Stellaris

Stellaris

Strategic Facilities
66 Comments
Mayonnaiz  [author] Apr 11, 2020 @ 12:54pm 
:)
ThelianTech Apr 11, 2020 @ 8:55am 
and Now for 2.6 Haha.
ThelianTech May 11, 2019 @ 12:21pm 
Any update planned for 2.2?
In_sanity Dec 6, 2018 @ 2:14pm 
@Mayonnaiz There seems to be either a lot or barely any work to do, considering the state or non-state of strategic resources. Should we have this conversation here?
In_sanity Nov 25, 2018 @ 3:17am 
Sure
Mayonnaiz  [author] Nov 25, 2018 @ 1:53am 
We can talk about solutions after the next DLC's release, if you're still interested.
In_sanity Nov 24, 2018 @ 11:58pm 
@FiddleSticks96 That is why I would like to wait till then, to be honest. I modded some stellaris, but not much strategic resources and I would like to learn them with the new system. A complete recoding is an almost certainty if not a complete overhaul, if the modding dev dairy is anything to go by.
FiddleSticks96 Nov 24, 2018 @ 2:42pm 
@Verence So all I have to do is to go to line 23 of the sf_tech.txt file and rename something to t3_5? What exactly does that line need to look like?

@In_sanity If you can get permission it would be great if you picked up where the author left off; however, 2.2 is drastically changing strategic resources. I'm not sure how it will affect this mode but it may need a complete overhaul.
In_sanity Nov 24, 2018 @ 1:42pm 
I don't know if you plan to update this for 2.2, but if you don't I would like to request permission to upload the version I'm gonna make of it my own use. Of course if plan on updating it I might not even make one, but since this haven't been updated in quite a long time, I thought to ask anyway.
Cedric Scum Aug 12, 2018 @ 2:11am 
UPDATE PLEASE! 2.1+
Verence Jul 20, 2018 @ 10:29am 
Renamed the variable to "t3_5" using a submod and the game stopped crashing on startup. So yes, that was the problem.
Verence Jul 20, 2018 @ 10:17am 
From what I understand, the crash reason is the following:

Invalid variable name [t3.5]. Variable names must start with a letter and only contain letters, numbers, or under scores. file: common/technology/sf_tech.txt line: 23

which prevents further loading of the technologies.

I'll try to rename it for myself using a submod as patch. Waiting for update.
Dustreaper Jul 19, 2018 @ 3:47pm 
Yup mod needs a update will crash before main menu , error log says [technology.cpp:746]: Technology "=" is missing tier
Nobody Jul 6, 2018 @ 1:16pm 
mod crashes the game before the main menu, even when it's the only one enabled
Briggs Jun 30, 2018 @ 11:31am 
Unfortunate indeed. I was going to play my first game since I gave up (back in February). Oh well. I have too many mods all ready :D
TrollofReason Jun 20, 2018 @ 8:53pm 
It would seem that this mod is incompatible with the newest patch. Which is a dang shame.
Tsar CUBE May 30, 2018 @ 7:07am 
Thank you for your reply! A friend of mine was trying to convince me that it's not possible but now I know it can be done :D
Mayonnaiz  [author] May 30, 2018 @ 6:28am 
@Tsar CUBE : if it is a modding question, yes and as many as you want
Tsar CUBE May 29, 2018 @ 11:11am 
Is it possible to have a building that itself produces a global strategic resource? Like maybe breaking one resource into two others of a refined form?
Mayonnaiz  [author] May 16, 2018 @ 9:06am 
yeah i know, i'm pushing to release something soon but i don't promise anything since i'm focusing on doing high quality. patience, it will be worth it :)
Numares May 16, 2018 @ 8:42am 
Thanks for your answer Shadowfyre301, too much of hassle for me currently though, looking forward to your mod ;-)


Back to this mod:
IMHO, the prerequisites are too high. Currently, if I reach the point where I can use the content of this mod, I'm already at a point where I won this round (and performance is degrading and I stop the game :D ). I'd love to use the first stages somewhere in mid-game.
Mayonnaiz  [author] May 10, 2018 @ 7:18am 
Russian Language added, thanks to MoLoToK
Ruhadre May 5, 2018 @ 3:15pm 
C:\Program Files (x86)\Steam\steamapps\common\Stellaris\common\solar_system_initializers\misc_system_initializers.txt I took my edits even farther than that though. In that file you'll notice it contains 4 basic systems where my edits take place. Planets that lacked moons altogether now have a chance to spawn one. I might have to make it a mod, because it does compliment Strategic Facilities decently from what I can tell. Helps add very subtely to a constellation without tanking performance. I'll probably have to make patches for More Star Classes and Hypothetical Stars to accompany it as well. Going to wait until the new DLC launches, and 2.patchageddon is over, lol
Numares May 3, 2018 @ 7:06am 
" I have increased moon generation around planets (0-1 to 0-2), asteroid generation (1-4 to 2-4), and gas giant generation (1-2 to 1-3)."

How did you do that? Thanks.
Ruhadre Apr 16, 2018 @ 2:00pm 
It's relative imo. I believe resources get placed due to anomoly probability. I've noticed that when I survey with scientists with alot of anomoly generation/failure reduction, I tend to get more resources. To increase the liklihood of resources spawning more, I have increased moon generation around planets (0-1 to 0-2), asteroid generation (1-4 to 2-4), and gas giant generation (1-2 to 1-3). By increasing the values slightly in the way I have, you probably won't notice the changes much performance wise on large galaxies, but it will help increase the chances of spawning a strategic resource per system. More importantly, not only did I edit my vanilla file for it, but I also carried these changes over to More Star Classes and Hypothetical Stars. About to do a test run with these changes to see how it all plays out with your mod ^_^
Mayonnaiz  [author] Apr 16, 2018 @ 12:24pm 
Interesting, thanks for the info.

Galaxy generation is quite a problem when it comes to balance, sometimes you have cluster of 10 within 5 jumps and sometimes there is almost none in the whole galaxy.

How was the living metal rarity? since i've not played for a while, got no idea how rare it is
Ruhadre Apr 16, 2018 @ 11:33am 
On a 1750 star galaxy, I know I managed to get the final resources for a few, but I was taking up almost 25% of the galaxy to accomplish that, lol. Resources became like pokemon...had to catch them all, heh. I used the Tyrant start system mod, that gave me a nice start with resources. Even with that, I noticed that it became very hard to obtain certain resources due to rarity. To remedy this without being OP, I personally added an anomoly generation chance modifier to psionic scientists, and an anomoly failure reduction to cyborg scientists. I am also looking into increasing moon/asteroid generation slightly, as I figure that might further help resource generation.
Mayonnaiz  [author] Apr 16, 2018 @ 9:46am 
Thanks!, it is the whole purpose of the mod to make it more interactive :)

- If it is possible to provide some feedback on on how much SR you managed to get, that could help

- I'm getting close to a alpha for the new version, if anyone is interested to test and help with suggestions if is welcome
Ruhadre Apr 16, 2018 @ 9:28am 
I gave this mod a run, and I must say you did a wonderful job! Normally when I play Stellaris, stockpiling resources just wasn't all that useful. This made collecting them a challenge, and encouraged a ton of expansion on my part :)
Alpha Titan Apr 2, 2018 @ 4:56pm 
That sounds great, looking forward to it.
Mayonnaiz  [author] Apr 2, 2018 @ 8:33am 
depends if you have others mods that adds perks and their weight
if the ai's do pick it, they should build the facilities correctly

everything is much cleaner in the rework. when it is done i'll look to make an addon that makes the ai more eager and relentless to conquer more SR
Alpha Titan Apr 1, 2018 @ 8:47pm 
Does the ai have any clue on how to use this? It looks great, exactly my kind of mod, but too good onesided im afraid.
SoldMars Mar 31, 2018 @ 10:20am 
I played a few years with this mod (and the perk) and so far, there have been no problems
Mayonnaiz  [author] Mar 31, 2018 @ 9:10am 
The logs came clean, it should work correctly

- if you find any problem you can signal it
SoldMars Mar 31, 2018 @ 3:17am 
How likely is this mod to work with 2.0.2?
Mayonnaiz  [author] Mar 26, 2018 @ 11:56am 
-You can try to delete in the zip /event & /common/on_actions
- installing it manually with the link below in the comments
-are you playing in 2.0.2?

otherwise I don't know, the last thing i could do is check your error log and what mod you're using to try to figuring out
t_b Mar 25, 2018 @ 11:45pm 
The problem is most likely combatibilty, but I dont know which mod it did not work with
t_b Mar 25, 2018 @ 11:44pm 
I made it roughly a week ago
Mayonnaiz  [author] Mar 25, 2018 @ 5:29am 
@mattbarrett567 : did you tried to add it to a current save or was it a new game?

@TheFirstPaige : thanks for the feedback, i'm working on 2.0 and integrating it without perk at all. But perhaps indeed the highest ones should require the perk
TheFirstPaige Mar 24, 2018 @ 11:43pm 
After playing this mod a bit, I've got a suggestion: change what the ascension perk unlocks a bit. The normal supply stockpiling of resources would make more sense as being available without the perk, while the techs for the much more powerful final versions would be more reasonable locked behind the perk.
t_b Mar 24, 2018 @ 11:13pm 
This mod made my game crash. I tried many times to play with it and then finally turned it off and my game worked
FiddleSticks96 Mar 24, 2018 @ 11:58am 
@Mayonnaiz Thank you. That solved the problem. Personally, I blame the Steam client for not being able to download 100% of something. This is going on my list of "Must Have" mods.
Mayonnaiz  [author] Mar 24, 2018 @ 11:32am 
Download in the upper right and replace the zip in \1332984905
FiddleSticks96 Mar 24, 2018 @ 11:11am 
I unistalled/reinstalled the mod and this fixed...some of the missing buildings. It's like playing darts blindfolded. Each time I reinstall the mod some of the buildlings are there and others aren't, except it is different every time. I can't seem to get the complete mod.
Mayonnaiz  [author] Mar 24, 2018 @ 8:13am 
If you're missing buildings in the files ... that would be weird.

Uninstall / reinstall the mod & test again.
Mayonnaiz  [author] Mar 24, 2018 @ 8:03am 
I'll release post my cheat engine if you want to test on a new game. If you're still having problems, you can add me and I'll help.
Mayonnaiz  [author] Mar 24, 2018 @ 8:02am 
@FiddleSticks96 : I'm testing the chains and I can build everything.

You need to have the previous building active plus an extra of that specific resource. Something you have to wait until the first of the next month, since it is how stellaris updates.
Mayonnaiz  [author] Mar 24, 2018 @ 7:58am 
I'm looking into it but everything works fine

@Craftato : sorry about your crashes, could be something wrong with your save, I don't know. I could look into your error.log.

This mod doesnt overwrite anything, there shouldn't be any problems unless you have an other mod that changes the whole game like Star Trek, but even then it didnt crash
FiddleSticks96 Mar 23, 2018 @ 11:16pm 
Update to my post below:

I took a quick look at the "sf_buildings.txt" file in this mod and it looks like the Engos and Satramene buildings that I can't build don't actually exist within that text file with the exception of the final Engos building...which I can't build anyway since the prerequisite buildings don't actually exist. I can't figure out why I can't build the other Orrilium buildings though. Correct me if I'm wrong about this, but that's just my two cents.
FiddleSticks96 Mar 23, 2018 @ 11:10pm 
Don't know if I'm the only one having this problem, but some of these buidlings are unbuildable for me. The problem isn't that I don't have enough of a particular strategic resource to build something, but that some of the buildings themselves do not show up in the construction options at all.

The offending buildings so far are the Advanced/Optimized Orillium buildings, The Improved/Advanced/Optimized Stramene buildings, and ALL of the Engos AND Satramene buildings. These buildings are not an option to build at all, not even a greyed out option, even after meeting all requirements.

I haven't tested every strategic resource building chain yet, but those are the 3 broken chains I have found so far.