Stellaris

Stellaris

Local Production
255 Comments
Wakelessrex 5 Mar @ 5:39am 
Fantastic mod, much appreciated.
shadowwarrior132 10 Jan @ 1:26am 
I think this could help minimize lag from consuming trade.
MaxelHaxel 8 Jun, 2024 @ 6:59pm 
arieviloj 27 Feb, 2024 @ 2:34pm 
Still no love for an updated version of this gem?
Lùmi 9 Feb, 2024 @ 2:46am 
This excellent mod seems to be discontinued, but unfortunately I don't know of any alternatives. Do you know of any other mods that would favour the creation of economically balanced planets rather than ultra-specialised ones?
Potato fish 22 Nov, 2023 @ 5:24pm 
if the lag problem got fixed then i would want this. this would go great with the undersiege mod
raw666 27 Oct, 2023 @ 11:27am 
I do not seem to suffer a lag issue until late game and that is due to fleet power I believe. Still like the mod and hope you keep working on it.
Vlad_1492 14 May, 2023 @ 2:34am 
Love the idea, but I too see lag issues.
Early game is 30 FPS with, 60 FPS without.
Timerix 7 Apr, 2023 @ 3:53am 
the mod is lagging every game day so much, that game looks like a slideshow
Crazy_Gaben 18 Mar, 2023 @ 8:21am 
Yup. For some reason, this mod single-handedly drops perfomance from smooth and relatively fast to freezing every day. Was able to pinpoint it after disabling every mod and enabling mods one by one.
Psycholess's 3 Mar, 2023 @ 2:15am 
That's is exactly what i do but without your mod! Going to use it on my next playthough!
Crusaderjack 2 Mar, 2023 @ 10:38am 
having a surplus of alloys should give army starting experience ;)
Elboron 22 Feb, 2023 @ 7:43pm 
I love the idea of this mod, but I too have seen major performance drops, though I cant single out this mod as the only cause, I dropped a few script heavy mods at once to improve performance...
starchitec  [author] 9 Feb, 2023 @ 4:10pm 
Yeah, I have some ideas on how I might it only update yearly or when you finish a building/district, but that is a fairly extensive rework so no promises.
Sssaging 9 Feb, 2023 @ 12:42pm 
I just tried to turn this mod on and off on my saved game. And when i play with local production on i experience performance drops. Don't know the exact reason, but can you make more lighter version of this mod? I really love the idea of local production.
starchitec  [author] 8 Feb, 2023 @ 12:16pm 
My logic there is that exotic resources are needed in relatively small quantities and are easier to ship, but yeah.
Wilmfe23 8 Feb, 2023 @ 12:03pm 
Maybe add one for exotic resources as well. That something that needs exotic gasses benefits from having an exotic gas plant nearby.
starchitec  [author] 31 Jan, 2023 @ 9:41am 
the only thing there related to this would triggered_planet_modifiers, the rest is something else.
brucethemoose 30 Jan, 2023 @ 9:09pm 
Actually, I don't even see how that could be right... I only ran the script profiler for a year at 2300, there's no way it took 17 minutes of CPU time.

Still, its a bit concerning.
brucethemoose 30 Jan, 2023 @ 9:05pm 
@Scarecrow you may be interested to know this is the heaviest mod in my loadout according to the script profiler, in a quick test galaxy:

"
deposit.d_local_production.triggered_planet_modifiers 1068731.532ms 54599
pop_category.worker.triggered_planet_modifiers 13156.750ms 628484
casus_belli.cb_buffer_zone.is_valid 10920.415ms 54153
CGameRules::PopGeneratesCrime 8250.872ms 1079678
CGameRules::IsSystemBlockingSensorsWithScope 7444.602ms 353803
ethic.ethic_xenophile.country_attraction 3056.348ms 25646
...
"
starchitec  [author] 13 Jan, 2023 @ 9:31am 
I have not done metrics. Its reasonably lightweight, but it is adding a set of planet income compares to every inhabited planet. Personally, I do not notice a slowdown.
Sssaging 13 Jan, 2023 @ 9:11am 
Just asking will it affect slower computers are calculation light weight or will it make game slower?
starchitec  [author] 11 Jan, 2023 @ 9:07am 
thanks, accepted!
MyresMkG 11 Jan, 2023 @ 6:45am 
Hey I've made Chinese localization of your great mod, would you like to integrate it? Probably you need to add me a friend so I can send you yml link without being deleted.
winry roquiberu 31 Dec, 2022 @ 5:10pm 
Yeah, it was on the capital, pretty annoying but at least it's not an unknown bug, thanks a lot!
starchitec  [author] 31 Dec, 2022 @ 3:00pm 
Is this your capital? If so its because the display for the capital includes your empires base production (which is roughly 10 of each type depending on your background) You can see what comes from empire base in the tooltip for surplus in the planet view. Empire base is not actually produced on the capital, it just is displayed there for some reason, so annoyingly seems like its off when really its just the little extra you have not counting.
winry roquiberu 31 Dec, 2022 @ 12:11pm 
Hey! Really really nice mod, I just wanted to report a possible little bug. From what I understand, I should be getting penalties from a deficit of -10 at minimum, right? So, I'm getting them when having a +9 surplus, no bonus from a resource at +10, and a bonus for +20. It looks like it's shifted 10 for reason, I'll take a look if I can find some sort of compatibility issue here
starchitec  [author] 24 Dec, 2022 @ 11:10am 
They AI does not optimize for it. But it also does not optimize for specialization as hard as a player does in vanilla. But ultimately that is why all the penalties/buffs are in the 5-10% range, its not a game breaking advantage when the AI does stumble through. It usually maintains a few surpluses at least.
Fņŏŕď 24 Dec, 2022 @ 9:28am 
I love the idea behind this mod. I'm not sure how well the AI will handle it though.
Planets should be self sufficient.
dabeek 3 Nov, 2022 @ 9:41am 
These buffs are kinda insane, but I do like the new dilemma it offers. No longer should you focus your planets solely on minmaxing resources, you actually need to focus on a colony's self-development. Great mod
Orionox 14 Oct, 2022 @ 1:46am 
it might be too much, but could the bonuses be based on trade or distance from other planets in some way? Like a planet in the middle of a trade route would receive lower benefits from self sufficiency than one out in the boonies.
starchitec  [author] 11 Oct, 2022 @ 9:37am 
Minor Update- The Local Production deposit is now classified as a rare deposit, which makes it appear at the top of the list, and even more conveniently, the effects show up in the planetary features tooltip on the planet screen without opening the features view.
starchitec  [author] 21 Sep, 2022 @ 2:26pm 
Updated for 3.5. Also added some extra support for Hives/Robots (they now have their own version of the Hyperlane Registry to negate mineral deficits)
Olafr_the_Viking 12 Sep, 2022 @ 6:56am 
I love this mod, I feel it adds to immersion; allows me to think about how they might supply their planet with energy sources, minerals and food - giving the brain some narratives to tell about the struggling societies around the galaxy while I play. I also like that it gives some bonuses, but not too much, so you can choose to try to adapt to it on some planets, but ignoring it and going all-out specialization on others. Totally awesome; I hope this mod will live a long and happy life also after upcoming DLC's/patches, it is a must-have in my mod order now. Thanks a lot; superb mod!
NotNitehawk 12 Sep, 2022 @ 4:32am 
This is a really cool idea, but I feel like, in a post-scarcity world with planned infrastructure, the empire probably understands the consumption requirements of their planets and is able to plan their shipments accordingly, always delivering new resources before they're needed.

The energy would be even easier, since you could establish a network of microwave-beam relays passing through the hyperlane network and all throughout each system that transfers energy far faster than ships could deliver the physical credits.

The only resource that would really matter is food, since even the fastest ships running through hyper-relays still take months to cross a large empire, so there's no getting around the fact that you'd have to preserve and store them until delivery.

Really neat idea though, will definitely try it out.
starchitec  [author] 30 Aug, 2022 @ 11:28am 
An Ecumenopolis is not likely going to be able to provide enough resources for its consumption, true. But, you can negate penalties from food and minerals and consumergoods by building the necessary starabase infrastructure (you wont get bonuses, but ecu already have enough bonuses). The harder problem is energy, but that can be mitigated by trade value, which ecu are really good at doing. As for starnet, I have not tried it recently.
Olafr_the_Viking 30 Aug, 2022 @ 11:08am 
Very nice and exciting idea for a mod, but I have two questions: 1) I see the discussion on AI/StarNet a few pages back, and I was wondering if anyone who has used this together with StarNet could add a comment on how this mod tends to impact on AI, will it have a noticeable disadvantage, or is it so small that you will not notice? 2) Ecumenopolis are not mentioned in the description or discussion, as far as I can see - and they tend to lack some basic resource sections, while having high output alloy/unity/consumer goods sections, making it near impossible to balance minerals, food and energy on them - how do they work with this mod? Thanks for your efforts on this mod, and I am also a huge fan of the "Masters of Nature" mod, so thanks for that one, too!
R-TEAM 21 Jul, 2022 @ 3:17pm 
have found an little problem with this mod and the "Ecology Mod" mod ....
The bonuses from the Ecology Mod is not calculated in the end result of this mod ...
example :
If my planet get -4 Minerals .... but get from waste jobs an bonus of 9 minerals .. so at the end it gets +5 minerals .... the local production get my an disadvantage because of mineral negative production on the planet .... which is not true ....
;)
Gatzek 17 Jul, 2022 @ 5:25am 
Sorry. There were two wars in the galaxy that involved half of the empires. This is what caused the lag. After the wars are over, the game runs slowly but without significant delays. It wasn't your mod that was causing the lag, sorry again.
starchitec  [author] 16 Jul, 2022 @ 8:24pm 
Lag tends to always happen as inhabited planets increase with or without this. I dont run anything by a daily check, its all a triggered modifier on the planet which I dont really have any control over how frequently it is checked
Gatzek 16 Jul, 2022 @ 1:55am 
@starchitec The mod worked perfectly and played well until the mid-game. When the number of inhabited planets increased significantly, lags began. Probably the bonus and penalties are applied every day and hence the delay. Wouldn't it be possible to change the billing to the monthly system?

I am sorry for my English :)
Gatzek 13 Jul, 2022 @ 11:32pm 
@Netist in the local_events.txt file, add lines such that the mod works properly with Planetary Diversity's planetary habitats:

NOT = { is_planet_class = pc_pd_barren_cold_hab }
NOT = { is_planet_class = pc_pd_barren_hab }
NOT = { is_planet_class = pc_pd_frozen_hab }
NOT = { is_planet_class = pc_pd_gas_giant_hab }
NOT = { is_planet_class = pc_pd_hothouse_hab }
NOT = { is_planet_class = pc_pd_toxic_hab }
NOT = { is_planet_class = pc_pd_molten_hab }
NOT = { is_planet_class = pc_pd_asteroid_hab }
starchitec  [author] 8 Jul, 2022 @ 7:43pm 
I haven't played with PD in ages, so not entirely sure what those even do. Next thing I mean to look at is doing something with orbital rings, but I've gotten distracted from Stellaris temporarily.
Netist 8 Jul, 2022 @ 6:49pm 
Hey, not sure if this has been mentioned, but this seems to have a very soft incompatibility with Planetary Diversity's planetary habitats (unless I'm misunderstanding something).

Basically, they function mostly like habitats, but this mod seems to recognize them as normal planets, so they suffer from deficit penalties. From a mechanical perspective, this means they're massively debuffed--it's difficult to maintain a surplus on them for the same reasons it's difficult on a normal habitat. Of course the logic behind removing the effects from normal habitats doesn't apply here, they DO have significant gravity, so I'm not sure what the solution should be. Might be an opportunity to add some unique behavior to them?
starchitec  [author] 20 Jun, 2022 @ 2:00pm 
Silos might be a good option for increasing the possible deficit before penalties kick in, the same way trade does for energy right now. I also have been thinking about adding something with orbital rings but am still undecided exactly what.
doctornull 20 Jun, 2022 @ 1:44pm 
Having used this for a bit, I'd like to suggest that Resource Silos compensate for all basic resources (food, minerals, and energy), and gives some small extra bonus if you're above the line.

CG can stay associated with Transit Hubs, or can use TV as its compensation proxy (given how TV can be converted into CG anyway, it's a good association).
starchitec  [author] 20 Jun, 2022 @ 10:02am 
The hyperlane registrar does that for minerals. Trade value does that partially for energy but wouldnt work for gestalts. I like that energy at least is essentially forced to have some local production, as being able to negate all penalties makes management too easy.
Crazy_Gaben 20 Jun, 2022 @ 9:52am 
Maybe allow solar panels and Nebula Refinery to negate energy/minerals deficits?
arieviloj 10 Jun, 2022 @ 9:57am 
Yes my capital a fresh started game. Hmm... i see. Thank you for the explanation.
starchitec  [author] 10 Jun, 2022 @ 9:52am 
Is it your capital? The display includes empire base production (10-20 of each, you can see in the tooltip) But thats not actually produced on your planet, its just magic resources that dont trigger the modifier. You need to have a surplus without including empire base. Everywhere other than your capital, it displays just fine