ENDLESS™ Space 2

ENDLESS™ Space 2

Deep Space Mining
103 Comments
leo.brujo.gomez Aug 3, 2024 @ 7:34am 
I dont know if still works, but i can load the mod and start a game, but seems to conflict with more anomlies and endless moons mods, becaus it crashes at random times when discovering a new nod or just moving a ship to another nod.
Operator Aug 2, 2024 @ 10:57am 
Does this still work, idk if it is me but for me it does not work @timmeh
Update please
Pyr0 Jun 25, 2023 @ 9:02am 
anyone know if it works with unfallen
OpOk Aug 9, 2021 @ 9:47am 
Hi guys. We agree that this mod can't work with Galaxy Generation Bigger System right ? Ty and have fun !
Dislexikfailur Jul 23, 2021 @ 6:46pm 
Ignore the statement below. I just had to reload the game and it started working. I will test it on the next system my influence covers to see if I hvae to reload each time
Dislexikfailur Jul 23, 2021 @ 5:54pm 
I dont think this mod is working since the latest update. Can anyone confirm? Is the designer still supporting it?
欧巴酱 Jul 17, 2021 @ 10:53pm 
将战略资源添加到特殊节点(小行星、星云、黑洞等)

也会略微增加灰尘/科学/影响产量。
Lûte the Goblin May 3, 2021 @ 12:26pm 
- Does this still work with the latest update?
- Does this mod disable achievements?
BLACKCAT Dec 20, 2020 @ 9:55am 
Hej, thx for getting back that fast

Since I don't use any other node changing thing (I think Endless Moons doesn't and the hero ships neither do) in this one PT, I fear it's your mod that stops the Behemoths from getting the extra strat, when using the "Advanced Node Analyzer" on special nodes

So the Behemoth parks at the node and the icon appears, which tells that this node is generating X strats from given node... but in the overall statistics, the turnbased income, it doesn't have an effect

Except Nebula Clouds, they work, I haven't tried all the nodes, but Asteroid Fields, Neutron Stars and Solar Nebulae don't

I get that it wasn't intended to get extra stuff with them, but if it breaks even the "normal" Behemoth strat-generation with the Node Analyzers, that's not good, isn't it? :)
Timmeh  [author] Dec 19, 2020 @ 4:51pm 
Thanks for the info blackcat.
This mod was never designed to work with behemoths so I don't know whats going on with those.
It was only designed to give strats from having influence over the nodes and as far as I know that should work for all factions (except maybe latest DLC - never played those).

I have a mod called System Boost Test that really speeds up testing mods btw, you should check it out if you're testing more mods.
BLACKCAT Dec 19, 2020 @ 4:42pm 
I've tested it in a game where I only had

- Arkon Hero Ships
- Endless Moons

those mods next to yours (latest game patch and all DLC) and there, too, the Behemoths don't do nothing... either inside your influence bubble or outside, only exception: Nebula Clouds (inside my bubble), those do change the yield effect when a B. is moved to the special node and off again
(haven't had the patience to test all the nodes tbh, but Asteroid Fields & Black Holes seem broken)

oh, and what I couldn't test: if ALL the yield effects are applied when a node is encompassed by the bubble, I got strats at least when they expanded

hope that helps
BLACKCAT Dec 19, 2020 @ 3:17pm 
I also have to report that it doesn't change anything, when you park a Behemoth on those nodes. The effects are applied if a system bubble gets to a special node, but Behemoths don't change anything... which is sad, coz this really adds to those nodes being more useful in the game
Timmeh  [author] Dec 6, 2020 @ 2:39pm 
No problem. Thanks for clearing that up.
[Khorne] Shits'N'Giggles Dec 6, 2020 @ 2:14pm 
i am afraid to admit im just a moron. who would have thought that mods arent turned on in the tutorial
Timmeh  [author] Dec 3, 2020 @ 7:17pm 
@Shits'N'Giggles
Any more detail?
Faction?
Conflicting mods?

Worked fine last time I updated it and I don't think there's been a patch since that could've broken it.
[Khorne] Shits'N'Giggles Dec 3, 2020 @ 7:20am 
Mod appears to not work
Esch1lus Nov 18, 2020 @ 12:27pm 
Is AI going to exploit it? Or rather it won't use the right modules on behemoths?
Timmeh  [author] Nov 4, 2020 @ 8:07am 
What faction?
ƉϵҢטᴍƛȵɨɀɘʠ Nov 4, 2020 @ 6:55am 
The effects are seemingly not appearing for the system?! shows the effects over the node but not gained anywhere?!
Timmeh  [author] Aug 3, 2020 @ 7:20pm 
@mrcoolize Havn't tried it, but it should. Let me know if it doesn't.
mrcoolize Aug 3, 2020 @ 7:17pm 
Works with the newest update?
CrimsonKing Apr 26, 2020 @ 12:23am 
Okay, thats really weird. I have your mod as last in the load order.
I will check that mod of yours. Thanks for the heads up.
Timmeh  [author] Apr 25, 2020 @ 7:14pm 
@CrimsonKing, Works with Vodyani for me.
You can do quick tests with my "SystemBoost Test" mod if you're going to look into it more.
CrimsonKing Apr 25, 2020 @ 2:37pm 
Well i made more tests.
I can confirm it does NOT work for Vodyani. Can you please check that ? I had an anchored system, then took control of a node and i got no ressources, neither fids nor strat.
I then tried the same the united empire and this time i got fids and strats (income tooltips as well as actual income).
Can you confirm it works for Vod for you ?
Timmeh  [author] Apr 25, 2020 @ 1:06pm 
@CrimsonKing, It works fine for me - not using Awakening DLC, although I doubt that's your issue.
Make sure you are not using conflicting mods.
CrimsonKing Apr 24, 2020 @ 3:34pm 
For whom it may concern. ALL Strat Ressource gain on nodes is BROKEN.
You do not get any Hyp, Tit etc using this mod.

You do get pop modifier.
Again, this mod is BROKEN, last update is April 19.
Oh for Fox Sake Mar 3, 2020 @ 4:08pm 
Anyone else get a strange after battle report?
"Your opponent has retreated"
Then on the portrait of the enemy ship has the destroyed sign over it.
bring up it's tool tip and it says it's destroyed with it's HP remaining?
Then in red it says. "The enemy fleet failed to retreat and was destroyed"

And the Fleet is actually gone... It doesn't exist anymore. I didn't get any resources from it nor experience.
Scitronaut Dec 1, 2019 @ 11:08pm 
Sugestion :Pirate patrol these mining location or even have mining complex
CrimsonKing Nov 1, 2019 @ 6:22pm 
In other words, i think it would be more fair if ALL bonuses are % based. Something like 20 to 30 % perhaps.
Some of the boni here are like 500 % modifiers.
CrimsonKing Nov 1, 2019 @ 6:21pm 
mh i believe some of these mods are quite overtoned. You get quite a lot of production and strat ressources by this. Stuff like 10 production per pop is insanely powerful early to mid.
[EASY] easilywild Sep 9, 2019 @ 4:44pm 
Awesome mod @Timmeh!
Ladaur May 21, 2019 @ 6:51am 
Yeah, I honestly did not expect the same due to how it's added, but after I put Deep Mining as last, then More Anomalies stopped working properly, I find it odd indeed :/
Timmeh  [author] May 20, 2019 @ 1:03pm 
@Laduar, glad you figured it out :)

I didn't have the time to compare all those mods, but I didn't expect More Anomalies to be the culprit since it uses a quest to add them. Good to know.

FYI, Richer Universe is included in Extended Galaxy Settings, so no reason to run both of them :)

Ladaur May 20, 2019 @ 9:33am 
Ok, so the issue seems to lie with More Anomalies, they clash with each other and cancel each other out. I'll just deactivate that mod :( Sorry for bothering you
Ladaur May 19, 2019 @ 11:37am 
@Timmeh I did try to put it last first, which caused the issue below. I'll post the mods I use that change gameplay below, I'm trying process of elimination right now, but you might be better at seeing directly what is incompatible:

-All Strategic Weapons Available
-Total Law
-Sandbox Mod
-More Anomalies
-Worthy Deeds
-Extended Galaxy Settings
-More Loot
-Terraform Away
-Governator
-Endless Moons 2.6
-Arkon GEC - Greater Empire Control
-PlanetTypeEden
-Artificial Planets
*Several Hero mods
-Supreme Leader
-RicherUniverse
-Depp Space Mining
Timmeh  [author] May 19, 2019 @ 3:25am 
@Ladaur, which other mods are you using?

Try queuing this mod last when you select your mods and see if that helps.
This might break the conflicting mod though.
Ladaur May 18, 2019 @ 5:28am 
Hi, I seem to have an issue with getting this mod to work. The mod does display all resources on the nodes correctly, but they do not apply to my income at all. I play as a custom faction with a few other mods, but none of them should affect the nodes itself. I'm at a bit of a loss right now and might have missed something simple, but I love the concept of this mod and I'd like to get it working ;;
Timmeh  [author] Apr 28, 2019 @ 6:23pm 
@Infernalis, P.S. I don't know if that actually fixed anything. Don't have time for full tests now. Let me know if it helps.
Timmeh  [author] Apr 28, 2019 @ 6:21pm 
Hey Infernalis, I was about to log off and saw your comment :)

You're right, I did indeed overlook that attribute when Penumbra was released.
Just released an update for all related mods.

Thanks for the detailed comment!
Infernalis Apr 28, 2019 @ 6:01pm 
First of all, great work with this extension and also a great idea. I think I might have found one reason for the problems with Penumbra. The "SpecialNodeDefinition" within the file "SpecialNodeDefinitions.xml" is lacking the new Attribute "RequiredHackingProgress" in all instances.

I don't know, if this will fix every mentioned problem, but since this is the only true change in that functional "region" it appears to be a promising candidate.
Timmeh  [author] Feb 1, 2019 @ 6:45am 
Just released another mining mod you guys might like:

https://steamcommunity.com/sharedfiles/filedetails/?id=1641490632
Timmeh  [author] Jan 29, 2019 @ 9:46pm 
Another known bug is that the special node the Umbral Chior uses as their home system, does not give resources.
I'll fix these things when I figure out how they work.
Timmeh  [author] Jan 29, 2019 @ 9:45pm 
@Djust_Tool.
Youre right. The per population multiplier doesn't work.
Funny thing is, it's broken in vanilla too.
.tv/Titool Jan 29, 2019 @ 2:40pm 
Hello thanks but look like it is not fully working with all star. mainly meet the problem versus star wher you have 10 per people. it is not added to my main town
Timmeh  [author] Jan 29, 2019 @ 2:28am 
Fixed it.

I've also added a nice button above, if anyone feels like sending me a dime for my effort ;)
Mirror Jan 27, 2019 @ 7:02pm 
Doesn't work for Umbra. I am guessing that the node doesn't register the hack beacon? Because it keeps saying to gain benefits I must attach a hack beacon to this node. Which is weird because it already has a beacon on it.
Timmeh  [author] Jan 27, 2019 @ 6:57am 
@Djust_Tool: Yeah... Sorry.
I havn't figured out how to make it work for the new faction yet.
I'll take another look at it when I get some feedback from the devs.
.tv/Titool Jan 27, 2019 @ 5:46am 
Hello with penumbra even with a tag hacking on it effect is not added to my civilization :/
Timmeh  [author] Jan 26, 2019 @ 9:58pm 
Hi all,
I've updated the mod.

I only made a minor change that will keep special nodes compatible with orbiting fleet effects (such as the behemoth research module).

It was still working for me when I tested it before I made the changes, and I didn't find any other conflicts to the latest patch files, so if it isn't working it is likely a workshop related issue.
Try re-subscribing.

@Dreacon:
While testing another mod I also had the issue of getting stuck on the "Game launching" phase, but I think that had something to do with me alt- tabbing during loading, as it worked fine on retry.

Let me know if it works for you now.