Stellaris

Stellaris

Extra Buildings - Strategic Resources
101 Comments
I am Goot May 31 @ 9:04am 
This mod no longer works, needs an update to 4.0+ if an update to current version is possible.
MightyThor769 Dec 13, 2023 @ 2:40am 
ok author :)
Thane-Stus  [author] Nov 18, 2023 @ 6:30pm 
@StefanAoBzh Im no longer working on any of my stellaris mods so Id recommend finding a different mod to use.
StefanAoBzh Nov 18, 2023 @ 4:02pm 
Update please ! =)
Thane-Stus  [author] Sep 15, 2023 @ 7:23am 
@lastlonghorn weird.
Maybe they changed some bit of the base buildings code.
ill look into it more if i ever get back into modding.
lastlonghorn Sep 15, 2023 @ 12:48am 
I figured out the weirdness. I finally unlocked the ancient refinery which then caused the upgraded versions of the specific buildings to appear.
Thane-Stus  [author] Sep 14, 2023 @ 10:14am 
@lastlonghorn That is indeed a weird bug.
Are you unable to build the first level of the buildings (The vanilla ones) or just the upgrades this mod adds?
lastlonghorn Sep 14, 2023 @ 1:23am 
So, I'm having a Weird issue. The mod works perfectly if I start the game and use the command "research_all" however if I play the game normally, the buildings will not unlock despite researching the correct technologies.

I do not to my knowledge have a conflicting mod and this mod is loaded at the very end of my mod list.
Thane-Stus  [author] Apr 4, 2023 @ 3:42am 
@Sith in the Sheets No. Im just not bothering to push an update when the mod works fine as is.
Jyygylag Apr 3, 2023 @ 6:18pm 
Sooo, are you dropping this mod?
Thane-Stus  [author] Dec 10, 2022 @ 9:41am 
@Lt. Rad soon
Lt. Rad Dec 10, 2022 @ 9:16am 
There wouldn't happen to be plans to update this for the Orion update, would there?
Thane-Stus  [author] Aug 27, 2022 @ 7:58pm 
@Jonathan Lima They AI can and do use them, atleast in all of my tests.
You can add it midgame but I dont recommend removing midgame as that will probably break your save.
GethYeager Aug 27, 2022 @ 3:44pm 
Loved the idea!! Can the AI use the new upgrades? And can I install/uninstall it mid game?
Thane-Stus  [author] Jul 4, 2022 @ 7:13am 
@The Grim Sleeper Correct
The Grim Sleeper Jul 4, 2022 @ 7:06am 
Quick question: the two new buildings which produce Dark Matter and Nanites are still disabled right?
Whoof Mar 22, 2022 @ 3:14am 
Does AI use the features of this mod as well?
Thane-Stus  [author] Mar 9, 2022 @ 1:17pm 
@Hebrux This doesnt touch the extraction wells at all just the refineries
Things at the top of your list get overwritten by things below it, try moving this to the bottom instead.

Just to make sure you are on 3.3 right? The changes needed for this to work on 3.3 make it not work on earlier versions.
Also try unsubscribing and resubscribing might fix it.
And if you think its a mod conflict then post your mod list.
Hebrux Mar 9, 2022 @ 10:01am 
I see some of the extraction wells as build options on certain planets but I'm not seeing the refineries.
Hebrux Mar 9, 2022 @ 10:00am 
I'm having the same issue. I've researched this technology but I can't find it in the build menu. I wonder if it's conflicting with anything. I placed this mod near the top of the list
Exocomp Feb 27, 2022 @ 9:23am 
They are. Steam just took over an hour to download the update. Thank you.
Thane-Stus  [author] Feb 27, 2022 @ 6:32am 
Buildings should be fixed now.
Exocomp Feb 25, 2022 @ 8:10pm 
I am having the same problem. I have the chemical plants tech researched, but with this mod on, I cannot find them. With this mod off, they come back.
Satsuki Shizuka 五月靜 Feb 16, 2022 @ 7:07pm 
Yes Thane, as I mentioned, it's in my collections, but tried just loading this mod and not "upgradable resource refineries", as well as vice versa. Neither would fix the problem, except for going without with BOTH.

And the odd thing was, this only started happening about 3 days ago. Before that, I WAS getting my refineries alright...
Thane-Stus  [author] Feb 16, 2022 @ 7:05pm 
@Satsuki Shizuka 五月靜 I dont see any mods that would cause the buildings to be gone, unless one of the mods on your list is doing something it shouldnt to the buildings.
Does this mod or Upgradeable Resource Refineries work if you load just one of them and no other mods?
Also try going through your list and disabling a few mods at a time til this one starts working, maybe you can find which mod is causing it. And you can try putting this mod at the bottom of your load order, might also fix the problem.
Satsuki Shizuka 五月靜 Feb 16, 2022 @ 6:36pm 
Thank you Thane-Stus. I have published my modlist in my collections page. This is the list.

I have tried both this and "Upgradable Resource Refineries" which performs a similar function -- at the same time, individually, and both off.

In the same save file, I find that the vanilla strategic resources are buildable/exists when both are off. When I turn on either mod, even the basic vanilla tier 1 of the resource building disappears and is nowhere to be found.

P.S. And needless to say I don't activate all my UI mods in that list all at once. I'm experimenting with what looks good/is functional given the NSC framework. A shame the ST ones don't try so hard.
Thane-Stus  [author] Feb 16, 2022 @ 1:13pm 
@Satsuki Shizuka 五月靜 You probably have a mod conflict. Post your mod list.
Satsuki Shizuka 五月靜 Feb 16, 2022 @ 12:31pm 
I have the tech, but it seems with the mod on, none of the strategic resource buildings are on the building list. Latest beta. This a bug?
(Unloaded the mod, and it comes back out on the list again)
Paladin Leeroy Nov 27, 2021 @ 11:22pm 
Thank you for the update!
Thane-Stus  [author] Nov 26, 2021 @ 4:58pm 
This and all my other Extra Building mods are now updated to 3.2
Thane-Stus  [author] Nov 24, 2021 @ 1:35pm 
@The Guy with Lag Im aware, ill fix it whenver i get around to updating my mods.
The Guy with Lag Nov 24, 2021 @ 10:05am 
Black hole collider buldings doesnt work after herbert update. You can build them but they can't be employed, Collider tecnicans are always at 0. No matter the unemployment.
There was the same bug with a deadly tempest mod, he updated it. He said something about syntax. if you could do the same as well, it would be great.
Thane-Stus  [author] Apr 24, 2021 @ 6:50pm 
All Extra Buildings mods have been updated for 3.0
Xelan Apr 24, 2021 @ 10:13am 
@Thane-Stus: Great, thanks :claptrap:
Thane-Stus  [author] Apr 24, 2021 @ 10:11am 
@Xelan Yes, im hoping to have an update out in the next day or two, same for all my other mods.
Xelan Apr 24, 2021 @ 10:05am 
Any plan to update this for 3.0? Probably needs a re-balance to adjust to the pop changes.
FridayD5 Mar 20, 2021 @ 2:46pm 
Great mod, love it.
Dimonius Mar 3, 2021 @ 12:55am 
@Thane-Stus
Of course)
If necessary, I am always ready to help with Russian localization.
steamcommunity(point)com/sharedfiles/filedetails/?id=2371404517
Thane-Stus  [author] Mar 2, 2021 @ 12:56pm 
@Dimonius Could you link it? Im curious how they managed to get it working.
Dimonius Mar 2, 2021 @ 11:28am 
@Thane-Stus Thank you for your quick response.
Surprisingly, I was able to find a fresh mod today that adds what I described and everything works (even with a dozen mods on top). If you are interested, I can try to give you a link. (because although I have installed it so far, I like the idea of having a similar mod from you more, because there is more hope that you will not abandon your beautiful modifications, and I am sure you will be able to balance it much better)
Thane-Stus  [author] Mar 2, 2021 @ 11:23am 
@Dimonius Upgrades for the extractor buildings is something I have tried to add, but I could never get it to work properly.
I may make it so certain techs give them more jobs in the future.
Dimonius Mar 2, 2021 @ 6:14am 
After playing dozens of games with this mod, I had a question-an idea, and why buildings aimed at extracting deposits of rare resources do not have the same system levels? I mean, in a late game, is it objectively more profitable to have 3-level buildings of synthetic resources than 3 buildings for direct mining? I think it would be fair to either create a similar system with a division by level for directly producing enterprises.
phoenix3716 Oct 31, 2020 @ 4:12pm 
@Thane-Stus I suspected, but wanted to make sure. Thanks for answering quickly.
Thane-Stus  [author] Oct 31, 2020 @ 3:54pm 
@phoenix3716 Theyre both possible but the Kha'Lanka doesnt have a third tier.
phoenix3716 Oct 31, 2020 @ 12:57pm 
This may have been answered a long time ago, but I haven't played since before the Ancient Relics pack came out. How does this mod work with relation to the upgraded Kha'Lanka crystal plant from the Ancient Relics expansion? Are they both possible upgrades, or does one interfere with the other?
BlaxChrom Jul 13, 2020 @ 8:04pm 
nevermind, found out you gotta research the physics tech, then the engineering tech... my bad :D
BlaxChrom Jul 13, 2020 @ 7:52pm 
update: after some testing, i can upgrade the buldings when i used the command research_all_technologies... but not when i research either of the two upgrade techs
BlaxChrom Jul 13, 2020 @ 7:41pm 
hi, is this mod updated still? the building upgrade doesnt show up anywhere after i installed the mod today. could be save compatibility, not sure
Exocomp May 29, 2020 @ 1:09pm 
Thanks again!
Thane-Stus  [author] May 29, 2020 @ 12:19pm 
@Vicky Should be fixed now, forgot to put the update up earlier.