Stellaris

Stellaris

Brute Force Colonization
177 条留言
infra-dan-accelerator unit 84725 2024 年 10 月 6 日 下午 5:19 
this breaks machine worlds
Suoerfish 2021 年 11 月 11 日 下午 2:59 
I'd like to see this mod in stellaris 3.1 seems like a really cool mod
S.C.Watson  [作者] 2018 年 12 月 10 日 上午 8:12 
As soon as I get things straightened out with Atmospheres with the new update, I'm hoping to release an updated version of this mod called "Alien Suns: Colonies." This may take some time, though.
ZJK 2018 年 1 月 3 日 下午 7:03 
I really like the idea of this mod. I'd use Alien Suns: Atmospheres, but it plays poorly with too many of my other mods. Something like this that only adds the brute force colonization, perhaps coupled with a high mineral, energy, and/or food cost, perhaps compatible with Real Space/Planetary Diversity would be dreamy. I'd also like a giant pile of cash that I could dive into Scrouge McDuck style. Thanks.
Kill3rCat [1st FORECON] 2017 年 12 月 13 日 下午 10:47 
Hope this gets updated sometime soon. I'm using Reworked Planetary Diversity for my planet types fix, not Alien Suns: Atmospheres, so I really just want the 'brute force' aspect of this; compatability patches can come later.
S.C.Watson  [作者] 2017 年 10 月 22 日 上午 11:20 
Just a quick update for those interested:

ALIEN SUNS: ATMOSPHERES has been released, and is the spiritual successor to this mod, available here: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1177814689

Brute Force will be revamped and scaled back for vanilla worlds only, while my expansion of planet types will be moved exclusively over to Atmospheres.

Cheers,
~S
S.C.Watson  [作者] 2017 年 9 月 26 日 上午 6:06 
@Shabbos Goy - I haven't updated it, as I'm waiting to see what wiz is going to do with the species patch (there's now overlapping code thanks to Čapek), so I'm holding my breath until then.

@davidt0504 - adding new planet types isn't going to create a compatibility issue. Two mods that change a given vanilla planet (which this one does do so you can colonize them) will. You shouldn't have any trouble with other mods - I run the real space mods, for example, without any problems.
Hunter 2017 年 9 月 25 日 下午 2:26 
is this working with 1.8?
davidt0504 2017 年 8 月 30 日 上午 6:49 
I wish this mod was just for colonizing Asteroids, Toxic, Molten, Barren, and Frozen and didn't add the new worlds. That would make compatibility a much smaller issue. That way, if I wanted new worlds, I could add a mod, and if I wanted to colonize extreme planets, I could use this mod.
S.C.Watson  [作者] 2017 年 8 月 27 日 上午 10:19 
Okaaay, so it looks like this uploaded as a new mod instead of overwriting this one like it should have ...

Go here for the new version:
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1121581785
S.C.Watson  [作者] 2017 年 8 月 26 日 下午 4:56 
Ok, updated. Asteroids will now show up under the Habitat list! :)
S.C.Watson  [作者] 2017 年 8 月 26 日 下午 3:13 
Give me a day or so and I'll probably go ahead and add it to the mod. It's a stupid easy change (again, thank you Olterin), and I think it's a good idea to boot. So, just hold tight and I'll update it.
Commissar BS 2017 年 8 月 24 日 下午 7:12 
Thanks to you both, I'll have to find someone competent enough with computers to do so
S.C.Watson  [作者] 2017 年 8 月 24 日 下午 6:06 
Thanks Olterin!

@Commissar BS, I'm going to leave that off the main mod, but if you want to open your version up and add that, by all means, feel free.
Olterin 2017 年 8 月 23 日 下午 11:51 
If you mean making it so asteroids fall under the habitat outliner section, then adding the following line to their definition should do the trick:
outliner_planet_type = special
S.C.Watson  [作者] 2017 年 8 月 23 日 下午 5:55 
Not reeeally sure how to do that, since that's a Paradox thing, not mine. :/
Commissar BS 2017 年 8 月 17 日 下午 1:42 
Can you make it so the astroids fall under stations, not planets?
S.C.Watson  [作者] 2017 年 6 月 20 日 上午 6:01 
I'll see about updating it a little later today - it should still work fine as it's only the version number that's out of syn.
Alduin_ 2017 年 6 月 18 日 下午 6:12 
Is this updates for use in 1.6.2/1.7+?
Clemmy 2017 年 6 月 17 日 上午 10:05 
yeah, it might just be the way i'm playing with hivemind and maximum habitability - usually still crowded at 100%
S.C.Watson  [作者] 2017 年 6 月 17 日 上午 8:09 
@Clemmy - you do know you can organize the expansion planner by type, size, name, habitability %, size, and whether or not something is or is not colonizable etc., right?
Clemmy 2017 年 6 月 16 日 下午 5:41 
Does anyone else have the problem with too many planets or asteroids in the expansion planner? Makes it impossible to use it mid game onwards, making expanding more difficult.
jamie_van 2017 年 6 月 8 日 下午 7:57 
yeah, but then you have to up the researches that make all planets more habitable in order to make them useable for species that don't have the trait. the other option is use buildings, but doesn't really feel right in game.

I want to try and make something like the tomb_habitability_bonus tech, but have thus far been unable to figure it out. My other option is figuring out how to code some kind of Mega-structure project for building a planetary habitat. Heh is you can build em in space why not a bigger one down on the surface,
S.C.Watson  [作者] 2017 年 6 月 8 日 下午 5:43 
Hey jamie_van - apologies for the delay in getting back to you. If I'm following your question correctly, the only place that I know of to do what you trying is the habitability_traits.txt file, at the top, and adjusting the "perfect, primary, etc." values.
jamie_van 2017 年 6 月 7 日 上午 1:00 
Trying to figure out a way to boost planet habitability for former uninhabitable planets without boosthing the habitability for everything since that would render terraforming and Many genemods pointless. Figured I'd ask you all since you've been working with habitability modding.
Olterin 2017 年 6 月 3 日 下午 4:11 
if a gas giant becomes a barren planet, and you can somehow terraform/colonize the barren, chances are it'll be over size 25. Usually size 26-30. That's vanilla behavior however and totally expected. And it doesn't really matter because the 25 tiles being maximum (for buildings and pops) is currently hardcoded.

Asteroids doing that though is very odd indeed. Planets ending up as size 0 is presumably because they either get overwritten somehow or don't have a planet size range/moon size range set (at least, that was the original size-0 asteroid issue).
Oga88 2017 年 6 月 3 日 下午 12:45 
Sorry I can't send anything. I have deleted that safe, I always do when starting a new game. But i was using a lot of different mods. Maybe it has something to do with Novus Orbis mod. Other mods are more about ships. I got that planet after an event with the Gas giant being a barren planet. And yes there is a lot of closer planets to the sun that were very big, bigger than 25 tiles.

Guys you have a great mod, sorry can't help much, with love from Russia=)
S.C.Watson  [作者] 2017 年 6 月 3 日 上午 7:30 
Just wanted to jump in on this: I have been tracking an error with some worlds (Molten and Scorched, and occasionally the rogue asteroid) getting an absurd number of tiles - usually in the realm of about 30 or so. I am aware of it, and am trying to track it down. The "0" sounds like it's a conflict with something else, as I've not been able to replicate that.
[GnB]™13  [作者] 2017 年 6 月 2 日 上午 5:13 
@Oga88 Can you provide some more info about the world with 52 tiles and the 0 tiles Asteroid (Screenshots of the Worlds, used Mods and maybe error.txt log located in Documents\Paradox Interactive\Stellaris\logs would be nice) in the Bug Hunt Section? Thx.
But normaly, the Asteroids should spawn with at least 1 tile and the planets have cap of 25 tiles max.

Oga88 2017 年 6 月 2 日 上午 2:36 
Found a world with 52 tiles, can use only 25 =(
Need to make a way to hide the colonizable worlds on the grand map.
Other than those to things, great mod!!
P.s. Sometimes you will find a planet/asteroid that has 0 tiles. Would be great if you can get around the tech price increase for new planets.
S.C.Watson  [作者] 2017 年 5 月 24 日 下午 9:48 
I just downloaded the steam version to confirm, and it's current.
S.C.Watson  [作者] 2017 年 5 月 24 日 下午 9:46 
That's what it's updated for, so I'm not sure why you're getting the error that you are.
King of Winter 2017 年 5 月 24 日 下午 8:46 
1.6.1 I think as per the most recent update
S.C.Watson  [作者] 2017 年 5 月 24 日 下午 8:16 
What version are you running, and can you get me a screenshot, please.
King of Winter 2017 年 5 月 24 日 下午 8:14 
Also the Game still doesn't recognize this as up to date.
King of Winter 2017 年 5 月 24 日 下午 8:13 
Bug with planets city window big black bands crossing it and covering everything.
S.C.Watson  [作者] 2017 年 5 月 23 日 上午 7:17 
System generation bug fixed. Thanks to Olterin for figuring that out!
S.C.Watson  [作者] 2017 年 5 月 21 日 上午 7:43 
Olterin - I personally kind of dig the idea of a gas giant orbiting a gas giant! I suppose there's really noting preventing that happening in real life - we just haven't found one yet!
S.C.Watson  [作者] 2017 年 5 月 21 日 上午 7:41 
I've added a bug hunt thread to the discussions. We can go over things there. Thanks guys.
Olterin 2017 年 5 月 21 日 上午 5:29 
Also, I ran my head straight into the 1000-character-limit to steam comments. Is there a better place to have lengthier disucssions?
Olterin 2017 年 5 月 21 日 上午 5:27 
Ok, worked out what the issue is with starting systems generating with mostly gas giants.

WARNING: This is a brute-force fix, it has already resulted in a gas giant orbiting a gas giant. Use at your own discretion. WARNING.

The mod will need to change the "common/solar_system_initializers/empire_initializers.txt" file in the following fashion: Replace all instances of "class = random_non_colonizable" with "class = "rl_unhabitable_planets"".

I'm not 100% sure what the "random_non_colonizable" does, but presumably it checks all available planet types for the "colonizable = no" flag and picks from only those. With the mod how it currently is, the list of planets fitting that criterium is ... well, very slim (you guessed it, only gas giants). By doing this change, the game instead uses the list of uninhabitable planets (as defined in the 00_planet_classes file) which the mod expands with a whole lot of potentially colonizable ones.
Oldstead66 2017 年 5 月 21 日 上午 4:02 
As usual I ask a question then find the answer without waiting for a reply. You can indeed change the first lines in the 00_habability_traits.txt to alter the habability.

So, the mod works well, and to my liking... except! With the many newly added habitability traits, the genetic modification window is not scaled up to match. Which means I can't pick things like tomb world or some of the ocean traits. That's kind of problematic.

I'm not entirely convinced we actually need all these extra planet types, and that the habitability for them could not be implemented under the vanilla types. I haven't played a new game with the galaxy generator so haven't seen the new planet types in action.

BUT I do like habitability-traits for all vanilla planet types.

Oldstead66 2017 年 5 月 21 日 上午 3:33 
Argh! This mod needs a rename. It's no longer brute force ;) Maybe Delicate Force... am I right!

I'm not sure I'm personally super fond of this new version, because I actually liked that colonizing unhabitable planets came with a degree of discomfort and required technology (and unity spent in habitability). It seems like good coding though.


Just checked the trait file, to see if I could lower habitability myself as I did previously.
You've changed the line @quaternary from 0.10 to 0.30. I'm guessing this means 30% instead of 10%. If I change it back to '@quaternary = 0.10' again, will that do the trick or is that first line just for information purposes?

Also, all these new habitability types. Will take me a while to sort through them now. I appreciate the work, must have been complicated to add that much. I haven't played with it yet, but how much do they actually add to the game I wonder?

New graphics looks good.
S.C.Watson  [作者] 2017 年 5 月 20 日 下午 12:57 
Updated - bunch of new stuff and a lot of corrections. Still a lot to do.

@Olterin - please feel free! The biggest issue right now is the system generation bug which I can not fathom. I'm not a coder, and this has me totally baffled, so any and all help on that is greatly appreciated!
Olterin 2017 年 5 月 19 日 上午 8:21 
Alright, I'd be happy to help with finding glithes/bugs :) It was just a thought and I was not aware of such plans already being in the works.
S.C.Watson  [作者] 2017 年 5 月 19 日 上午 6:38 
We'll be releasing an updated version of the mod some time this weekend - the terraforming still needs to be addressed and is on the to do list, but the mod will function, and will have some new, fun stuff (I hope) for everyone. But, the scope of the mod is expanding some, and there will be a few expected glitches along the way until we can get everything ironed out.
[GnB]™13  [作者] 2017 年 5 月 19 日 上午 5:41 
@Olterin, these changes are planned and suggested by me already but atm, we focus on bugfixing the upcomming version of this mod, before we stop overwriting the vanilla files. I know, it breaks mod compatibility but i promise, we are aware about this and change this asap.

@Oldstead66, got it, we will take it into consideration
Olterin 2017 年 5 月 19 日 上午 1:33 
I was thinking along the lines of potentially making this compatible with other terraforming mods by removing the change to the vanilla planets as the less-intrusive version. Basically, the idea behind this, as I understood it, is setting up habitats on any old rock that's in space, but nothing should be stopping anyone from making those rocks actually habitable later on.

This would be, imo, best accomplished by changing how this mod works to not replace vanilla barren/frozen/asteroid/toxic planets as such, and instead add terraforming links (with corresponding early terraforming techs) to them so that they can be converted to somewhat habitable versions of themselves (and back to their vanilla state, wiping out the colony) with the use of this mod. As far as I am aware, such an approach would be less-intrusive in terms of changing vanilla files than what is currently the case.
Oldstead66 2017 年 5 月 18 日 下午 1:55 
I got my changes to work. I just had to unzip the 00_habitability_traits.txt, change the lines, and then copy it back into the zip-file. This mod is brilliant! Thank you.
Oldstead66 2017 年 5 月 18 日 下午 1:42 
@Harkmagic
I think the point of this mod, based on the name alone, is to keep it as simple and easy as possible. Mods that add habitability-buildings exist(ed) but if I remember correctly building modifiers stopped doing anything a few patches back.

I like to think that hydro-gardens, helium-3 refineries, mines, production plants and planet capital-habitation complex are built to be habitable for colonists. These colonists will never step outside without a space-suit. It isn't optimal living conditions for most species so 40% happiness cap seems realistic. So there are no real need for specialized habitation complexes. Also see my suggestion to Olterin's request below, about changing habitability to 10%.

And even if no high yield mineral deposits can be found on Mars, that doesn't make the minerals that can be found worthless. It's certainly more economically sound to colonize Mars than a planet in the distant Alpha Centauri system. I love the logic of this mod.