Stellaris

Stellaris

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Collect All Resources 2.1.3
   
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2.706 KB
28 Sep, 2017 @ 5:23pm
6 Sep, 2018 @ 9:20am
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Collect All Resources 2.1.3

Description
english:
Hello here is a copy of the mod "Collect All Tile Resources" the owner of the original mod did not want to update its mod, so I made a copy of it hoping that it works perfectly, being my first mod although this is only a copy of a mod.

-As its name suggests, this mode allows you to recover all the resources of a slot even after building a building.

-There is just one purely cosmetic issue: the GUI can properly display the tile resources if there is no more than 3 of them. If more, the numbers overlap with resource icons. this will change nothing except the GUI, I leave you a visual example of the "problem" on a screenshot above


French:
Bonjour, voici une copie du mod "Collect All Tile Resources", le propriétaire du mod original n'a pas voulu mettre à jour son mod, donc j'ai fait une copie de celui-ci en espérant qu'il fonctionne parfaitement, étant mon premier mod bien que ce soit qu'une copie d'un mod.

-Comme son nom l'indique, ce mode vous permet de récupérer toutes les ressources d'un slot même après la construction d'un bâtiment.

-Il n'y a qu'un seul problème purement cosmétique: l'interface graphique peut afficher correctement les ressources de la tuile s'il n'y en a pas plus de 3. Si plus, les nombres se chevauchent avec les icônes de ressources. ceci ne changeras rien hormis l'interface graphique, je vous laisse un exemple visuel du "problème" sur une capture d'écran ci-dessus



The mod changes just one file: "common\strategic_resources\00_strategic_resources.txt", changing "collect_if_wrong_building = no" to "collect_if_wrong_building = yes"


59 Comments
mjtapper19 14 Dec, 2019 @ 7:02pm 
Khaine Incarnate, I agree.
Mosley was right 5 May, 2019 @ 4:03am 
Thanks for preserving the old version! 2.2 is not Stellaris.
CatDoge 26 Dec, 2018 @ 5:01pm 
Thank you for keeping the mod up while the tile system lasted.
Jason.  [author] 8 Dec, 2018 @ 5:03pm 
After having taken a look at it I don't see how to be up to date the mod, the resource system to completely was reviewed it has nothing to do with the old one, the same for the tile system

I don't see how to update it at this time :pcry:
Jason.  [author] 8 Dec, 2018 @ 6:57am 
I'll see to make an update make version 2.2.1, but currently the file to changed quite a bit ^^ :2016snocone:
I will inform you of a possible update in the evening (French time) or tomorrow ^^
Galaxar7 8 Dec, 2018 @ 5:16am 
update please to 2.2.1 ver
Jason.  [author] 29 May, 2018 @ 3:55am 
Np ;)
The Fighting First 28 May, 2018 @ 10:59pm 
thank you for update :)
Thyran 23 Apr, 2018 @ 10:51am 
Thanks for the explanation. Based on my sector AI experiences, I thought that the AI didn't factor in any tile bonuses if the need in the empire was large enouigh for other resources.

Then again. Sector AI could be following different algorithm for all I know.
Jason.  [author] 23 Apr, 2018 @ 8:10am 
Partie 1:
To be honest, no.
It does not benefit greatly from it because at the base the AI thinks in the following way(According to me) :
A square where there are only 2 minerals the AI will put something in relation with the basic resource present in this square, because the basic game does not allow us to collect two different resources on the same square, unless you colonize a planet and that this one has a square with two resources in the basic game either you keep the square with these two resources empty without building but with a population in the square, to collect these two resources,
The AI, unlike you, will install a building, depending on the resources it needs most, so it loses one of the two resources to keep only one