Stellaris

Stellaris

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Zellith's Habitat Demolition
   
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2 Jul, 2022 @ 3:43pm
19 Mar, 2023 @ 9:25am
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Zellith's Habitat Demolition

Description
Stellaris ver: v.3.7.*

What does this mod do?:
This mod is a rework of a now depreciated version. Originally created for v.3.4.* however it will likely work forever unless they make drastic changes under the hood. This mod adds a decision to your habitats. Once a habitat is inside your borders, unpopulated, and not being colonised, you are able to demolish it instantly by activating the decision. The habitat will be demolished, the original target planet deposits will be restored, and you will recieve 750 alloys.

Mod specifics:
  • The demolition decision only shows on unpopulated habitats.
  • This mod has a safety feature to prevent accidental demolition of habitats, requiring an initial decision to be activated before showing the demolition decision.
  • 750 alloys will be given for the demolition of a habitat.
  • As of patch 3.4.* achievements are DISABLED when using this mod.

Edited files;
None

Information for modders:
None.

Bugs:
None I'm aware of that impact game play.

The Future:
I might come back to this to make adjustments in the future,. I've cleaned up the code quite a bit compared to what it was when I first wrote it, so aside from adding some bells and whistles, and writing a bit more to account for some edge cases, there's not much further I can take this mod. Feel free to offer suggestions.
13 Comments
Kerian Halcyon 20 Jul, 2022 @ 7:41am 
Feel like something similar to this should be a default feature for all megastructures in the base game. Say you're conquering a neighbor in later game and they happen to have a Dyson Sphere that you manage to conquer - you already have one and it's in an inconvenient place you can't easily protect, so you're stuck with extra energy generation at the cost of whatever resource is needed to keep it running. Turning on a recycle option or even just shutting the thing off, maybe even destroying sections to keep it out of enemy hands, would be a nice option.
Figaround 19 Jul, 2022 @ 6:17am 
Lol. Typical Paradoxes, "eyes are afraid but hands are out of ass". :wftolaugh:
Zellith  [author] 19 Jul, 2022 @ 6:05am 
Basically they messed up the conditions for allowing mega-structures. So for example, in the lem patches you could build one mega-structure per system. Well currently threes a bug where you can build almost every single mega-structure around a single planet.

So you can have a sentry array, science nexus, strategic coordination centre around a single planet in a system; which isn't intended. This causes issues because I'm not sure if I have the mod working correctly or not because the conditions that I might have it working for are likely to change.

Seems they messed up either adjustments to the mega-structure files themselves, or the the scripted triggers file when they were adding things like the quantum catapult, hyper relays, etc.
Figaround 19 Jul, 2022 @ 5:18am 
TY. What kind of game bug was found?
Zellith  [author] 19 Jul, 2022 @ 5:14am 
Update on the megastructures thing while I'm here. Game bug discovered. Apparently it was reported a month or two ago and still hasn't been resolved. So.. yea.. That's kinda stopped progress for now. But its completely possible to do, and I have plans for it :)
Zellith  [author] 19 Jul, 2022 @ 4:59am 
It should be plug and play with any version of the game which uses decisions. In theory at least. If you want to remove inhabited habitats, you might consider a colossus :P

With this mod however, if genocide isn't your favourite thing, you should be able to forcefully relocate all the pops off a habitat to make it unpopulated, and then use the decision to demolish the habitat.
Figaround 18 Jul, 2022 @ 2:02pm 
Is it compatible with the saves? It would be great to be able to also remove inhabited habitats, usually they are inhabited.
Ninja Jedi 10 Jul, 2022 @ 8:02pm 
Yes, a mega structure deconstructor would be awesome. I'll keep an eye out for that one.
Alexthepie 9 Jul, 2022 @ 9:13am 
take your time
Zellith  [author] 9 Jul, 2022 @ 5:16am 
@alexthepie It might be a bit before the megastructure demolition mod gets released. Im trying to iron out the bugs and its slow going trying to account for things. E.g restoring planets back to their original states after you remove a dyson sphere. There's quite a few edge cases I need to account for.