Stellaris

Stellaris

Upgradable Resource Collectors
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Update: May 25 @ 7:41pm

4.0.13: Minor hotfix which removes a legacy file which was overwriting strategic resource mines in the mod.

Update: May 24 @ 8:42pm

4.0.13: Updated by Sidewinder Fang, uploaded by Saxon.

updated all buildings to 4.0 standards
Changed icons for basic resource buildings as the old ones are now being used elsewhere in the game.
Changed tier 2 and 3 basic resource buildings to unlock from food processing, global energy management and mineral purification techs.
Adjusted strategic resource mines to more closely resemble the vanilla 4.0 versions.
Strategic resource mines now always give bonuses to miner jobs. (The vanilla 4.0 ones could give bonuses to technician or farmers which was a bit weird.)
Strategic resource mines can now be build on habitats if they have the correct strategic resource deposit.

Update: Nov 1, 2024 @ 11:50am

The functionality of strategic resource mines has been changed from an extraction building to an output boosting building to better fit the recent changes to strategic resource mining.

Strategic Resource mines are now limited to one of each type per planet but can be built on any planet regardless of deposits and give regular mining jobs instead of strategic resource miner jobs, they instead give a percentage(%) bonuses to the strategic resource output of miner jobs, this will affect both regular and strategic resource miners, the bonuses are as follows. 10% at tier 1, 25% at tier 2 and 50% at tier 3.

Please note, although the building can be build anywhere the bonuses will have no effect unless you have miner jobs that produce strategic resources on that planet, just like a building that boosts alloy output will do nothing on a planet that does not produce alloys.

To reflect the change in role the energy upkeep costs of strategic resource mines has also been increased somewhat.
All tier 2 and 3 resource buildings now require tier 2 and 3 capital buildings to be built.
Changes to habitat strategic resource deposits have been reverted to those of the base game.

Update: Oct 2, 2023 @ 10:27am

Thanks to the generous contribution by @Sidewinder Fang I was able to update this mod to the 3.9 version of the game with minimal effort on my part. He even included a few nice rebalances. Here is a record of our collaboration:

-Added in line scripting for all basic resource buildings

Hydroponics farms now grant only two farmers not three, but is increased to three for void dwellers
(Three felt like too many for regular empires and didn't fit inside the 2/4/6 jobs per building format, but it feels fair for void dwellers who lack access to farming districts)

Habitat mines fixed, they can now be built correctly again on habitats with mining districts

Habitat strategic resource deposits no longer give strategic resource mining jobs and strategic resource mines are constructable on habitats again
(The 3.9 jobs from habitat strategic resource deposits system doesn't really fit well with the mod and I feel it's less needed with the habitat update now giving more building slots)

Technology weights updated to work with the 3.8 leader traits system

Update: Sep 25, 2022 @ 4:47pm

Updated to the 3.5 version of the game. A big thank you goes out to Sidewinder Fang who did the work, ensuring that all I had to do was copy his efforts.

Update: Jun 2, 2022 @ 7:46pm

Updated the mod to the 3.4 version of the game.

Upped the Betharian Power Plant to +6 Maintenance pops to make it less disappointing compared to an upgraded powerplant.

Update: Dec 17, 2021 @ 1:11pm

With special thanks to Naik21 who did the translations I have updated the Russian localization for this mod.

Update: Dec 8, 2021 @ 5:50am

Updated the mod to the latest version of the game.

New:
- Added 1 extra upgrade tier to all buildings
- Upgradable strategic resource mines

Update: Dec 8, 2021 @ 5:48am

Update: Apr 22, 2021 @ 6:47am

Updated for Stellaris 3.0.

- Included German translations contributed by community member: TRON