Stellaris

Stellaris

Stellar Abundance
62 Comments
Lady Korine  [author] Mar 13 @ 8:28pm 
Hey thanks Dominator for the sleuthing on that. I'll see about updating with those changes.
Dominatator Mar 11 @ 2:31pm 
In the abundant_rare_resources text document I should've added. The file location is for anyone who wants to fix it asap. It really is as simple as changing the numbers from 0.5 to 0 :Gifting:
Dominatator Mar 11 @ 2:28pm 
Hey I probably forgot to add but I found the solution to the problem I listed 9 months ago. I found that the weight of d_exotic_gases_3 is 0.5 instead 0 compared to the likes of d_volatile_motes_3 or d_rare_crystals_3. I changed it to 0 and it solved the issue immediately. The mod still works just as fine otherwise.
I found the file in
Steam\steamapps\workshop\content\281990\1794603970\common\deposits
Nikonastra Dec 1, 2023 @ 8:25am 
i believe lowering the drop amount just a tick would be fine, an abundance of spots where they are obtainable isnt the issue so much as the shear volume of them. also, possibly upping the amounts of motes/crystals by like 10% may help bridge the difference in addition to a cut on the gasses?
Lady Korine  [author] Nov 30, 2023 @ 9:15pm 
I think I've figured out why so many exotic gasses are getting dropped. They are dropping on stars pretty frequently and in pretty high quantities. I think eliminating them from stars or lowering the drop amount would bring exotic gasses in line with motes and crystals.
Lady Korine  [author] Nov 19, 2023 @ 7:08pm 
@Dominator - Its been a long time since I actually modded Stellaris, but if I remember correctly I commented the code so it should be simple enough to pull it out and tweak things.

In theory, you could actually reduce the deposit amounts back to vanilla and just keep the null weight at 20 and still get plenty of resources. I documented in the description what I changed everything to. It's a very simple mod under the hood, which is why it has continued to work for so long without me updating it.

I'm setting up for another playthrough so I'll pay attention to what my mod's doing and I'll post an update if I think its needed.
Dominatator Jun 5, 2023 @ 9:03pm 
Mod works well even on 3.8, only real problem I'm encountering is the sheer number of exotic gas deposits spawning. More than is reasonable as I see exotic gases spawn on celestial bodies that they really shouldn't (Deposit of 3-4 Exotic gases for Black Holes, Neutron Stars / Pulsars, Asteroids, non Toxic/Gas Giants, etc.)

If possible could this be tweaked? Before midgame I can get up to at least +200 exotic gases compared to the other Strategic Resources and it's quite absurd. TY
Nikonastra May 10, 2023 @ 5:08am 
as far as i can tell, this mod has been working correctly since ~2.6.X, ive been using it for years. personally, id like mineral deposits to be very slightly lower, as unless im rushing tech as a gestalt, i often end up in a state of +500-1000 minerals up until the later part of endgame, i just dont have the throughput to burn through that much minerals. i never even bother making a mineral planet unless i get multiple stacking bonuses due to other mods.
but for anyone coming later down the line, this works just fine. your starting sector is stacked numbers wise because your economy needs a jump start, thats normal typically.
Lady Korine  [author] May 9, 2023 @ 8:14pm 
Unless the way orbital deposits are generated changes, this mod should work on any version. When you start a new game, the system you start in won't have adjusted deposits - those are generated in a different way and I never figured out how to do that back when I wrote the mod.

I was playing a few months ago with no issues, though there is a fresh update.
MobiusRaptor Mar 23, 2023 @ 5:58pm 
I'm not sure that this is still working for 3.7 -- I don't see much of a difference in deposits when I turn this mod on and off when starting new games.
Indioker Jan 22, 2023 @ 1:01pm 
Nice mod, can you add other mods resources to?
Nikonastra Jul 15, 2022 @ 9:54am 
it does indeed still work for people who come looking later. I am still using this in my game running 3.4.5 in the year 2022. it effects nearly every deposit in the game, including spawned in specific ones. personally i feel it should be taken, tweaked slightly to give levels of abundance (i feel the base amount is just a bit high, considering i can have 30 mineral deposits from a single source) and possibly some variability to how common certain things are, such as the rare resources.
C R A B ! Jun 28, 2022 @ 7:18pm 
How do I find the mod so I can open up the descriptor file to make it work on my machine?
Xjimu May 20, 2022 @ 3:51pm 
Is this still working?
BobGrey Nov 1, 2021 @ 12:47am 
Can't edit previous message...
I meant it works on 3.1. It should continue to work on 3.2. I had a look at the files, and I don't see anything that is likely to be changed in upcoming versions.
BobGrey Nov 1, 2021 @ 12:44am 
I'd say this mod works just fine on 3.2
https://i.imgur.com/eOsIix3.png

All that needs to be done to "update" it is to open the Descriptor file in the mod and change line 9 (supported_version="2.6.2") to the current version (don't include the last 2 numbers though unless you want to repeat this every single update). supported_version="3.*" will get rid of the outdated error in the launcher. The * is a wildcard, meaning it will be listed as working all the way to 4.0, at which point it can be changed to 4.* and so on.
Beast-Storm May 10, 2021 @ 2:38am 
When can we expect an update?
Lady Korine  [author] Mar 14, 2021 @ 3:37am 
Been playing again recently - mod works on 2.8. I'll get around to updating the version number as soon as I remember how to do all that XD. All of my other mods seem to work just fine except for Sprawl - not sure about that one as I stopped using it.
Ryno Jan 10, 2021 @ 5:26pm 
Yeah bro it does
Comrade Mike Nov 19, 2020 @ 2:26pm 
Does this work for 2.8?
Merp Jun 1, 2020 @ 11:07am 
Can you plz update to current version
Isoroku Jun 1, 2020 @ 9:55am 
Please Update
Aler Endelka May 18, 2020 @ 7:36am 
Any idea when, or if, this mod will be updated to work with the current release of Stellaris?
VeCo359 Apr 19, 2020 @ 3:51am 
You made great mod can you made subversion of it updated to fully match Star Trek New Horizons? Since it is buggest and most used mod.
Velaroz Apr 9, 2020 @ 7:43pm 
https://steamuserimages-a.akamaihd.net/ugc/1000304416024820346/F1681EF637734510917F63FA890EB45B9BC91907/

And this... Is an especially egregious example of spawn weights between the SRs, somehow.
467 motes, 1187 gas, 798 crystals. This is just an extremely egregious one. Might need to lower the propensity for gas deposits, increase the weight for motes?
Lady Korine  [author] Apr 2, 2020 @ 8:47pm 
It is possible that something changed in the latest version. I will look into updating my code very soon. Thanks for the feedback!
Velaroz Apr 2, 2020 @ 4:11pm 
I'm also seeing gases on stars proper, and extremely abundant on broken ringworld segments.

And yeah, motes and crystals are similar. Gases are spawning at three times the rate of the other two.

900~ motes, 3000~ gases, 1000~ crystals is the rough distribution.
Lady Korine  [author] Apr 2, 2020 @ 4:06pm 
Motes and Crystals should have the same rate - the only thing I changed was that gas giants can spawn the gasses.
Velaroz Apr 2, 2020 @ 8:23am 
Feels like there's an extreme overabundance of exotic gases. Maybe bump up the rate of motes and crystals? Current galaxy's deposits between the three is roughly a 1:3:1 between the three of 'em.
Lofaka Mar 30, 2020 @ 5:24pm 
Hope your alright
Lady Korine  [author] Mar 25, 2020 @ 1:18pm 
Sorry for the late update everyone. I've been recovering from surgery. I took a lot of feedback on board and made some tweaks. Hope everyone enjoys themselves! Can't wait to play the new Federation :)
arrowsforu (AKA: DefCynodont) Mar 20, 2020 @ 11:40am 
Works just fine on 2.6.1. Also, I too would like to see someone make a half-strength version of this mod.
Vincenator Mar 18, 2020 @ 7:01pm 
2.6.1?
ekoparker Feb 18, 2020 @ 6:30pm 
I love this mod! I was just wondering, though, if you could do one that's slightly more toned down? Like between vanilla and this mod because sometimes it can be a little much
Wrath_of_Janos Feb 3, 2020 @ 4:20am 
good
Sawakaki Dec 23, 2019 @ 8:56pm 
I like to play as a robotic determined exterminator and this mod fits that play style perfectly. Thank for the great mod!
Lady Korine  [author] Dec 2, 2019 @ 11:39pm 
It's working on my end. Feel free to add me and I can see about helping you to get it work. If you haven't done so, you must start a new game for this to work as it affects galaxy generation.
Matiamo Dec 1, 2019 @ 11:22pm 
I don't think this is currently working.
Lady Korine  [author] Nov 29, 2019 @ 11:49am 
Generally speaking, this mod should be update agnostic. When I update it for the current patch, I literally just change the version number. I'll put a new update out today though - but should have no compatibility problems in either direction unless you go to way old versions of the game which I don't know anything about as I started playing this game more recently.
Skyline Nov 14, 2019 @ 5:55pm 
update?
TreeasaurusRex Oct 30, 2019 @ 9:14pm 
Any chance there's a legacy version for 2.3.3??
CybrGuy Oct 20, 2019 @ 1:59pm 
I'm in the boat of wanting to tune resources down, say +2/+1+1+1 but keep the spawn rate up so there are less useless objects in space. Sent a friend request so I can figure out how to do this:) thanks!
Coren Oct 19, 2019 @ 8:10pm 
Thanks for the great mod!!! Makes sense and really helps get the game going at a faster pace!
Lady Korine  [author] Oct 19, 2019 @ 5:40pm 
I'm sure it's possible, but I'm not really interested in making orbital deposits yield consumer goods or anything like that. In my mind, these are manufactured goods and the orbital deposits are raw materials. There are lots of ways to increase naval capacity already - and it would be very easy to mod in an edict to increase it by even more.

Replacing the deposits would be pretty easy but might really mess up the galaxy, so I won't be doing that. Making new ones shouldn't be difficult. I encourage you to play around with my source code and see if you can get something working!

I changed the research outputs because in my past games I just soared past everyone else technologically. If you don't like the change, it is very easy to change them back (or to whatever you want) by going into the source code. My original desire for this mod was to make space feel like it was chock full of natural resources which it still accomplishes - with a gentler nudge to the vanilla research values.
Spatzimaus Oct 19, 2019 @ 2:38am 
Good job fixing the research/resource yields. The new numbers look a lot better, although I haven't tried them out yet.

-

That leads to something I'd like to see eventually as well. Besides boosting per-deposit yields, diversify:
Replace some mineral or alloy deposits with consumer goods
Replace some resource or research deposits with food or rarer resources (zro/DM/LivingMetal).
Replace some trade nodes (no station needed) with flat boosts to Naval Capacity or system-wide passive benefits like +movement speed.

A mineral station might still be +4 relative to vanilla, but you might have only 2/3 as many of them in your empire, with the rest being replaced by something rarer. Your empire's total mineral production would increase, but the bigger benefit would be how much faster and cheaper AIs develop a newly acquired system. Especially if the replacements didn't unlock at the start of the game, a la crystals/motes/gas.

(No idea if any of the above are possible, of course.)
mineben256 Sep 26, 2019 @ 2:41pm 
Spatzimaus, I can't think of a time since the tiles to jobs change that stations were more than a negligible portion of my research income. It makes stations more relevant for research, which is fair because normally they are almost entirely irrelevant.
Spatzimaus Sep 8, 2019 @ 2:58pm 
Agree with the others. Boosting the minerals and energy is great, in that it keeps AI empires away from bankruptcy and such. But boosting research makes on-planet research labs irrelevant, and boosting rare resources makes them into a non-issue. So, a toned down version that doesn't improve those so drastically would be nice.
Senior Bob Sep 3, 2019 @ 11:56am 
I just wanted to say that this is a great mod! Good job!
Vombalk Aug 21, 2019 @ 5:55pm 
to much is there one that is a third this strong?
Space_Lettuce_OG Aug 12, 2019 @ 4:07pm 
Ya, I got my own copy of the mod for my game as well