Stellaris

Stellaris

Strange Homeworlds (Standalone) - Discontinued :(
190 Comments
Dosaki  [author] 20 Jul, 2019 @ 5:41pm 
I might pick it up again if I get some time, but I've not had much time to dedicate to this :(
Ahvena 19 Jul, 2019 @ 9:36am 
I just would like to point out this is the only mod out there that manages to change your homeworld TYPE, not the home system itself. This has several uses, not the least of which is creating achievement-compatible machine world starts for machines. If it gets picked back up again, it would be fascinating to see this expanded to hive worlds and ecumenopoli.
Dosaki  [author] 27 Oct, 2018 @ 3:42am 
In 1.8?
Amadeus 25 Oct, 2018 @ 2:16pm 
Hey l just discovered your mod is causing a massive problem with the vanilla galaxy generation. The Class M Red Giant will not spawn. A system with nothing but molten planets will spawn like there is a star, but the Class M Red Giant itself is missing, just empty space where the star should be.
Dosaki  [author] 25 Oct, 2018 @ 12:34pm 
@Electronic Warfare: it's all open source: https://github.com/dosaki/strange-homeworlds
Amadeus 25 Oct, 2018 @ 9:04am 
If l learn how to mod the game better, l'll do what l can to maintain this mod. I really love it and it helps with roleplaying as certain races like a hive mind of vicious bugs that live on a planet considered hellish by most.
Daisy 3 Jul, 2018 @ 11:17pm 
Anyone made a update patch yet?
Bomb boy 9 Jun, 2018 @ 9:54am 
Add grey goo plant to game plase
APE GAMER 3 Jun, 2018 @ 11:25am 
Can only colonize home system worlds. Beyond the home system, barren and similar worlds are missing the colonize button.
jamesd444 11 May, 2018 @ 2:23pm 
Is there anyway to remove the planet habitability icon from the galaxy screen? When every planet is habitable it really slows the game right down.
El_Güero.210 1 May, 2018 @ 4:50pm 
Ah okay, mod is great though, just needs some fixing. Keep up the work.
Dosaki  [author] 1 May, 2018 @ 3:45pm 
@Pinto: Could be caused due to changes in the game on the recent updates. I haven't had the time to update this. Sorry.
El_Güero.210 1 May, 2018 @ 3:38pm 
The habitats tile portraits were changed to some desert. That's weird. And asteroid tile portraits are like forest green area which should be different.
Grey Ghost 30 Apr, 2018 @ 7:13am 
really hope this gets an update soon. seems like the best colonization mod that was made.
Dosaki  [author] 23 Feb, 2018 @ 3:30am 
I haven't had enough time lately to update this mod guys :( Doubt I'll have much time in the coming months either.
Atrion 22 Feb, 2018 @ 1:03pm 
Any 2.0 update?
Carapace Cross 2 Feb, 2018 @ 6:02pm 
Is there any way to make this compatible with Gatekeepers planetary diversity? Having all planets colonisable, and the gas giant/shielded/harsh homeworlds is great, but gatekeepers stuff adds so much to the standard worlds variation.
OwnGoal99 24 Jan, 2018 @ 8:48pm 
How do you build floating cities on gas giants? Colony and construction ships dont seem to work.
Pinenuts 15 Jan, 2018 @ 1:34pm 
Does this still work with 1.9? Would be perfect if it works.
ramiil 20 Dec, 2017 @ 4:34am 
Thanks you!
Dosaki  [author] 19 Dec, 2017 @ 11:32pm 
Ramiil you can use my old and the this in however way you want. I've got the code on github.
Just don't forget to credit the people who contributed to it.
ramiil 19 Dec, 2017 @ 7:42am 
Hello. Can I use your old mod(colonize unlimited) to create my one?
bananenklumpen 18 Dec, 2017 @ 11:26pm 
does this mod work with 1.9?
batmen 28 Nov, 2017 @ 3:15am 
umm. maybe it was mentioned somewhere, but I gotta ask:)
So If I try to colonize some of the panets, that are like 40%, their surface is inaccessible. (barren, toxic, etc etc) Any way to build on them ?
Mathius628 11 Nov, 2017 @ 12:59pm 
I have seen the issue a lot that people cant terraform anything into machine worlds and i have the same issue. I looked into it and when i disable this mod i actually can terraform my worlds into machine worlds. Since the base game doesnt really care wether or not you live on a Gaia World a Barren Planet or an Asteroid you can terraform your worlds into machine worlds by disabling this mod and then terraforming things saving then reenabling this mod but this workaround is possibly broken and id really appreciate it if you could fix it since i really enjoy using this mod and id hate to have to disable it, especially in those instances where it brings the most benefits (playing as robots) because of a small bug.
Dosaki  [author] 6 Nov, 2017 @ 6:38am 
@Comnislasher That is not intended xD I played a bit with the idea, like if you wanted to roleplay some energy-beings or something but I eventually scrapped it.

I hope I didn't leave in some bits of that config.
Comnislasher 5 Nov, 2017 @ 11:37am 
I find a habitable star . It has tiles! Pity that I can't colonize it but the fact themselves! :)
Dosaki  [author] 2 Nov, 2017 @ 4:25am 
@Elena What other mods do you use?
elena 2 Nov, 2017 @ 1:35am 
I can't seem to terraform anything at all into machine worlds, despite having the perk - not even my starting world type. (tomb worlds)
riinagaja 31 Oct, 2017 @ 10:02am 
It is not compatible with Planetary Diversity. I have been trying to merge this one into PD for the last two evenings, with half a success.(I got many colonizable barrens, gas giants, asteroids etc. now. However, most planets still cannot be colonized, and only some uninhabitables are randomly available. Also, it seems that aside from the two spawns around each homeworld, all other habitable planet types have pretty much vanished from the game in consequence.)
Anyway, what I actually came to say: I had to notice that the localization for the asteroid_tile and asteroid_tile_desc is missing in every language. I added them for myself, but wanted to report.
Dosaki  [author] 30 Oct, 2017 @ 7:49am 
Don't know, Napooh. I'd guess not form the name.
Napooh on Nutella 27 Oct, 2017 @ 6:25pm 
is this mod compatible with Planetary Diversity?
Dosaki  [author] 26 Oct, 2017 @ 12:33pm 
@Craig I think I made it so that you needed a technology to do it.
Craig 25 Oct, 2017 @ 10:36pm 
Cant terraform shielded worlds to anything though
Bomb boy 21 Oct, 2017 @ 9:56am 
Nice work
Craig 20 Oct, 2017 @ 10:38pm 
Nope nevermind can terraform others, just not barren worlds to machine worlds.
Craig 20 Oct, 2017 @ 10:37pm 
I was only able to terraform my starting planet choice to machine worlds.
Dosaki  [author] 16 Oct, 2017 @ 3:15am 
@The Moon, I had not realised that. I'll make sure to address this.
Lemon 14 Oct, 2017 @ 7:14pm 
Forgot to mention sector's AI have the same problem.
When I set my sector capital to be a system that has lots of asteroids, it took only a few minutes before I was getting "colonisation in progress" notificiations every 10 seconds. xP
(Which sent my energy balance into negative pretty much immediately.)
Lemon 14 Oct, 2017 @ 7:11pm 
Not sure if it's related to this mod or even intentional, but using this mod makes almost all random solar systems have an insane amount of resources compared to vanilla. Every solar system has dozens of Energy Credits and Minerals.

At first I liked it because it made the game easier. But apparently AI controlled Empires will build mining stations over everything in their borders, and since there are way more minerals than EC nodes, they always end up broke by having too many mining/research stations. It's even more ridiculous with Machine Empires, as they can live anywhere they colonise everything in sight, expanding like hell but sending their budget to oblivion.
=(FGR)=Sentinel 4 Oct, 2017 @ 2:47pm 
I noticed that you can't terraform away from artifical planet types or Gaia worlds. I'm not sure if this is an issue on my end, but it means if an AI starts on a Shielded World you can't terraform it.
Dosaki  [author] 3 Oct, 2017 @ 1:44am 
@Alex: that doesn't sound like a problem from this mod. It's working ok for me.
@AstonishedAnus: That could be indeed an issue. I haven't tried terraforming into or out of a Machine World
Korg 2 Oct, 2017 @ 9:22pm 
I believe I'm having a bug. the option to terraform a planet into a Machine world has disappeared, also machine worlds can't terraform into anything else any ideas on the issue?
GreatDevourer69 2 Oct, 2017 @ 3:41pm 
So it seems that it was another mod( the name evades me but it gave you a bunch more starting pregen systems) was responsible for the no growth. However, this one may still be responsible for the vanishing pops on startup.
GreatDevourer69 2 Oct, 2017 @ 3:28pm 
I'm having an odd issue with Synthetic Empires. As soon as I start the game all but 1 pop vanishes and i can't build more (they also instantly vanish). Apparently homeworld affecting mods can do that. Can someone see what's going on and try and replicate it with this mod?

Dosaki  [author] 2 Oct, 2017 @ 3:46am 
@MANDRAC: I cannot replicate this. Are you using other mods?
See my screenshot: https://i.imgur.com/i169yRd.png
MANDRAC 30 Sep, 2017 @ 5:46pm 
Just tried the mod with volcanic and the people imediatly were forced away from the planet because of of habitability being -25%
Dosaki  [author] 25 Sep, 2017 @ 12:48pm 
@Vallenshield: I just tried it with a couple of planets and habitability seems to work... what planet type did you try?
Dosaki  [author] 25 Sep, 2017 @ 12:08am 
Regarding your other post on Toxic Worlds, I followed the same grouping as Paradox, meaning each planet has a "climate" group and each group has 3 planet types.

If we want to be pedantic, one Toxic World may not be toxic in the same manner as another Toxic World, i.e. the toxicity may come from a different predominant gas.
Together with Toxic, I decided to include Molten and Tomb worlds as these seemed to be more closely related to each other (as Harsh planet types) than to any other planet type.

Molten worlds may have a carbon dioxide and/or sulphur atmosphere which is toxic for oxigen-dependant life.
Tomb worlds are radioactive and nothing stops them from having any kind of atmosphere.

Let me know if I answered your post correctly. Like you, English is not my first language and I had a bit of trouble understanding you.
Dosaki  [author] 25 Sep, 2017 @ 12:06am 
Hi vallenshield, I'll have a look at the habitability issue you're experiencing.
If assigning habitability values hasn't changed then I can't see how it's broken.