Stellaris

Stellaris

[2.1] Stellar Expansion - Strategic Resources
153 Comments
Snopy79797 Dec 23, 2018 @ 5:52pm 
For those who don't know, I am 99% sure I saw the creator say on one of his other pages he's working on 2.2 stuff and going to upload it as a separate entry (so people who prefer 2.1 still have the mod, I'd imagine). I'm not sure if this module is making the transfer, since I'm pretty sure some things are being merged/trimmed, but be on ye old lookout.
Galaxar7 Dec 8, 2018 @ 5:32am 
update please to 2.2.1 ver
H11DN-D4NG3R Jun 28, 2018 @ 1:01pm 
If i remember. it usually should be around Double the amount of resources. given you got 20. you used to have ''40'' or so. or probly more if you have increased resource production.
ofc. that is extremely inaccuary. you should have around 30/35 if you had all of them or so and if you had +2 resources produced. mabye you get around 50 or so
King Lemming  [author] Jun 28, 2018 @ 12:54pm 
This mod doesn't add resources. It just adds buildings that make use of the standard ones.
Mr. Banana Jun 28, 2018 @ 12:52pm 
No, I mean the resources don't exist. I used to have 50 or so strategic resources but now I only have 20. All the resources added by this mod are gone. I probably messed something up with another mod.
King Lemming  [author] Jun 28, 2018 @ 12:47pm 
Gone? The buildings no longer "consume" resources, they just require them to be present. So if they aren't "producing" resources, everything is fine.

Mod is up to date and there aren't any issues.
Mr. Banana Jun 27, 2018 @ 5:28pm 
I loaded a save after the new update and all the strategic resources are gone. Did I do something wrong or does the mod just need an update?
H11DN-D4NG3R Jun 13, 2018 @ 8:35am 
I Remember that good time when you had enough to produce ''2'' resources. with causes all kinds of fun stuff. glad you made it so it doesnt do that again.
Darrien Jun 6, 2018 @ 10:30pm 
Alright I will fix that
King Lemming  [author] Jun 6, 2018 @ 10:04pm 
Uh...you don't have an updated version of the mod, apparently. Please redownload it.
Darrien Jun 6, 2018 @ 9:32pm 
Just a small bug here

[23:13:32][persistent.cpp:34]: Error: "Unexpected token: sr_yuranic, near line: 423
" in file: "common/buildings/cofh_se_sr_buildings.txt" near line: 423
TheyCallMeVincenzo Jun 4, 2018 @ 4:24pm 
Very strange. Started my campaign up again and it started at 2/2 resources and 10 minutes later it was back to 10/10 resources. Don't know what it was. I will say MAYBE I had a trade deal out but that's highly unlikely because I barely ever do trade deals for resources. A little bit before the 10 minutes and they popped back in I deactivated and activated one of my strategic buildings. I don't know what it could have been but somethings was using them for a small while and I got them back. Just a heads up for you, who knows what it was.
TheyCallMeVincenzo Jun 4, 2018 @ 4:12pm 
I guess its another mod of some sort.
King Lemming  [author] Jun 4, 2018 @ 4:02pm 
I'm afraid I can't replicate that. You either lost control of the resources or you have another mod interfering.
TheyCallMeVincenzo Jun 4, 2018 @ 2:23pm 
Well I had a grand total of 7 or 8 different resources on the top of my UI. Then I built some strategic buildings but after the buildings were built they became inactive because 'they didn't have any of the required resources.'
King Lemming  [author] Jun 4, 2018 @ 2:17pm 
No, they do not. They require that you have the resource in order to build the building, but they do not USE it.

Before, they "used" it but also "produced" one in order to not actually use it. I came up with a better way of handling it.
TheyCallMeVincenzo Jun 4, 2018 @ 1:53pm 
Downloaded the mod after 5-23-18, the buildings use up my resources. What gives?
Gowps May 31, 2018 @ 5:28am 
big fan of the change where the buildings don't "produce" the strategic resource any more, much love <3
King Lemming  [author] May 28, 2018 @ 11:29am 
I'm open to suggestions, but no plans at this time.
Hra Luuris May 28, 2018 @ 11:26am 
Do you plan to add buildings for the "Grey" resources from Distant Stars?
SamDota May 27, 2018 @ 2:52pm 
I love this mod keep up the good work!
Reya May 24, 2018 @ 8:12pm 
I managed to fix the Teldar Bug by with a complete reinstall of Stellaris
Nox May 24, 2018 @ 8:18am 
@King Lemming: Thank you for the quick fix and update and everything man <3
Porev May 24, 2018 @ 7:05am 
@King Lemming
Yeah, it happens often enough. Sometimes Steam persistently gives a particular person a mod version for Stellaris 1.5 or does something similar.
And yes, thank you for your mods, this one in particular. The game is "literally unplayable" for me without it.
King Lemming  [author] May 24, 2018 @ 6:58am 
I'm not sure what happened there. I dev in a different folder and it's possible when I copied it with the editor open, something went screwy and messed up that line, so I did in fact upload it wrong. But it wasn't in the dev copy.

I dunno, lol.

In any case, glad you like the mod. :)
Porev May 24, 2018 @ 6:57am 
@King Lemming
Purged everything related to this mod and unsubbed, then resubbed. No typo in the new archive. Everything works correctly in-game.
Steam is nuts sometimes.
King Lemming  [author] May 24, 2018 @ 6:52am 
I literally don't have that typo locally and just pushed up to Steam again. Redownload and let me know.
Porev May 24, 2018 @ 6:51am 
@King Lemming
Yeah, I have this bug as well.
Teldar building checks for scripted trigger "cofh_se_req_sr_teldar = yes" but the trigger is actually called "cofh_se_req_sr_cofh_se_teldar". So I guess it's a typo and the game ignores the trigger it cannot find.
King Lemming  [author] May 24, 2018 @ 6:43am 
I've just reuploaded another build of mod. I changed literally nothing, but let's see if Steam somehow had a corrupted version.
King Lemming  [author] May 24, 2018 @ 6:37am 
I don't know. What I do know is that I've tested repeatedly and can't replicate it. I make a new game, none of the buildings are available, as expected.
Nox May 24, 2018 @ 4:48am 
Could it be possible that while the mod itself has no way of creating this bug, that the new DLC & patch have modified something in relation to the Teldar Crystals that causes this bug when the mod is used?
Nox May 24, 2018 @ 4:37am 
It is weird, I have the same Teldar Plant bug. Desubbed and ressubed and it still appeared. Cleared user directory from the launcher and it still appeared as well. Also did a validation of steam files, after which the plant still appeared.
King Lemming  [author] May 23, 2018 @ 8:28pm 
Unsub and resub, and maybe check your Stellaris archives. There's nothing in this mod that can cause this unless something is corrupt with your game/install.
Reya May 23, 2018 @ 8:15pm 
In that case something is horribly wrong, I am playing 2.1.0 according to both the lanucher and in-game tooltips, I have disabled every mod but this one and I still get the ability to bulid the Teldar Crystal bluliding at game start. It only needs 3 Energy to run, I have checked Observer mode and all the reasources are spawning properly.
King Lemming  [author] May 23, 2018 @ 4:16pm 
You're not on 2.1.0. You just aren't. The only reason you'd be seeing that is if the resources don't exist for you.
Reya May 23, 2018 @ 4:16pm 
Yes and I just noticed the bulidings do not say they need the reasorce to function, only 3 Energy.
King Lemming  [author] May 23, 2018 @ 3:56pm 
I can't replicate that.

And there's literally nothing in the code that would cause it - all the buildings have the same requirements.

You're playing on 2.1.0, right?
Reya May 23, 2018 @ 3:23pm 
Just started a new game with this and for some reason I can bulid both the New Aldar buliding and the Yuranic Deposition plant. I have neither of those reasonuces nor the tech to process them.
King Lemming  [author] May 23, 2018 @ 6:35am 
Yeah, I'm going over these again and adjusting them further. Doing so today, actually.

Crystals are *probably* okay, since I did rebalance those, but everything else will unfortunately need less flavor and more mechanical crunch. They've shifted a lot of things around w/ regard to SRs.

Unsure if I want to add buildings for the Distal Resources yet. I'm thinking probably not.
Porev May 23, 2018 @ 5:06am 
@King Lemming
A suggestion, if you don't mind.
Orillium is not explosive as it was before the 2.1 patch. Now it's used for frequency modulation.
Maybe it's a good idea to change the Orillium factory description and modifiers to something that fits the new resource better (given how we already have four "Minerals +5%" modifiers in the current setup). Research speed modifier maybe?
King Lemming  [author] May 22, 2018 @ 7:58pm 
Updated for the new SR. Things have been changed a bit as well. Will get new screenshots up as I'm able.
King Lemming  [author] May 22, 2018 @ 6:49pm 
Yep. Known. This was a straight port. I'm changing it up right now. Adding the new resource and then shifting around the effects of all of these buildings.
ColossusCrusher May 22, 2018 @ 4:22pm 
Just FYI, I think they did make a few changes to strategic resources, if you weren't aware. :)
terminsel35 May 8, 2018 @ 7:13pm 
@AllhailtheCartlord

King Lemming has a git hub page with legacy 1.9 versions of the Stellar Expansion mods. This is one of them.

https://github.com/CoFH/StellarExpansion/tree/master/archive/1.9

@KingLemming, for those of us unwilling to update to 2.0, is there anything in particular we need to do to install the 1.9 versions of your mods? I put the zip folder in 281990 folder, in the folder generated when I subscribed to the current version of the mod. When I use research_technologies in the console, though, none of the technologies provided by your mods show up. I'm most likely getting something wrong in the setup, as I'm fairly illiterate when it comes to mods.
Spillik May 1, 2018 @ 10:29am 
Maybe somebody asked about it, but what it does to resources? The disappear and than appear again like you have basic and new modifiers?
All hail the Cartlord Apr 26, 2018 @ 3:41pm 
(Note that this may be listed compatible somewhere, but I'm asking this question on every mod I have because screw 2.0)
Is this mod compatible with V1.9? Or is there a seperate version, possibly?
King Lemming  [author] Mar 9, 2018 @ 10:15pm 
This mod can in no way cause that.
Pamparampampamparam Mar 9, 2018 @ 1:34pm 
Has anyone reported issues with terraforming gases not showing up? I've played three games with this mod and have never been able to find them.
ʕ•ᴥ•ʔ Mar 6, 2018 @ 9:12am 
@Echo

The Omega Alignment