Stellaris

Stellaris

Interplanetary Agriculture [3.5 -- NO LONGER UPDATED]
406 Comments
Inucroft [HN] Aug 25, 2024 @ 6:54am 
This kinda works still, but is rather jank. It is semi maintained in Buildings and Districts Overhaul and Expansion
Epic Man Aug 6, 2023 @ 3:30pm 
does it still work in 3.8?
Ginger Minge Jun 12, 2023 @ 6:55pm 
Same here, I'm glad to have used it when it was around, thank you for all your effort! :) And it lives on in BDOE, so that's a plus. ^^
cybrxkhan Mar 14, 2023 @ 6:58pm 
Although you are no longer updating the mod, just wanted to thank you for maintaining it for several years, it was very fun to play with and a staple of my modlist!
Isilanka  [author] Mar 14, 2023 @ 10:51am 
Cool to see this mod living on in some way.
Isilanka  [author] Mar 14, 2023 @ 10:49am 
Nice!
Inny Mar 13, 2023 @ 1:27pm 
The content has been integrated to Buildings and Districts Overhaul and Expansion.
lelkr Feb 25, 2023 @ 3:10pm 
*sees old mod on my favorites* *sees it's no longer updated*

damn....
Riddob Feb 25, 2023 @ 8:49am 
Thanks for making this mod, I had lots of fun with it while it lasted. Take care :)
Beast-Storm Dec 22, 2022 @ 3:57am 
I absolutely enjoyed this mod while it lasted @Isilanka

Take Care :)
Isilanka  [author] Dec 8, 2022 @ 12:49pm 
I know. Sadly, I do not have the time nor the inclination to keep maintaining a Stellaris mod. I need to enjoy a game to put work in a mod -- even a simple one like Interplanetary Agriculture -- and as it stands, I find no enjoyment in Stellaris anymore especially with the stress of updates potentially breaking something. Anyone who wishes to fix the current issues and republish the mod is welcome to do so.
Silvervk Dec 7, 2022 @ 8:52am 
This mod requires an update, its adding several dozen drone jobs to multiple planets for one building, never mind that i'm not even playing a hive mind.
leva.zakharov Dec 3, 2022 @ 11:13am 
Right now it doesn't work with 3.6 update
Isilanka  [author] Sep 27, 2022 @ 9:50am 
For the record, Interplanetary Agriculture is a very simple mod that only adds buildings, jobs and some planetary modifiers + ethics. In most cases, updates should not break it even if it says that it's not up to date.
Isilanka  [author] Sep 27, 2022 @ 9:44am 
Yes it does, even if it'll be flagged as outdated.
IkonicallyOrange Sep 26, 2022 @ 2:11pm 
Does this work with the current patch?
Isilanka  [author] Aug 26, 2022 @ 5:27am 
It doesn't overwrite anything so yes it should, albeit this might be potentially broken.
[BL]StarNerpo Aug 25, 2022 @ 10:09pm 
Does it work with anglers civic?
Skill Less Apr 26, 2022 @ 12:11pm 
@gavinfoxx: Overwriting vanilla is not a smart decision. You get into incompatibility leading to more work required for patching with other mods.. Having totally custom buildings, techs, jobs, etc. is far more valuable than touching vanilla.
Isilanka  [author] Apr 4, 2022 @ 10:57am 
Well it's a different philosophy -- one that I think is entirely valid -- but as a rule I prefer not making mods that affect pre-existing game elements directly. That being said, if I was building Interplanetary Agriculture nowadays I would, maybe, use that kind of logic.
gavinfoxx Apr 4, 2022 @ 9:18am 
Well, I meant, as in contrast to your solutions? IE, basing it on adding existing jobs, as an example, and adding the output to the farmer outpit. There are jobs such as catalytic technician, pearl diver, or angler which could be more of a means of enhancing these buildings.
Isilanka  [author] Apr 4, 2022 @ 8:48am 
Interesting additions.
gavinfoxx Apr 4, 2022 @ 6:54am 
What are your thoughts on these two mods that impact aquaponically upgraded farms and Catalytic Processing? https://steamcommunity.com/sharedfiles/filedetails/?id=2768297949 and https://steamcommunity.com/workshop/filedetails/?id=2619454818
Ksblaster Apr 1, 2022 @ 8:13pm 
love this mod nothing like making planet full of tea farms XD dont tell the british space empire.
Isilanka  [author] Feb 23, 2022 @ 10:36pm 
I should really redo the screenshots for the planetary gardens because those are some wildly overpowered numbers from 2019...
Isilanka  [author] Feb 23, 2022 @ 10:36pm 
Another victim of the Paradox launcher, I see. I remade the description.
greensniperhat Feb 23, 2022 @ 7:27pm 
oof, steam description got cut off - maybe look in skymods for the full description?
Isilanka  [author] Feb 23, 2022 @ 9:57am 
Upated to 3.3.1. Nothing of substance was changed, though with Unity being now more relevant, the "Church of the Tree" civic might, maybe, warrant a boost.
SertyDermat167 Feb 3, 2022 @ 1:06pm 
Neat! Everithing is ok now!
Isilanka  [author] Feb 2, 2022 @ 12:47pm 
For the record, and to show dumb I am, the lichen buildings did not "break", they in fact never worked properly for machine empires. Until now.
Isilanka  [author] Feb 2, 2022 @ 12:40pm 
Alright, this should be fixed. I don't really play Stellaris anymore so I'm basically cargo culting my way into my own mod, but this should do it. I also fixed the same issue with Red Flower Fields (but seriously, does anyone use those?). Also fixed a few typos in localisation. (And probably created more, because of course I did).
SertyDermat167 Feb 1, 2022 @ 12:01pm 
I use a robotic empire on this game. There is no job or job description generate by the lichen building. Perhaps it just that i don't understand how this building work :lunar2019laughingpig:
Isilanka  [author] Feb 1, 2022 @ 3:00am 
Just tested right now (I should really play my own mod...), it definitely works, both versions of the building (latest version, all DLC except the species packs, default human empire). It spawns jobs and the jobs produce minerals. May require further testing on other configurations than default UNE, but so far I see no conflict.
Isilanka  [author] Feb 1, 2022 @ 2:49am 
Hmmm, weird, nothing has changed here since 2.7 at least. In that in the beta or regular branch? Any specific empire/civics/species pack combination? Is there a problem with the workers, or the building itself?
SertyDermat167 Jan 31, 2022 @ 5:17pm 
The Lichen mining building seem to not working anymore
greensniperhat Nov 27, 2021 @ 2:35am 
ayy, np mon!
Isilanka  [author] Nov 27, 2021 @ 2:33am 
Fixed, thanks for the report. (Been broken for a long while, that one).
greensniperhat Nov 27, 2021 @ 1:21am 
fired up Stellaris today, saw this in the error logs:
[15:22:32][persistent.cpp:35]: Error: "Unexpected token: modifier, near line: 613
" in file: "common/pop_jobs/mod_jobs.txt" near line: 615
[15:22:32][persistent.cpp:35]: Error: "Unexpected token: modifier, near line: 658
" in file: "common/pop_jobs/mod_jobs.txt" near line: 660

checked the file, and it turns out it's supposed to be country_modifier instead of just plain modifier. And the second one there, in the militant flower drone, has the errored modifier in the resource bracket.
greensniperhat Nov 26, 2021 @ 2:32am 
I have it, and honestly it does little with your mod's themes. Just adds an angler and pearl diver job, which is definitely not agricultural at all. Meanwhile Plantoids' new feature is just three species traits: photosynthetic (half of pop upkeep is energy instead of food), radiotrophic (photosynthetic + tomb world bonuses), and budding (can assemble pops slowly)
Now, unless you want to make some kind of seaweed farm that can only be grown in oceans or something, it doesn't touch the mod's core.
Isilanka  [author] Nov 26, 2021 @ 12:45am 
Now I have no idea how it works with aquatic species, considering I don't have the species pack (ditto for plantoids). It should work I guess? Even though the whole theme is a bit lost with underwater species because, well, who grows tea under the ocean. (Except for lichen facilities).
greensniperhat Nov 25, 2021 @ 9:40pm 
aw heck yes, this mod is still alive and blooming!
Naladu Nov 25, 2021 @ 6:38pm 
Now everything is fine, thank you very much, because without your mod the game is already different.
Isilanka  [author] Nov 25, 2021 @ 9:20am 
This should do it, if I'm not totally stupid. The old checks have been replaced by the new possible_precalc condition. Nothing else was changed, but pops should now take the jobs, because they check for them in the first place.
Isilanka  [author] Nov 25, 2021 @ 9:19am 
[1.6.2 : WINTER ON TITAN

Fixes and changes:

- Job triggers have been put to 3.2 "Herbert" standards.]
Isilanka  [author] Nov 25, 2021 @ 5:47am 
Indeed, which I find quite hard to believe but the explanation in the dev log seems pretty sound.
Inny Nov 25, 2021 @ 5:09am 
According to the devs, this single thing means a performance gain of 40% in job calculations.
Isilanka  [author] Nov 25, 2021 @ 12:44am 
(and replacing possible = {[class]_job_check_trigger = yes} I guess?)
Isilanka  [author] Nov 25, 2021 @ 12:19am 
I have to admit I might be a bit lost here (I'm *extremely* rusty on stellaris scripting) because surely it can't be as easy as just adding a line that says "possible_precalc = can_fill_[category]_job" now, can it.
Isilanka  [author] Nov 25, 2021 @ 12:01am 
Ah, alright. Will consider an update.
Teupokoles Nov 24, 2021 @ 9:36pm 
It seems that all of the jobs have broken. I have several on a planet and the jobs remain permanently unfilled, even with unemployed citizens at the same level.

If you have the time and inclination it would be much appreciated, I am very fond of your work
:)