Stellaris

Stellaris

Resource Redux
77 Comments
Medve 2 May, 2018 @ 5:16am 
Please update! This is a most have!
kinngrimm 22 Dec, 2017 @ 9:35am 
Any replacements for this mod in the making or does it get an update?
TacoTheMushroom 16 Oct, 2017 @ 11:34am 
update?
mumhustlar 24 Jul, 2017 @ 8:50am 
@docflamingo any chance you can send the list of changes you made to the deposits.txt file so others can replicate / update the mod to current version?
voiceofreason467 26 Jun, 2017 @ 11:06pm 
Does this mod work with Resource Spawner?
Tyrranus 17 Apr, 2017 @ 7:08pm 
miss this mod
plz update
Xly 9 Apr, 2017 @ 9:48am 
Update?
Grace of Thule 6 Apr, 2017 @ 2:08pm 
Update m8?
Bittersweet 6 Apr, 2017 @ 7:13am 
New update?
AzraelSorrow 22 Feb, 2017 @ 11:32pm 
Really wanting an update for this
Bittersweet 8 Jan, 2017 @ 12:35pm 
It says this mod is not up to date in mod list. Please update this mod ASAP thank you.
Daniel.Kiwi 23 Nov, 2016 @ 5:19pm 
When you update it let me know, looks cool
And sorry to hear about the hurricane
Caiden 20 Nov, 2016 @ 10:09am 
Is there anywhere I can download this mod without steam?
echoAwoo Bot (Very Easy) 19 Nov, 2016 @ 6:50am 
@sidrew They changed the way resources spawn into the game so the mod is going to need some changes. The changes docflamingo made are still valid code changes to 1.3.x but since the class IDs changed and what is contained within the class has changed, docflamingo is gonna have some work after they get themselves re-established
docflamingo  [author] 18 Nov, 2016 @ 6:50pm 
@sidrew: It will be soon. I lost my house and had to move because of Hurricane Matthew--in the new place but looking for work so there is little time right now.
Sidrew 16 Nov, 2016 @ 8:04am 
Is anyone still working on this thing? I thought it was a great mod... but, it needs some love for 1.3.x...
cy-one 1 Nov, 2016 @ 6:16pm 
I have a question... How exactly does this mod alter the spawning of Lythurgi, Satramene gas and Zro?
echoAwoo Bot (Very Easy) 23 Oct, 2016 @ 9:46am 
Forcing a compatability check pass does not allow mod to function so it does seem to be a significant enough change.
echoAwoo Bot (Very Easy) 23 Oct, 2016 @ 9:31am 
I've looked through the new 00_deposits.txt file and it looks like they changed the way resources are spawned.
Suddenly, Melons 22 Oct, 2016 @ 6:16pm 
Will this be updated to 1.3?
rokenn 17 Sep, 2016 @ 3:12pm 
Just researched Neutronium in the same game with the same effect.
rokenn 13 Sep, 2016 @ 9:32pm 
The Dark Matter is showing in the system. But after building the station it does not show in the resource list. And modules using will not function.
Thanks!
docflamingo  [author] 13 Sep, 2016 @ 7:31pm 
@rokenn: The Dark Matter is showing up, correct? I'll look into it but that sounds like a game issue.
rokenn 13 Sep, 2016 @ 2:50pm 
It seems that Dark Matter is uncollectable. Is this a mod issue or a game bug? I have three systems with dark matter and my stations are not collecting it.
Arakus 18 Aug, 2016 @ 11:18am 
No problem, rl is more important! :steamhappy:
docflamingo  [author] 18 Aug, 2016 @ 1:37am 
@Arakus: Resources updated. Further refinements in the next few days. Sorry this took a little while to get to--RL stuff...
Arakus 17 Aug, 2016 @ 1:02pm 
Mod is still buggy!
No "antimatter", "neutronium", etc.
Tested it with several new made games and used console for all techs and then observe
Dark holes all have 6 sience but no one has antimatter.....
docflamingo  [author] 5 Aug, 2016 @ 1:31am 
@Forgotten: It was updated today. Sometimes the auto download is delayed a bit--quit steam and restart and it should go through.
Forgotten 4 Aug, 2016 @ 10:28pm 
Really like the mod, popped up and said it is no longer compatible.
docflamingo  [author] 3 Aug, 2016 @ 1:00am 
@WhiteWeasel: I'm going to review the resource assignments on this tomorrow some time and do an update. I made some corrections to the system for Strange New Worlds but neglected to update this as well. Thanks for the reminder, actually.
SkekDris 2 Aug, 2016 @ 11:59pm 
Maybe i've been really unlucky, but I have not seen dark matter, zro, or neutronium either.
docflamingo  [author] 20 Jul, 2016 @ 4:55am 
@Silverias: I'll take a look and seek if I can make some tweaks--thanks for listing the items you aren't seeing appear as that is helpful. I'll likely make up update today or tomorrow.
Sunchaser 19 Jul, 2016 @ 10:17pm 
@docflamingo: Still loving the mod here (finding it impossible to play without, really - vanilla mapgen has way too many dead surveys to me). Some issues I've noticed over continued play, though: a few strategic resources aren't spawning. Namely Lythuric Gas and Zro, which are found on Jovians, and also Neutronium (Neutron Stars / maybe Pulsars?) and Dark Matter (Black Holes). Terraforming resources are fine, though, if perhaps a little too common at times.

Cheers :)
docflamingo  [author] 7 Jul, 2016 @ 8:50pm 
@fiske06: Don't worry about that--it's a consequence of the way things were re-arranged to keep the energy deposites consistant for the stars--it won't cause any actual issues in-game. The error log just sees something unexpected so it reports it.
fiske06 7 Jul, 2016 @ 4:00pm 
I'm getting the error:
Error in has_deposit trigger, cannot find deposit with key: d_immense_energy_deposit
in the log.

I see that you define other immense deposit values in 00_deposits.txt, but not for energy (energy just has normal and rich) is this something missing from the file, or an indication of a conflict/missing prereq somewhere*?

*I'm not familiar with Stellaris' modding system, so not sure if values can be defined accross mods
docflamingo  [author] 5 Jul, 2016 @ 12:03am 
@Stofsk: There is always a chance that any given body will give you nothing, that's built iinto the game. From an RP perspective just assume something about local conditions make it impracticle to harvest resources at that location.
Stofsk 4 Jul, 2016 @ 8:53pm 
You say jovians will give a single point of energy, but it does seem too variable. Not every gas giant seems to be giving me energy (and sometimes I get weird variability like Class B stars not being energetic at all). Shouldn't *all* gas giants give an energy resource, to account for things like hydrogen and he3 being bountiful? (Ironically, wouldn't smaller gas giants like Uranus be 'easier' to mine in that regard than big giants like Jupiter, due to the latter's crushing gravity and radiation belt?)

That aside, I fucking love this mod! :D Good work, and I really like your other mods too.
docflamingo  [author] 1 Jul, 2016 @ 4:11am 
@Shakers: Thank you for playing the mod!
Shakers 30 Jun, 2016 @ 5:29pm 
Ok, thank you for information. And thank you for this mod, good job! :D
docflamingo  [author] 30 Jun, 2016 @ 9:39am 
@Shakers: Apologies, I stand corrected. Actually nothing in the mod changed but the version update does mark it as imcompatible so that has been corrected.
docflamingo  [author] 30 Jun, 2016 @ 7:01am 
@Shakers: It is alreadt 1.2 compliant. Third didgets in the program indicate minor updates so it already works with it.
Shakers 30 Jun, 2016 @ 6:11am 
This mod will be upgraded for 1.2.1?
docflamingo  [author] 28 Jun, 2016 @ 8:18pm 
@Bittersweet: NP, always glad to help. Thank you for playing.
Bittersweet 28 Jun, 2016 @ 4:03pm 
@docflamingo : Thank you for that information. That makes me feel better now, because at first i started skipping the ones that had no minerals with the 1 energy and it got to a point where I was confused about if I should cont. or not, Hence why I asked in this chat.
docflamingo  [author] 28 Jun, 2016 @ 8:10am 
@Bittersweet: Energy production orbital stations are exempted from the energy maintenance cost.
Bittersweet 28 Jun, 2016 @ 8:02am 
I thought this mod was cool that you got some energy from the sun at least in your solar system so no solar systems are empty. Yet I am just confused why only 1 energy output from the gas worlds should it not be 2? considering it cost 1 Energy in maint. cost. So sometimes i get a free minerals? is that supposed to be the point? because in game it tells me it cost 1 Energy to maintain the station harvesting the energy. and if i am only profiting 1 energy, what is the point?
Wijek 23 Jun, 2016 @ 6:09am 
@docflamingo: Thanks alot, i will have a look!
docflamingo  [author] 23 Jun, 2016 @ 5:51am 
@Wijek: They both alter an identical file so they will not work. I have another mod that adds new planets (and makes other alterations) with the new resource system however. Check it out here: http://sp.zhabite.com/sharedfiles/filedetails/?id=707933292
Wijek 23 Jun, 2016 @ 3:47am 
Very nice mod! Expecially the balanced approach with energy + research is very logical. Is there any news about the compatibility with the "More Planet Types" mod?
Artanis 22 Jun, 2016 @ 4:11am 
@docflamingo: Definitely! I'm currently doing a Vanilla run to see the changes, and then see which mods I use are and aren't compatible. :D Love the game too.