Stellaris

Stellaris

Upgradable Resource Collectors
129 Comments
Sidewinder Fang  [author] May 28 @ 5:59pm 
@Deviant I debated changing it so each building type requires a different strategic resource but tier 2 mineral purification and food processing both both require motes so there is precedent for it in the base game.
Deviant May 27 @ 12:13am 
It's very strange why 3 types of mining buildings require 2 types of resource, not 3.
Doesn't a solution like this suggest itself:
For energy - use crystals
For minerals - use stones
For food - use gases

btw thanks for the mod:steamhappy:
Hebrux May 24 @ 9:28pm 
Yay!! Thank you so much!
Saxon  [author] May 24 @ 8:57pm 
The mod has been updated by Sidewinder Fang and just uploaded to Steam! Exploit the galaxy to your hearts content. And remember that the Worm loves you. Always.
Hebrux May 24 @ 8:26pm 
Thank you!
Sidewinder Fang  [author] May 23 @ 2:19pm 
@Hebrux It's definately bricked, working on updating it though and I'm optimistic it is fully fixable, it will take time though.
Hebrux May 23 @ 12:29pm 
Thank you please let us know if this mod truly is bricked and still needs an update
Saxon  [author] May 4 @ 11:42am 
Just a warning ahead of time. As many of you know there is a HUGE update coming out. And from the looks of it this mod is going to be bricked because of it. We (@Sidewinder Fang in particular) are already planning how to proceed. Sadly the beta is too much in flux at the moment so we'll have to hit the ground running once the official release hits.
Saxon  [author] Nov 1, 2024 @ 12:06pm 
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.
---
When I have some spare time I'll update the mod page with images of the changed buildings, as well as the sprites I've been working on.
(2/2)
Saxon  [author] Nov 1, 2024 @ 12:06pm 
Big shout out to our mod contributor @Sidewinder Fang for creating this update. Patch notes:

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.
(1/2)
Saxon  [author] Oct 29, 2024 @ 6:03pm 
Sidewinder Fang has been added as a contributor for this mod. A big shout out to him for stepping up.
Game star May 12, 2024 @ 12:05pm 
update to 2.12?
Uriel Jan 14, 2024 @ 11:58am 
Update for 3.10??
Saxon  [author] Oct 2, 2023 @ 10:35am 
Thanks to the generous contribution by @Sidewinder Fang I was able to update this mod to the 3.9 version of the game. Thank you for keeping these mod alive, Sidewinder!
TheCreepOfWar May 9, 2023 @ 10:10am 
Due to 3.8 leader rework this mod needs update at very least within the technology file. There is no longer scientist dedicated to each area of research. May need more than just that.
kinngrimm Jan 5, 2023 @ 9:36am 
That way you can safe 2/3 of the techs, less cluttering the techtree. I wouldnt mind if therefor the research cost would be three times as high to compensate and balance it. Also to represent all vanilla research (which are spread over all 3 research areas) maybe also have like the first tier level upgrade in pyhsics, the next in bio and the last then in engineering or if too complicated all in one area.
kinngrimm Jan 5, 2023 @ 9:33am 
The only thing i would change with this mod is the amount and logic behind the techs to research.
As it is with many mods i have installed they all want to be uniq and add techs and often those are building up on the existing techs with them as prerequisite, but painfully so they have this one at at time aproach which just clutters the techtree and makes it rather painfull to go through them all.
Therefor i would suggest to just have one tech increasing the level of them all.
So in theory one first has to research the vanilla techs as prerequsites in all 3 research areas, but with the first one of any area researched you then provide a tech only addressing the upgrade levels which enables any upgrades for the first tier above vanilla out of any area. Then the next higher and so on, but you wouldn't have to seperatly research every sinvle upgrade, but just a tier level that then becomes active for each vanilla base tech as soon that base tech would have been researched.
Valtiel_The_First Dec 9, 2022 @ 1:57pm 
any plans for the 3.6 update?
Poor Little Meow Meow Oct 13, 2022 @ 12:56pm 
As of 3.5, something about the upgrade system is broken. I can unlock the tech and buildings, but I can't upgrade the base vanilla building. I've bandaided the situation by editing the config file to allow direct construction of the tier 3 buildings.
Sidewinder Fang  [author] Sep 25, 2022 @ 3:35pm 
No problem, had the same issue with my mod.
Saxon  [author] Sep 25, 2022 @ 2:22pm 
@Sidewinder Fang, thanks! I've been very short on time lately, and it's people like you stepping up that make updating these mods so much easier. I will look into this today!
Sidewinder Fang  [author] Sep 23, 2022 @ 2:16pm 
Currently as of 3.5 hydroponics buildings no longer work in this mod, there's a simple fix though, go into C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\1824937448\common\buildings\upgradebuildings_resource_buildings and delete or comment out all instances of "allow = { buildings_simple_allow = yes }" there should be three, one for each hydroponics building, other buildings don't seem to have them.
Rio_Mizuhoshi Jun 3, 2022 @ 5:07pm 
@Porter
Not compatible with additional vanilla building. A patch is required to use them together. Neither is compatible with 3.4 yet.
https://steamcommunity.com/workshop/filedetails/?id=2676382344
Saxon  [author] Jun 3, 2022 @ 9:39am 
@Porter
I'm not familiar with those mods. But in general my mods don't interfere with others so long as they don't change any of the vanilla files. By necessity this mod changes the vanilla files: 03_resource_buildings and 10_deposit_buildings files (because that's the only way to tell the buildings they have upgrades added to the game).
Porter Jun 3, 2022 @ 2:18am 
is this compatible with extra building or additional vanilla building ?

also thank you for the update
Saxon  [author] Jun 2, 2022 @ 7:48pm 
I've updated this mod to 3.4, and the strategic extractors seem to be working again.

I've also changed the Betharian Power Plant to add +8 jobs so that it is better than a maximum upgraded powerplant.
Naik21 May 12, 2022 @ 10:37pm 
hi, I have a question about the "Betharian Power Plant" when will you do it in fashion, otherwise I've been waiting + in fashion "Upgradable Resource Refineries" building "synthesis centers" gives a non-russified version of the administrator
killjoint666 Apr 8, 2022 @ 11:27am 
Since the 3.3 update, the upgraded versions of the strategic extractors aren't available anymore. The research is still there, but the buildings are not.
Saxon  [author] Dec 29, 2021 @ 7:50am 
@[CN]突击队队员, thank you for reporting this! I'll look into it now that I have a bit more time to do some play-testing.
[CN]突击队队员 Dec 29, 2021 @ 3:36am 
[trigger.cpp:445]: invalid scope for trigger. got [planet], expected {country}. file: scripted trigger is_regular_empire at file: common/buildings/upgradebuildings_strategic_resource_buildings.txt line: 227 line: 1

can't use is_regular_empire when under triggered_planet_modifier
unknow why.
Saxon  [author] Dec 27, 2021 @ 8:27am 
@Wilmfe23, I totally get what you are saying. And I appreciate the feedback! Upgrading the resource deposit mines was such a highly requested feature form the day I started modding that I kinda bit the bullet and pushed them through with admittedly too little regard for game balance. And I apologize for that. Now that I made sure they are in the game at all I can do some much needed play testing and rebalancing. The work continues!
Wilmfe23 Dec 27, 2021 @ 12:41am 
The exotic materials though kind of are game breaking. They are meant to be somewhat of a limiter and with this even just a handful of planets can give you more of them than you know what to do with. I think the cost of running them should be far higher and perhaps also include the other exotic resources.
That way you would still make the standard ones as normal but if you have like 5 exotic gas and 4 motes but only 1 crystal mine you can upgrade it to compensate.
Naik21 Dec 19, 2021 @ 1:09pm 
@SAXON, thanks, in my "I threw it off earlier" fashion, it was done rough, albeit expensive
Saxon  [author] Dec 19, 2021 @ 1:03pm 
@Naik21, Sure, sounds good. I was never too impressed with the vanilla Betharian power plant. I'll put it on the to-do-list for after I update the rest of my mods.
Naik21 Dec 19, 2021 @ 11:26am 
@SAXON, hi, I have a small request, you can implement this mod "not a useless Betarian power plant" in your mod, the reason for the request is the conflict of our mods, in short, this mod enhances the Batarian power plant, making it useful
Saxon  [author] Dec 18, 2021 @ 6:21am 
@sancockeater, lmao! Thanks for the compliment. I agree that it looked a bit sparse before. I'll try to spruce it up even more in time.

@Naik21, That is strange. I'm currently playing a test-game with the Russian settings. Fortunately I played this game so much that I know where everything is by muscle-memory, lol! But as far as I can see all of the energy and mining buildings are there in Russian. All 3 versions. Can you try to uninstall the mod and re-install it immediately to see if that makes a difference?
samsockeater Dec 17, 2021 @ 6:25pm 
woah, ok this has gotten way fancier since i used it ages ago
Naik21 Dec 17, 2021 @ 3:25pm 
in-game buildings for mining/energy are not translated
Saxon  [author] Dec 17, 2021 @ 2:25pm 
@Naik21, For now I'd rather keep them the way they are. The two versions of the mines are meant to be functionally the same in every regard except for the sprites.
Naik21 Dec 17, 2021 @ 1:19pm 
and what about my proposal about space mines?
Saxon  [author] Dec 17, 2021 @ 1:16pm 
@Naik21, Once again I am thankful for your prompt and high quality work. I have updated the mod so that all Russian players can appreciate your contribution.
Naik21 Dec 17, 2021 @ 12:05pm 
@SAXON, translating the description of buildings/technologies, I realized this
Saxon  [author] Dec 17, 2021 @ 12:02pm 
@Naik21, Yes. I'm sorry if it is a bit unclear from the description. The Mining Platform, Mining Hangars and Mining Decks are only available on Orbital Habitats with mineral deposits. I made this design choice because drilling into the floor of a space station wouldn't make sense when mining for minerals.
Naik21 Dec 17, 2021 @ 11:36am 
@SAXON, I will immediately ask the question this mod gives 2 types of houses that extract minerals?
Saxon  [author] Dec 17, 2021 @ 11:34am 
@Naik21, Yes please. I'd appreciate that a lot! Here is a link to the steam discussion about the translation project: https://steamcommunity.com/workshop/filedetails/discussion/1824937448/5545618081297146937/
Naik21 Dec 17, 2021 @ 11:24am 
I would also like to add localization here
Crazy Old Texan Dec 8, 2021 @ 9:20pm 
Thanks for the update!
emattosalves1 Dec 8, 2021 @ 10:24am 
Great Saxon, it always bothers me that my ecumenopolis cant explore mineral resources, i love the ideia of buildings that harvest basic resources. The problem for me is the mineral mines. Energy could be get by making fusion reactors (or others), food in meat labs or like the game, in hydroponic farms, but minerals if they dont exist in a location, you cant quite make it. However, its just a detail, i love your mod!!!!
Saxon  [author] Dec 8, 2021 @ 6:02am 
The mod has just been updated and rebalanced to meet the standards of the latest version of the game. I have also added an additional tech tier, and the ability to upgrade the three common strategic resource mines.

Also I apologize in advance to anyone who is losing game progress because of this update, should that be the case. But at least this mod is now better than ever before for your new future games.
Saxon  [author] Dec 8, 2021 @ 6:01am 
@Booperius: thanks for making me aware. For some reason I always felt weird about giving energy upkeep numbers to power plants, but you are right in that the game does this too. So moving forward I will follow the same style. Also it makes sense in a way. Even a power plant uses energy for it's own infrastructure.

@ChoSunSpyMan: Yes, you are right. While the new "totems style" buildings look great I will also add some buildable manufactories in the way they worked before (of course at a hefty resource upkeep). But those would be better suited for my mod which changes the refinery buildings in the game. I am slowly going through all of my old mods and that one is next or at least very high on the list. Stay tuned!