Stellaris

Stellaris

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Living Space (2.6)
   
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12.091 MB
5 Apr, 2020 @ 10:32am
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Living Space (2.6)

Description
Now updated for 2.6!

Features

Mod Options
Living Space has an options menu where a number of things can be configured at any time during the game! To use it, activate the "Living Space Options" edict.

More Habitats!
Use a Planetary Decision to plan and colonize habitats on uninhabitable planets, asteroids, gas giants, AND STARS!.

Bigger Habitats!
Hostile planets have new, unique blockers that require research and are costly to remove. (However, the techs only appear if you enable "Big Habitats" in the mod options menu.)
Upon meeting certain requirements, Orbital habitats and Asteroid habitats may be expanded using planetary decisions:
  • Increasing starbase techs each unlock a 1 district expansion (for a total of 3).
  • Voidborne unlocks a 2 district expansion.
  • If you turn on the "Big Habitats" option, Master Builders unlocks a 10 district expansion.

Planetary and Asteroid Habitats only cost a small amount of energy to plan, but their districts cost alloys to build.

Molten, Toxic, and Frozen Habitats can harvest substantial amounts of Volatile Motes, Exotic Gases, or Rare Crystals.
Asteroids produce Minerals, Alloys and Consumer Goods.
Ice Asteroids produce Food.
Gas Giants produce Trade or Energy.
Crystal Asteroids harvest Rare Crystals and produce Unity.
Barren Habitats are pretty normal.
Most Star Habitats produce tremendous amounts of energy.
Black Holes produce Dark Matter.
Pulsars and Neutron Stars produce Zro.

Most habitat districts require certain technologies to be unlocked before they can be built.

Habitats have reduced Habitability. Molten, Toxic, and Frozen Habitats are less habitable than the others.

Rare Resource techs tweaked: Colonized Molten, Toxic, and Frozen worlds greatly increase the chances of these techs appearing.

Mod Compatibility
Living Space overrides the following
- Events: utopia.2657, utopia.2660 (do nothing)
- Scripted Trigger: habitable_structure (new habitat planet classes added)
- Ascension Perk: ap_voidborn
- Districts: district_city, district_hive, district_nexus (add NOT = { has_planet_flag = stpg_planetary_habitat } to show_on_uncolonized and potential)
- Technology: tech_habitat_1 (change prerequisites)
- Files: habitats.txt

You can test the global flag LivingSpace_active to see if Living Space is active in the current game.
43 Comments
VOLCHEN 8 Feb, 2022 @ 10:11pm 
Sorry author if it bother you or if you update your mode write ti me and i delete this.
https://steamproxy.com/sharedfiles/filedetails/?id=2747811965
sattyre 14 Jan, 2022 @ 8:38am 
To add to RoyalFox's method which definitely works and is more reliable then load order placement. "planet_max_buildings_add = 1 to each district under planet modifiers in the districts folder." 1 isn't enough as 3.2.+ uses housing to unlock building slots. I definitely recommend his method but use 2 instead. I believe that is what the base game does.

To reiterate: F:\Games\steamapps\workshop\content\281990\Living Space\common\districts\stpg_01_habitat_housing_districts.txt - needs to have "planet_max_buildings_add = 2" inserted to each district under planet modifiers so it looks like the following:

planet_modifier = {
planet_housing_add = 8
planet_max_buildings_add = 2
}
RoyalFox 22 Dec, 2021 @ 2:39am 
So far the only issue is the building slots for city districts not working but thats an easy fix of adding planet_max_buildings_add = 1 to each district under planet modifiers in the districts folder. A local fork is pretty easy to make.

Also, not sure if its a vanilla issue or Living Space issue but anything can become an Ecumenopolis, including the Star habitats and asteroids. Use responsibly or break balance.
Beast-Storm 24 Nov, 2021 @ 12:20pm 
Is this mod dead???
johnthepatriot 17 Jun, 2021 @ 4:08pm 
...Or a fix mod? Maybe someone could just make a mod that adds the city district buildings back in that can be lower in the load order below this?
Eoftar 18 May, 2021 @ 6:20am 
Is there any hope for an update?
Rectunator 23 Apr, 2021 @ 1:37pm 
I believe this conflicts with The D patch. City districts do not increase the number of building slots. A shame really, since this mod made playing tall interesting and gave you ample sources for resources.
Latex Santa 28 Mar, 2021 @ 10:49am 
If this works, it's gonna be so cool. This seems almost tailor-made for tall play, less empire sprawl from number of systems. Expand to the choke points you need, make sure you have enough celestial bodies within your borders, tech up, build your own living space.

Make sure to build an ecumenopolis to fuel your economy with alloys, and a black hole for a Matter Decompressor, for all of the minerals you could ever need. On top of that, add a Dyson Sphere for most of the energy that you will ever need.

Season to taste with the endless salty tears of your competitors as you LEAVE THEM IN THE DUST.
johnthepatriot 4 Mar, 2021 @ 2:23am 
One more thing: Any chance I can get you to add Nanite worlds to your list of habitat worlds? Like maybe as an extraction world like molten or toxic, but with perhaps archaeology sites?
MadMaxine 31 Oct, 2020 @ 11:31am 
Just tested, it works fine with 2.8