Stellaris
Planetary Redevelopment
40 commenti
Mortarch Of Blood 7 mag 2024, ore 11:28 
Does this work with Planetary Diversity?
Wewei 17 feb 2024, ore 21:30 
UIOD complatible?
Wakelessrex 12 gen 2024, ore 10:24 
Awesome, thanks dude! Great mod! :)
Saxon  [autore] 2 ott 2023, ore 11:11 
This mod is now compatible with the 3.9 version of the game. Terraform away, space lords and ladies!
Saxon  [autore] 2 ott 2023, ore 11:11 
@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 gen 2023, ore 18:58 
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  [autore] 16 ago 2022, ore 10:20 
@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 ago 2022, ore 3:26 
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  [autore] 2 giu 2022, ore 19:01 
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 mag 2022, ore 13:18 
Is this still working for 3.4 ??
Saxon  [autore] 22 dic 2021, ore 8:54 
@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 dic 2021, ore 7:18 
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 dic 2021, ore 19:55 
and happy new year :steamthumbsup:
Porter 21 dic 2021, ore 19:54 
thank you and merry christmas
Saxon  [autore] 21 dic 2021, ore 10:51 
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  [autore] 21 dic 2021, ore 9:58 
@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 dic 2021, ore 6:28 
throw off the localization as soon as I have free time I will translate
한쿡외쿡인 24 apr 2021, ore 4:06 
I gotta agree, the launcher is just a pile of shit since ever
Saxon  [autore] 24 apr 2021, ore 4:01 
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 apr 2021, ore 15:36 
Just wanted you to know that the launcher says that this mod is out of date.
Saxon  [autore] 22 apr 2021, ore 7:23 
This mod has now been updated for 3.0.

@SJ: Thanks for your support :-)
한쿡외쿡인 21 ago 2020, ore 11:00 
thanks for the great mod!
Saxon  [autore] 2 lug 2020, ore 10:54 
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  [autore] 10 giu 2020, ore 13:01 
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 giu 2020, ore 14:02 
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 dic 2019, ore 21:00 
Damn, thanks paradox, good mood jurjen.
Saxon  [autore] 20 ott 2019, ore 18:13 
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 ott 2019, ore 0:52 
has this been updated, doesnt seam to be working now
Barrelmaker 15 ago 2019, ore 20:49 
Thanks much :love:
Barrelmaker 15 ago 2019, ore 20:49 
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  [autore] 8 ago 2019, ore 7:43 
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 ago 2019, ore 14:10 
Need help to translate in French? :) If interested, feel free to contact me!
Liseq 16 lug 2019, ore 5:10 
It is good as it is.
Saxon  [autore] 15 lug 2019, ore 11:45 
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 lug 2019, ore 8:14 
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 lug 2019, ore 5:47 
What a cool mod. Well done!
Xen'drek 14 lug 2019, ore 21:59 
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  [autore] 14 lug 2019, ore 14:30 
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 lug 2019, ore 18:46 
Would this work with mods that change how Mastery of Nature works?
Birdan 12 lug 2019, ore 15:07 
This is great