Stellaris

Stellaris

The Belt (v1.6.1 Adams)
132 kommenttia
Hazel Horse 14.6.2018 klo 20.06 
Update pls
Jalib AlMarah 5.3.2018 klo 12.08 
For all of ya'll looking for some asteroids update, I took the liberty of attempting to provide you with a 2.0 update for The Belt.

Credits given to the authors where due, but there hasn't been activity on their part in forever, so here you are!

http://sp.zhabite.com/sharedfiles/filedetails/?id=1321563947
Afroformer 23.2.2018 klo 17.33 
Will this be updated at all for 2.0?
Legionary 4.1.2018 klo 14.59 
When is this getting updated to 1.9.1?
Grace of Thule 6.12.2017 klo 15.58 
Hey Lamb. Do you want to repost the mod? This mod is depracated and the author hasn't said anything since 1.6.*.
Militus Immortalis 26.11.2017 klo 15.34 
Any idea if this'll be fixed?
✩✩✩✩ General Scott 14.11.2017 klo 21.34 
this mod still works for 1.8.3 but you need to enable it after you start a new game or else your starting pop will be 1
Old Man 19.10.2017 klo 13.49 
@kwheeler: Did a quick test and the below fix resolves the bio trophy issue. Not sure on the whole event chain part but looks good to go.
Old Man 19.10.2017 klo 13.38 
@kwheeler: May have found the issue but not 100% sure on the fix.

Simply put, find the file '00_on_action.txt' in both the following locations:

[MAIN_STEAM_FOLDER]\steamapps\workshop\content\281990\919110572\tbukv15\common\on_action\00_on_action.txt

and:

[MAIN_STEAM_FOLDER]\steamapps\Stellaris\common\on_action\00_on_action.txt

Then its just a matter of copy and paste the file from the Stellaris to the mod. The only issue I can foresee is that the event chain about picking whether to get the mining or growth bost may not activate as I think that file trigures it and I cant find the line that effects it. which either means I've missed it or its not there. Need to find out from @xl Zema lx what he edited in there. That should fix it... maybe... need to test it.
Old Man 19.10.2017 klo 12.57 
NB ALL: As far as I can tell this still works with 1.8 unless your playing as a machine race (which I haven't looked into yet), but to get the Asteroid Miner Trait back just add:

allowed_archetypes = { BIOLOGICAL }

Add this to the file 'the_belt_00_species_traits.txt' just below 'cost = 1'.

You should find this file in:

[MAIN_STEAM_FOLDER]\steamapps\workshop\content\281990\919110572\tbukv15\common\traits\the_belt_00_species_traits.txt

@kwheeler: I'm sure the machine race glitch is a similar problem (just one line along the same format but with MACHINE instead of BIOLOGICAL, but havent found it yet.
Grace of Thule 30.9.2017 klo 13.37 
Hello? Can you please update this mod for 1.8?
Grace of Thule 25.9.2017 klo 2.14 
Is this mod going to be updated at any point?
kwheeler 24.9.2017 klo 11.28 
Hmm. With synthetic dawn, if you are playing a rogue servitor race, the Belt seems to start you off with no biotrophy races to tend, just the machine race. Since you don't start with any bio-trophy races, you are left with very unhappy rogue servitors who cannot let the mandatory pampering begin....
Woodwyrm 24.9.2017 klo 6.45 
will you be updating the belt for Synthetic Dawn?
Grace of Thule 23.9.2017 klo 23.18 
UPDATE???!!!
Scooba 23.9.2017 klo 10.56 
You updating to 1.8?
Pamparampampamparam 22.9.2017 klo 10.06 
Does this conflict with mods that change Sol like Sol+?
Amazing Mr. X 8.9.2017 klo 13.38 
Threw a bug into the bug report thread for ya, it's kinda a nasty one. Be careful with it, btw, becuase it might spiral out of control if you're using the same code as before for all the other celestial bodies now.
xl Zema lx  [tekijä] 6.9.2017 klo 8.45 
also - @oldstead66 - I'm working on a version that will allow for the colonisation of ALL celestial bodies (minus stars and blackholes) complete with UI textures to boot - just need permission to use some assets that i've 'borrowed' before i can upload it :)
xl Zema lx  [tekijä] 6.9.2017 klo 8.43 
SORRY GUYS - an update is still in the works, i've just been snowed in with real life stuff at the minute - a complete update will be uploaded before the new DLC drops, and i'll try to keep it updated regularly thereafter! :)
fred101j 27.8.2017 klo 14.45 
there are many bugs but otherwise it is a good mod
Elyrioth 21.8.2017 klo 6.01 
Seems this conflicts with the 25 square home world mod
Belaaron 17.8.2017 klo 23.52 
I want to try this mod, but having seen that it hasn't been touched since May, and that there's apparently a game-breaking event bug, I'll be waiting until that gets resolved. Hopefully soon, I like to go with the Rare Earth mod and things like that...so this is right up my alley.
Oldstead66 15.8.2017 klo 12.24 
Soo... I just jerryrigged the changes I just asked for into this mod instead by looking at how you did it. I won't go into detail here, but add it on the suggestions thread.

Unfortunatelty these changes conflicts with Real Space. Much Sadness.
Oldstead66 14.8.2017 klo 14.48 
I enjoy this mod, and with Real Space and no FLT it redefines what Stellaris is.

I know this isn't really a Belter issue... I miss the option to colonize barren, barren_cold and frozen planets ei. Luna and Mars before learning how to terraform them.
My logic is that mankind can live in the void of space (and the belt) so can man live on planets with no atmo.

I've tinkered with a simple mod which just added 10% habability for these planets to all hab-traits. That allows for colonization (if you get that % up to 40) by picking 'extremely adaptive' trait and research or pick the right traditions. It's not a good life on that barren/cold world for the settlers, but it's possible none the less.

But I can't implement graphics or fix compatibility with this great mod. I'm not much of a coder.
I wonder if that might be something you'd be able to and want to implement. Also, I should probably post this in suggestions thread as well.

Thank you!
Oldstead
ckoldmail 12.8.2017 klo 13.36 
The Ai loves colonizing asteriods, but there seems to be a crash whenever the "Belters" species modification event fires.\


[trigger.cpp:453]: Script Error, Checking trigger against an unsupported scope!
Event: asteroid.4
Location: file: events/belter_events_new.txt line: 71
Trigger Type: has_planet_flag
Scope:type=country
id=3
random={ 903078783 903078783 }
root={
type=pop
id=16779164
random={ 903078783 903078783 }
}
from={
type=pop
id=16779164
random={ 903078783 903078783 }
}
prev={
type=planet
id=590
random={ 903078783 903078783 }
root={
type=pop
id=16779164
random={ 903078783 903078783 }
}
from={
type=pop
id=16779164
random={ 903078783 903078783 }
}
prev={
type=pop
id=16779164
random={ 903078783 903078783 }
}
}

Line 71 reads "has_planet_flag = pop_modification"


Any thoughts?
IndieForger 4.8.2017 klo 22.13 
@tsaieric2000 I have been playing with mods more and more creating Awesome and well balanced collection (work in progress) and from what I can tell the fastest way to check those file is to go to mod folder and search for any 00_*.txt files and then check those against the mods you want to validate.
tsaieric2000 4.8.2017 klo 20.47 
Just wondering, what vanilla files were modified? I am trying to see if it is compatible with some of the other mods I run.
IndieForger 24.7.2017 klo 16.15 
This (The Belt) and Reworked Planetary Diversity (http://sp.zhabite.com/sharedfiles/filedetails/?id=953216510) are my favourite mods but can't play them together. Any chance we can merge them somehow?
petruxa 24.7.2017 klo 7.37 
@xl Zema lx sure
xl Zema lx  [tekijä] 24.7.2017 klo 4.38 
Permission granted, so long as you reference myself and other contributors to the mod. :)
petruxa 20.7.2017 klo 2.50 
Hi! Love your work and ask the permission to integrate your mod into mine

http://sp.zhabite.com/sharedfiles/filedetails/?id=738611313
CactusDude 19.7.2017 klo 15.37 
This mod makes the scorge more dangerous than ever.
xl Zema lx  [tekijä] 15.7.2017 klo 12.47 
Hey all, sorry for the prolonged absence. Will be working on a full update, bug fixes and trying to finish the compatibility patches for Planetary Diversity, Coloniseable Home Systems and more - stay tuned for updates! (ETA 1-2 Weeks)
BigMike 9.7.2017 klo 9.57 
I went back a few pages and didn't see anyone asking about this, but is there any one working on a patch for reworked planets and the belt to work together? I think a patch would be possible since they don't direct effect one another, they just alter the same game file. I would like to colonize all of the things, thank you.
Locksley 29.6.2017 klo 21.38 
And the event for the creation of the Belters does keep firing.
Locksley 29.6.2017 klo 21.04 
Yeah, the added trait doesn't seem to allow my new "belter" pops to colonize asteroids on their own? I feel like this may be a mod conflict tho.
Girthquake 28.6.2017 klo 13.40 
I get the event that says, "People have adapted to zero G blah blah" Nearly 20 times now. For 4 pops. Why? Its annoying.
Exende 21.6.2017 klo 13.14 
is there any reason why the asteroid miner and asteroid preference traits do not work for me? I'm using More Stars and Planet Diversity and I looked through the _class files and it doesn't seem to affect anything
Porter 18.6.2017 klo 14.08 
also is this compatible with the alpa mod
Porter 18.6.2017 klo 14.03 
does this work with version 1.6
JC Denton 17.6.2017 klo 17.08 
Still working on new version.
Menace 12.6.2017 klo 2.02 
hey I installed it and am using the mod now, but it says my asteroids are only 10% of habitability
TheMadMan 7.6.2017 klo 13.12 
Also, not sure if a glitch or not, but I literally found an asteroid with 1 tile.
TheMadMan 7.6.2017 klo 13.08 
So...found a rather interesting side effect when combining this with the mod Growing Planets. You can grow the asteroids...to 25 tiles...some with 100%+ mineral modifiers.
Mayor 5.6.2017 klo 2.47 
I don't have realistic Stars but I have a similar mod "More Realistic Star Systems" and I cannot use the trait either.
lentropi 3.6.2017 klo 10.33 
I found that there are too many habitable asteroid instead of "normal" asteroids. (with 0.25 habitable worlds, Around 80% of the systems in the galaxy have the asteroids habitable worlds, that's crazy ! )
Which file is used to determine the percentage of habitable asteroids ?
Alltaer 1.6.2017 klo 14.32 
sometimes I find empires whose capital / homeworld is an asteroid, and the Swarm can sure infest asteroids, but for me as a player the asteroid habitability traits dont work
Fourteenth of August 26.5.2017 klo 0.46 
So apparently this mod; http://sp.zhabite.com/sharedfiles/filedetails/?id=717706829 makes the Asteroid miner trait not work, somehow.
Posh Octavia 25.5.2017 klo 12.37 
i cant help but notice i have a while bunch of "asteroids" that are bigger than plants by a bunch