Stellaris

Stellaris

!habitable Structures Patch - no longer needed as of 3.1
147 条留言
fooldog 2022 年 11 月 4 日 上午 11:23 
great mod at the time thank you for making it :)
Mosley was right 2022 年 4 月 26 日 下午 4:43 
Here's the vermilion bird of the south, in all its glory...
MS-06S ZAKU II 2021 年 10 月 21 日 上午 1:12 
I saw on another mod it said that this patch is no longer needed as the game does habitable structures differently
Mr_Perlimpinpin 2021 年 9 月 25 日 上午 3:47 
yeah, just need a confirmation that the mod isn't broken.
Megatronus V 2021 年 9 月 17 日 下午 6:18 
3.1 brought some updates to triggers, worth checking if this needs an update?
fireball900 2021 年 9 月 15 日 下午 6:09 
Any chance of this updating? I love both of these mods!
MrMasterMoe 2021 年 8 月 21 日 下午 3:51 
Found the issue: Unofficial Hives DLC (Forgotten Queens) makes the PD worlds untargetable for some reason (with the message about it not being habitable), even with this at the bottom of load order
MrMasterMoe 2021 年 8 月 21 日 下午 2:52 
I've noticed the neutron sweep can't target PD planets even with this mod. Any idea why?
Smithy  [作者] 2021 年 4 月 25 日 上午 9:51 
@Do'tasarr o Khajiit it works fine still
Do'tasarr o Khajiit 2021 年 4 月 25 日 上午 8:18 
Is this still working fine? Many of the mods in that list updated a bunch of times as far as I know
Smithy  [作者] 2021 年 4 月 24 日 下午 4:01 
@Tovius If I am not mistaken, that has been there before 3.0 and is checked on every megastructure, including uninhabitable stuff like the rinworld seams, etc.
Dekent 2021 年 4 月 24 日 上午 11:20 
So gigastructures + SomeOtherModICouldNotFind made my game lag like crazy, I remembered this and threw it on at the bottom and lag be gone! Game playable again. So I think it's still important =)
Tovius 2021 年 4 月 20 日 下午 3:53 
It looks like this mod shouldn't be needed anymore, as planets are now defined as artificial in the planet files themselves,
Smithy  [作者] 2021 年 4 月 20 日 上午 7:55 
@mlnuss you can use it with pretty much any version.
@Cúchulainn Mod is loaded after other mods to override them.
Cúchulainn 2021 年 4 月 19 日 下午 7:35 
What is the load order for this mod by chance? Or does your mod follow the patch rule of just being below most mods (incl. the affecting mods)
Avenger12 2021 年 4 月 19 日 下午 5:35 
just to confirm: is this mod 3.0.1 ready or not?
davidsen324 2021 年 4 月 19 日 上午 6:40 
thanks
Smithy  [作者] 2021 年 4 月 18 日 下午 12:37 
@davidsen324 pretty much, yeah.
davidsen324 2021 年 4 月 18 日 上午 11:12 
So what that long explanation was, is that this patch is still needed so you dont get things on megastructures that should only happen on planets?
Cúchulainn 2021 年 4 月 18 日 上午 5:48 
thank you for your explanation!
Smithy  [作者] 2021 年 4 月 18 日 上午 3:46 
Since paradox changed how districts are coded it is not as important anymore, but it will prevent some inconsistencies with events. If you install two mods that have habitable megastructures in them; for example Gigastructures and PD Habitats, then one mod will override the others habitable structure trigger. This used to break district assignment, but not anymore. Instead, some events that are ment to only appear on actual planets may end up fireing on megastructures as well. So in this example, PD Habitas overrides Gigas. The result is that the events that only make sense on actual planets (stuff related to a planets atmosphere or something ilke that) can trigger on all habitable megastructures from giga now. So you could end up finding the sentinels on a void habiat for example.
ChaosOmega98 2021 年 4 月 17 日 下午 7:49 
No clue but it does help when sorting conflicts in irony
Cúchulainn 2021 年 4 月 17 日 下午 7:31 
No one's commented about it not being needed so... :)?
bascott83 2021 年 4 月 16 日 上午 9:06 
Is the Mod still needed?
Smithy  [作者] 2021 年 2 月 28 日 上午 6:43 
@Frag Jacker Done.
Frag Jacker 2021 年 2 月 28 日 上午 3:45 
@Captain O's: My Mod Acquisition of Technology https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2178603631 adds three new types of habitats. Their planet class id's are as follows:

pc_dm_habitat
pc_ae_habitat
pc_sigma_habitat

It would be handy to have them added to this mod as well.
Captain O's 2021 年 2 月 22 日 上午 10:51 
it has planets though that aren't in the the habitable structers file so you can't target them with core crackers, like the infested worlds.
Smithy  [作者] 2021 年 2 月 22 日 上午 3:10 
@Captain O's The patch already has the three fractured ACOT worlds. Unofficial hive DLC has no habitable megas (at least in the mods code)
Captain O's 2021 年 2 月 22 日 上午 1:55 
Could you update this to work with the different kind of fractured worlds and their upgraded variants in ACOT? Also could you add the planets from Unofficial hive dlc
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1715190550
Armok 2021 年 2 月 2 日 下午 3:28 
alrighty, thanks!
Smithy  [作者] 2021 年 2 月 2 日 下午 1:32 
@Armok Last
Armok 2021 年 2 月 2 日 上午 10:55 
should this mod be loaded first or last?
Cosmic Cat 2021 年 1 月 13 日 下午 12:05 
@william eggemeyer

It's not a mod-issue, it's a vanilla bug. Paradox still hasn't fixed it and it's apparently ancient.

There is a mod on the workshop that fixes it called "Enigmatic Fortress Fix" or something like that. I was forced to get it because the bug appeared for me as well.
william eggemeyer 2021 年 1 月 12 日 下午 4:19 
Ah, does anyone know how to disable the enigmatic fortress from the console. It continues to loop even after leaving the star system.
Smithy  [作者] 2021 年 1 月 12 日 下午 1:13 
@Ahtan Right, the mod itself does not have the trigger, but I edded the freebooter habitat and the akeean habitat to the list.

@william eggemeyer Definetly not this one.
william eggemeyer 2021 年 1 月 12 日 上午 11:36 
Not sure which mod is causing this one, looping Enigmatic Fortress bug so posting in several recently updated mods: https://imgur.com/a/HXGYDPK
lnodiv 2021 年 1 月 11 日 下午 1:48 
Modjam 2020 has some new habitable megastructures. Looking at its bugs thread, looks like it may have issues with this trigger.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2317170386
Smithy  [作者] 2020 年 12 月 6 日 上午 4:34 
@123nick nope, the voiddweler event only checks for habitats, not habitable structures.
123nick 2020 年 12 月 5 日 下午 2:56 
this will make voidborne/ void dweller start not get penalties living on some of these kinds of planets?
Spider 2020 年 12 月 3 日 上午 1:57 
Gigastructures just added a couple new ones, specifically Machine and Hive Alderson Slices.
Draconas 2020 年 11 月 7 日 上午 3:47 
MOAR Z!
Smithy  [作者] 2020 年 11 月 7 日 上午 3:08 
The file for this had four z, but jjust in case I am gonna add another 2 :)
Draconas 2020 年 11 月 6 日 上午 11:47 
Heya smithy, I've been having issues with this and gigastructures as gigas now calls its scripted trigger file zzz_overrides.txt so it gets loaded last.
(This might just be irony's conflict resolver which is definitely looking at the individual file names as well as the mod load order, but i think an extra z may be required)
Velaroz 2020 年 11 月 3 日 上午 11:07 
Smithy  [作者] 2020 年 11 月 3 日 上午 8:16 
So, did you find anything? I have taken a quick look at PD and I don't think this mod is the problem. I could be wrong though.
Velaroz 2020 年 11 月 3 日 上午 7:05 
Ah, see one more potential offender.
Velaroz 2020 年 11 月 3 日 上午 7:04 
I think you might've messed something up, as I'm getting broken PD habitats to show up in construction menu even though I don't have any PD stuff installed. [Using Gigas, MEM, ACOT]

Not entirely sure if it was this mod's doing or not, still checking my mod list as to the probable offender as to why this is present--but from what I can tell, the only mods I have that link to PD at all are Gigas, and this... [It is leading to a few bugged worlds, too, because AI are dumb]
Smithy  [作者] 2020 年 10 月 22 日 上午 10:29 
Just updated for new ACOT stuff. Also removed some duplicates and some planets that did not belong in the list. (ringworld seams from twinks)
Spider 2020 年 10 月 22 日 上午 4:16 
ACOT just got a big ol' update today and added some new habitable megastructures to the scripted trigger.
Smithy  [作者] 2020 年 10 月 5 日 上午 8:39 
Unless apsr adds their planets to the habitable_structure trigger, I will not add them to this patch. The devs probably had a reason for not adding them to the trigger and it might break other things. You can add them manually however by going to the files of this patch and navigating to the zzz_habitable_structures_scripted_triggers.txt file. Then add "is_planet_class = pc_apsr_unique" and "is_planet_class = pc_apsr_ancient" to the trigger.