Stellaris 51761Bug Reports 32771Suggestions 20073Tech Support 3025Multiplayer 386User Mods 4716Stellaris AAR (After Action Reports) Console edition 1243
C
Catastrophe
Recruit
29 Badges
- Sep 24, 2017
- 3
- 0
- May 15, 2022
- Add bookmark
- #1
Description
v3.4.2 [7836] Habitat and Orbital Ring cannot be rebuilt over inhabited world after destroying existing habitat
Game Version
v3.4.2 {7836}
What version do you use?
Steam
What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Nemesis, Aquatics
Do you have mods enabled?
Yes
Please explain your issue is in as much detail as possible.
I built a habitat over an inhabited world, but then realized I could not also build an orbital ring, so I evacuated the habitat, then cracked it with a colossus with the world cracker weapon. Now I cannot rebuild either a habitat or an orbital ring on that planet because the game still thinks there is a megastructure there. The system has a habitat on every other major body and it also has a hyper relay. In save game file the destroyed habitat was over the planet in the attached screen shots. I have a single UI mod enabled called "Quadrant Fixed" which I don't think has any impact on gameplay.
Steps to reproduce the issue.
1) Build Habitat over inhabited world
2) Destroy habitat with world cracker colossus
3) Attempt to build habitat or Orbital ring on same planet
4)
Upload Attachment
File(s) attached
Attachments
Upvote4
M
Mímisbrunnr
Colonel
14 Badges
- Mar 1, 2018
- 914
- 2.242
- May 15, 2022
- Add bookmark
- #2
Well, I believe you've never been able to rebuild a habitat after one was destroyed with a colossus, so this is consistent with this, but whether it SHOULD be this way is a different matter.
I'm not PDX, but my impression is that is working as designed, but its perfectly fair to suggest that maybe the design should change.
Modulus
Private
69 Badges
- Aug 10, 2013
- 16
- 13
- May 20, 2022
- Add bookmark
- #3
Just came to report the same issue. Tried with a clean game no mods and issue still persists.
Modulus
Private
69 Badges
- Aug 10, 2013
- 16
- 13
- May 20, 2022
- Add bookmark
- #4
So it seems like two flags are set when a habitat is built (in habitats.txt)
set_planet_flag = megastructure
set_planet_flag = habitat
on destruction the habitat is removed but these flags are not removed.
(in planet_destruction_events.txt)
destroy habitats and ringworlds
if = {
limit = {
is_planet_class = pc_habitat
}
spawn_habitat_cracker_effect = yes
remove_planet = yes
}
I'm not experienced enough with Stellaris scripting to figure out how to remove those flags from the parent planet, but seems like there should be some way of doing it.
I
Immortalits
Corporal
20 Badges
- Dec 21, 2016
- 34
- 5
- May 20, 2022
- Add bookmark
- #5
Modulus said:
So it seems like two flags are set when a habitat is built (in habitats.txt)
set_planet_flag = megastructure
set_planet_flag = habitat
on destruction the habitat is removed but these flags are not removed.
(in planet_destruction_events.txt)
destroy habitats and ringworlds
if = {
limit = {
is_planet_class = pc_habitat
}
spawn_habitat_cracker_effect = yes
remove_planet = yes
}I'm not experienced enough with Stellaris scripting to figure out how to remove those flags from the parent planet, but seems like there should be some way of doing it.
If there is flag reset method in the code, then if should be inserted after the planet cracker effect on the main stellar body.
But it's only possible if there is actual code for it to happen, otherwise you also have to define that in the code somewhere, but that's probably outside of the fields of simple modding and you'd need to use the source code probably, but I might be wrong.
hart30
Field Marshal
18 Badges
- May 13, 2017
- 3.351
- 2.043
- May 20, 2022
- Add bookmark
- #6
Funny stuff happens if ur planet turns into a blackhole. The planetsary ring actually stays intact and around. If an enemy conquers its graphic vanishes, but is still accessible over the symbol which seems to sit in the middle of the black hole. It also still can go to battle.
Modulus
Private
69 Badges
- Aug 10, 2013
- 16
- 13
- May 22, 2022
- Add bookmark
- #7
Created a mod to fix this.
It took me forever to figure out because of some oddness with the way Habitats work (spent a lot of time going down the wrong path), but in the end it was two lines of code
Steam Workshop::Cracked Habitat fix
steamcommunity.com
If you don't want to use this mod, you can fix it by using the console (after you cracked the habitat, you can remove the flag preventing you from building a new megastructure on that planet).
Click on the planet, execute the following line in the console:
effect remove_planet_flag=has_megastructure
Show hidden low quality content
You must log in or register to reply here.