Stellaris

Stellaris

Extra Buildings - Strategic Resources
100 kommentarer
ColdSpaCe7 13 dec, 2023 @ 2:40 
ok author :)
Thane-Stus  [skapare] 18 nov, 2023 @ 18:30 
@StefanAoBzh Im no longer working on any of my stellaris mods so Id recommend finding a different mod to use.
StefanAoBzh 18 nov, 2023 @ 16:02 
Update please ! =)
Thane-Stus  [skapare] 15 sep, 2023 @ 7:23 
@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 15 sep, 2023 @ 0:48 
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  [skapare] 14 sep, 2023 @ 10:14 
@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 14 sep, 2023 @ 1:23 
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  [skapare] 4 apr, 2023 @ 3:42 
@Sith in the Sheets No. Im just not bothering to push an update when the mod works fine as is.
Patriot of Patriotism 3 apr, 2023 @ 18:18 
Sooo, are you dropping this mod?
Thane-Stus  [skapare] 10 dec, 2022 @ 9:41 
@Lt. Rad soon
Lt. Rad 10 dec, 2022 @ 9:16 
There wouldn't happen to be plans to update this for the Orion update, would there?
Thane-Stus  [skapare] 27 aug, 2022 @ 19:58 
@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 27 aug, 2022 @ 15:44 
Loved the idea!! Can the AI use the new upgrades? And can I install/uninstall it mid game?
Thane-Stus  [skapare] 4 jul, 2022 @ 7:13 
@The Grim Sleeper Correct
The Grim Sleeper 4 jul, 2022 @ 7:06 
Quick question: the two new buildings which produce Dark Matter and Nanites are still disabled right?
Whoof 22 mar, 2022 @ 3:14 
Does AI use the features of this mod as well?
Thane-Stus  [skapare] 9 mar, 2022 @ 13:17 
@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 9 mar, 2022 @ 10:01 
I see some of the extraction wells as build options on certain planets but I'm not seeing the refineries.
Hebrux 9 mar, 2022 @ 10:00 
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 27 feb, 2022 @ 9:23 
They are. Steam just took over an hour to download the update. Thank you.
Thane-Stus  [skapare] 27 feb, 2022 @ 6:32 
Buildings should be fixed now.
Exocomp 25 feb, 2022 @ 20:10 
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 16 feb, 2022 @ 19:07 
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  [skapare] 16 feb, 2022 @ 19:05 
@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 16 feb, 2022 @ 18:36 
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  [skapare] 16 feb, 2022 @ 13:13 
@Satsuki Shizuka 五月靜 You probably have a mod conflict. Post your mod list.
Satsuki Shizuka 五月靜 16 feb, 2022 @ 12:31 
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 27 nov, 2021 @ 23:22 
Thank you for the update!
Thane-Stus  [skapare] 26 nov, 2021 @ 16:58 
This and all my other Extra Building mods are now updated to 3.2
Thane-Stus  [skapare] 24 nov, 2021 @ 13:35 
@The Guy with Lag Im aware, ill fix it whenver i get around to updating my mods.
The Guy with Lag 24 nov, 2021 @ 10:05 
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  [skapare] 24 apr, 2021 @ 18:50 
All Extra Buildings mods have been updated for 3.0
Xelan 24 apr, 2021 @ 10:13 
@Thane-Stus: Great, thanks :claptrap:
Thane-Stus  [skapare] 24 apr, 2021 @ 10:11 
@Xelan Yes, im hoping to have an update out in the next day or two, same for all my other mods.
Xelan 24 apr, 2021 @ 10:05 
Any plan to update this for 3.0? Probably needs a re-balance to adjust to the pop changes.
FridayD5 20 mar, 2021 @ 14:46 
Great mod, love it.
Dimonius 3 mar, 2021 @ 0:55 
@Thane-Stus
Of course)
If necessary, I am always ready to help with Russian localization.
steamcommunity(point)com/sharedfiles/filedetails/?id=2371404517
Thane-Stus  [skapare] 2 mar, 2021 @ 12:56 
@Dimonius Could you link it? Im curious how they managed to get it working.
Dimonius 2 mar, 2021 @ 11:28 
@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  [skapare] 2 mar, 2021 @ 11:23 
@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 2 mar, 2021 @ 6:14 
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 31 okt, 2020 @ 16:12 
@Thane-Stus I suspected, but wanted to make sure. Thanks for answering quickly.
Thane-Stus  [skapare] 31 okt, 2020 @ 15:54 
@phoenix3716 Theyre both possible but the Kha'Lanka doesnt have a third tier.
phoenix3716 31 okt, 2020 @ 12:57 
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 13 jul, 2020 @ 20:04 
nevermind, found out you gotta research the physics tech, then the engineering tech... my bad :D
BlaxChrom 13 jul, 2020 @ 19:52 
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 13 jul, 2020 @ 19:41 
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 29 maj, 2020 @ 13:09 
Thanks again!
Thane-Stus  [skapare] 29 maj, 2020 @ 12:19 
@Vicky Should be fixed now, forgot to put the update up earlier.
Exocomp 29 maj, 2020 @ 11:47 
Now they look like Fortresses.