Stellaris
Planetary Redevelopment
40 commentaires
Mortarch Of Blood 7 mai 2024 à 11h28 
Does this work with Planetary Diversity?
Wewei 17 févr. 2024 à 21h30 
UIOD complatible?
Wakelessrex 12 janv. 2024 à 10h24 
Awesome, thanks dude! Great mod! :)
Saxon  [créateur] 2 oct. 2023 à 11h11 
This mod is now compatible with the 3.9 version of the game. Terraform away, space lords and ladies!
Saxon  [créateur] 2 oct. 2023 à 11h11 
@Cuthya, thanks for making me aware of this bug. It was driving me crazy! All I had to do was remove the unfinished line like you suggested. I just tested it and I was able to swap every deposit back-and-forth between mineral, energy and food on several planets.
Cutha 11 janv. 2023 à 18h58 
Thanks for the mod, exactly what I was looking for.

There is an error on line 1260 of the decision. I fixed it by just commenting it out:

random_list = {
10 = {
add_deposit = d_veiny_cliffs
}
10 = {
add_deposit = d_mineral_fields
}
10 = {
add_deposit = d_mineral_striations
}
10 = {
}
Saxon  [créateur] 16 aout 2022 à 10h20 
@Deviant, I follow the thematic consistency of the game where volatile motes are ascociated with farming (fertilizer) and mining (explosives) and where exotic gasses are associated with energy production.

Rare crystals are used in laser tech and advanced electronics which doesn't really fit in my opinion. But that's just my opinion. However feel free to copy this mod and tweak it to your own needs.
Deviant 16 aout 2022 à 3h26 
Why does the transition to the mining district not use crystals? It is strange that two of the three common rare resources are used.
Saxon  [créateur] 2 juin 2022 à 19h01 
Yes. This still works in 3.4, and I have updated the mod so that you no longer see the version warning. Happy redeveloping, space travelers!
gabooob 16 mai 2022 à 13h18 
Is this still working for 3.4 ??
Saxon  [créateur] 22 déc. 2021 à 8h54 
@Rio_Mizuhoshi, You have my thanks once again! I have just updated the mod description to advertise your translation at the top of the page.
Rio_Mizuhoshi 22 déc. 2021 à 7h18 
Hello. I made a Japanese localization of this mod, so I'll post the URL.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2689976019
Porter 21 déc. 2021 à 19h55 
and happy new year :steamthumbsup:
Porter 21 déc. 2021 à 19h54 
thank you and merry christmas
Saxon  [créateur] 21 déc. 2021 à 10h51 
This mod has been updated today. I have rebalanced the resource costs and made some minor text edits to better fit the aesthetics of the base game.
Saxon  [créateur] 21 déc. 2021 à 9h58 
@Naik21, Awesome! I'm getting close to finishing the update for this mod. Here is the link: https://sp.zhabite.com/workshop/filedetails/discussion/1795467096/5545618081311536460/
Naik21 19 déc. 2021 à 6h28 
throw off the localization as soon as I have free time I will translate
한쿡외쿡인 24 avr. 2021 à 4h06 
I gotta agree, the launcher is just a pile of shit since ever
Saxon  [créateur] 24 avr. 2021 à 4h01 
I just checked again and the mod is up to date. However the mod launcher for this game is terrible and getting worse every time Paradox updates it. I highly suspect it is stuck on the old version and refusing to update it, which is sadly a commonly reported issue.

The old version still works fine, fortunately.
EndlessSauron 23 avr. 2021 à 15h36 
Just wanted you to know that the launcher says that this mod is out of date.
Saxon  [créateur] 22 avr. 2021 à 7h23 
This mod has now been updated for 3.0.

@SJ: Thanks for your support :-)
한쿡외쿡인 21 aout 2020 à 11h00 
thanks for the great mod!
Saxon  [créateur] 2 juil. 2020 à 10h54 
Hello everyone: I have just updated this mod. I have fixed a few mistakes and caught up with all changes up to the Federations DLC.

A big thank you goes out to PordyHUN! I have copied a lot of his good work, including a randomizer for the deposits. This means that you will get any variant of deposit which produces the right amount of districts, adding a bit of randomness to the process.

The only big change I have made is that this mod now only requires the Ecological Adaptation technology to be researched. Once researched you only need to clear the target planet of all blockers and you are ready to go!

This mod has always been update-friendly, but I can never rule out that there might be issues with games which are already in progress.
Saxon  [créateur] 10 juin 2020 à 13h01 
Hello [HONVÉD] PordyHUN. Your timing is perfect. I just started updating my mods today. I added you as a friend and I can't wait to see what you came up with. This is probably my favorite mod, but also the one I struggled with the most while making it. So lets see what we can cook up together :)

Should something come up unexpectedly I give you full permission to use any of my stuff rather than see it fade into further obscurity.
Pordy 8 juin 2020 à 14h02 
Hy!
I made an advanced version of this mod, compatibile with guilliman planet modifiers mod.
I would like to share with you Jurjen, i added you as my steam friend. Please accept it and i share the stuff there. If youre not responding for a couple of weeks, i will upload the mod by myself, but give all the credits to you.
BajaBlastMeBabe 22 déc. 2019 à 21h00 
Damn, thanks paradox, good mood jurjen.
Saxon  [créateur] 20 oct. 2019 à 18h13 
I tried to update, but it seems the new launcher is causing a lot of issues. I was force to revert to 2.3.3 until further notice.
Konka 16 oct. 2019 à 0h52 
has this been updated, doesnt seam to be working now
Barrelmaker 15 aout 2019 à 20h49 
Thanks much :love:
Barrelmaker 15 aout 2019 à 20h49 
Wow, you have some really good ideas, they'll certainly help players building tall. Me especially, as a 50-star galaxy is about as big as I can make mine without suffering crippling endgame lag.
Saxon  [créateur] 8 aout 2019 à 7h43 
Thanks for the offer Extaz! I'd greatly appreciate the effort to translate into French. I accepted you as a friend so let's coordinate whenever you have time!
Ekley 7 aout 2019 à 14h10 
Need help to translate in French? :) If interested, feel free to contact me!
Liseq 16 juil. 2019 à 5h10 
It is good as it is.
Saxon  [créateur] 15 juil. 2019 à 11h45 
whom´st´d´ve, you aren't needy and I actually agree with your way of thinking. But the game has already thrown our logic out of the window by magically changing deposits into things that make zero sense whenever you terraform a planet. Ideally I'd like to make a mod one day that completely overhauls the deposits, and also adds a bit more variation.

I do try to keep it as immersive as I can by suggesting that you are in fact "looking for a new source of energy" or "prospecting for ores" in the text descriptions, rather than outright transmuting one into the other. The Mineral ores that are in the area of your new generator districts haven't disappeared. They are just ignored and covered by generator infrastructure by your district planners for now. But those same same planner could send out prospectors later to identify ore deposits again, and plan the massive excavation pits which would make the land unsuitable for agriculture, etc. It's not perfect, but it works for me.
DanShrk 15 juil. 2019 à 8h14 
I dont want to sound needy but wouldnt it be more immersive if you could swap features of plantes. Because minerals cant just come from nowhere.
Liseq 15 juil. 2019 à 5h47 
What a cool mod. Well done!
Xen'drek 14 juil. 2019 à 21h59 
No thats fine, plus I feel it adds a bit of balance to it. Just wanted to make sure it wouldnt have any problems. Thanks for the reply ^^
Saxon  [créateur] 14 juil. 2019 à 14h30 
This decisions added by this mod require Mastery of Nature because I felt like that would make sense lore-wise. But it doesn't change it in any way, so I don't see how it would cause any conflicts.
Xen'drek 13 juil. 2019 à 18h46 
Would this work with mods that change how Mastery of Nature works?
Birdan 12 juil. 2019 à 15h07 
This is great