Living Space (2.6) Mod
Living Space (2.6) Mod
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.