Stellaris

Stellaris

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Distant Basic Resource Buildings
   
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20 Jan, 2019 @ 1:45pm
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Distant Basic Resource Buildings

Description
This mod adds two new buildings that act as mineral and energy counterparts to the existing hydroponic farm. More specifically, they are a way of getting the basic resources of minerals and energy from a building instead of a district.

The Mantle Extraction Drill Site allows your pops to bypass the need for surface deposits of minerals, extracting material directly from the molten mantle of the planet. It is researched through engineering, takes up a planet building slot, and provides 2 miner jobs for the planet, regardless of planetary features. It can not be built on orbital habitats, resort worlds, or thrall worlds.

The Solar Collection Hub allows technicians to tap into the numerous self sufficient solar powered systems operating in the background of society and put their excess power to use. It is researched through physics, takes up a building slot on either a planet or habitat, and provides two technician jobs. It can not be built on resort worlds or thrall worlds.

While neither of these buildings are exceptionally powerful on their own, they can be used to patch up a struggling economy or make the best of a bad planet in much the same way as the hydroponics farms do for food.

This mod does not replace or override ANY game files and uses its own graphics files to make it compatible with as many other mods as possible.
Popular Discussions View All (1)
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15 Sep, 2019 @ 5:48pm
Districts.
Sims_doc
9 Comments
Mask of Humble 30 Apr, 2020 @ 10:20pm 
is this 2.6.X useable? I am just looking for a mod that adds some buildings that collect M and E like the old mines and generators did, I can understand taking away ther mines but why not replace the generators with solar pannels and such xD
Distant  [author] 26 Jan, 2019 @ 7:27am 
It does seem odd. It also seems odd that generator districs have an energy upkeep, but they do. In terms of game balance, it means that having the building (or districs) without pops to work the jobs is a drain on your economy instead of a boost and that the second pop to work a technician job is gnereating more than the first one because the first one had to also cover the maintenance cost. This is most important when balancing against the commercial building which generates 5 clerk jobs, because individually a clark generates less energy from trade value than a technician but collectively they generate more as a reward for being able to house, give amenities, and wait for the growth of 5 pops instead of 2 (plus dealing with trade routes), If you want a good lore excuse, imagine that the building still needs to keep the lights on, even if there are no employees there to work.
marky612 25 Jan, 2019 @ 3:10pm 
I don't think the Solar Collection Hub should have an energy upkeep, seems odd.
Distant  [author] 21 Jan, 2019 @ 2:47am 
I don't know any languages other than english, but if anyone can translate the localisation file I'll happily include it for you.
♤ |_Pandora_| ♤ 20 Jan, 2019 @ 10:48pm 
Pss. Russian mod? :0
Distant  [author] 20 Jan, 2019 @ 6:02pm 
If you have a game without it that you want to add it to, it should be fine. Not so much going the other way.
The Erubian Warlord 20 Jan, 2019 @ 5:04pm 
save compatable?
Distant  [author] 20 Jan, 2019 @ 4:03pm 
Thanks. I hope you enjoy it.
Oldhip 20 Jan, 2019 @ 3:25pm 
Sounds good will give it a try