolis... I haven't played Stellaris in months and forgot Relic Worlds were a thing lol
I'm glad you managed to find the issue! Thanks for letting me know how to fix it too. I'm glad to have helped. It's a great mod ^^
Oatmeal Problem  [author] 10 May @ 9:43pm 
@Archscientiist ok, that's a bug on my side. I misremembered I do potentially convert relic worlds, but I don't touch planets with anomalies, archaeology sites, or with prevented anomalies (usually unique planets prevent random anomalies). It looks like in "Planetary Machinery"'s case, none of those conditions are met. The arch site isn't created until you survey it.

I'll fix this next release. I'm going to review vanilla code to see if there's similar cases that need fixing too.

In the meantime, you can fix this with a console command. Select the planet, open the console with the backtick key (to the left of 1 on a US keyboard), then enter the following command:
effect change_pc = pc_relic
Oatmeal Problem  [author] 10 May @ 7:59pm 
@Archscientist K hm, I'll take a look. That's an ecumenopolis? I have some logic that's anything other than a basic habitable or tomb/gaia, but I maybe there's a flaw there. I'll double check my code and review PD's scripts. Thanks for reporting, I'll let you know what I find.

@Witch, Elitewrecker is correct. Ironman is no longer required, but gameplay-changing mods still disable achievements. That said, this mod only affects galaxy gen, so I think you could use this mod to generate the galaxy, save, then disable the mod and edit the save to re-enable achievements... Haven't tried.

@Kepos I can't do anything for that from my end. You could request that feature (no fatherland colonies on guaranteed worlds) from Fatherland. Alternatively, I think Fatherland already has in-game settings for how frequently splinter colonies form, so you could tweak that for low-habitable-world games.
Archscientist K 10 May @ 9:47am 
This mod might have turned the ecumenopolis from the "Planetary Machinery" archeological site (the one with the C.A.R.E. AI) into a molten world in my latest playthrough. I can still complete the site, but it's just a molten world now.

I don't have a lot of other mods on, so I think this might have been the culprit. Either this mod alone or a combination of it and the "Prevent AI from Discovering Archaeology Sites & Astral Rifts" mod, which I'm also running.

If you need any more info to investigate the issue, I'll be glad to help.
Elitewrecker PT 10 May @ 3:47am 
No, acheivements still require an unmodified checksum.
Witch ~ 10 May @ 1:37am 
what do you mean "NOT achievement compatible"
Achievements work now like ck3 so they should pop up just fine
Kepos 10 May @ 1:28am 
@Oatmeal Problem
Well, the new empire on guaranteed planets instantly placed a level 2 starbase...which points toward Fatherland mod, founding a split colony with huge surplus from start. Reason is, that using your mod strips down the availible colony planets to zero, so Fatherland uses the only availible -> guaranteed ones. So, my idea was if there is a possibility to prevent that from your mod, so guaranteed worlds are untouchable? But nevermind, I'll just have to instant colonize them in my new game.
Oatmeal Problem  [author] 9 May @ 5:24pm 
@Cutlegorgon With this mod, the total number of habitables is only affected by the habitable worlds slider. The pre-FTL slider will change the % of those that have pre-FTLs, but does not change the total. At 1x, roughly 10% of the planets have pre-FTLs. (Vanilla behavior: the pre-FTLs have their own "pool" of planets, so changing the slider increases/decreases the total number of habitable planets.)

@Kepos this mod does not make any changes to planets with the "prescripted_ideal" flag (ie guaranteed habitables). So that is likely Fatherland or another mod. Also, some origins (necrophage) start with pre-FTLs on their guaranteed worlds, and then a pre-FTL could become spacefaring.
Cutiegorgon 9 May @ 3:35am 
What about PRE-FTL habitable planets? Do they count as a total number of habitables. How does pre-ftl slider interact here?
Kepos 8 May @ 10:27am 
Great addition or upgrade from Fewer Habitable Planets mod, thx!
One thing, I didn't colonize my guaranteed habitables in first place and one of them got a new empire on it after a few years. It may be related toward Fatherland: Colonial Empires mod. Is it possible to reserve those guaranteed habitables?
Watchman 8 May @ 9:39am 
Amazing! I wonder if "all event system" mod if loaded after this one, even systems will still spawn?
Prolbo 8 May @ 5:28am 
Oh God... why pdx makes it so cursed?
Velosid 8 May @ 4:37am 
Goated