Stellaris

Stellaris

Not enough ratings
SUBMOD: ESC3 Vanilla Resources
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
7.680 MB
28 Jan, 2019 @ 9:36am
1 Change Note ( view )

Subscribe to download
SUBMOD: ESC3 Vanilla Resources

Description
June edit: No updates planned. Should technically still work, but I don't recommend using it.

AIs can't even upgrade their ships from lack of vanilla resources, never mind giving it six more to manage. This submod converts ESC's added resources into vanilla resources. Side effects include improved compatibility with UI mods, and reduced micromanagement.

[ESC = Extra Ship Components]

Submod version: 1.0 for ESC 3.0 for Stellaris 2.2.*

Info:

> removed new resource buildings and related jobs (zro, dark matter, etc not removed)
> swapped component costs from new resources to vanilla resources (including zro and dark matter)
> swapped ESC fallen empire new resource buildings to produce vanilla resources
> swapped edict costs to vanilla resources
> removed resource boosting edicts (except for research edict)
> removed food as a component cost; cost minerals instead
> removed techs made obsolete by the above changes: Crystalline Valuables; Improved Crystal Farm;

> Resource conversion factor:
1* living crystals -> 1* rare crystals
2* psionic charge -> 1* zro
2* gravitic anomaly -> 1* dark matter
transdimentional vortex -> varies: motes, gases, crystals (1* -> 1*) and dark matter (2* -> 1*)
1* enigmatic energy -> 1* dark matter

Compatibility:

Do NOT use together with base ESC. This submod includes all of ESC, though updates will lag behind ESC itself. (this approach may change in the future)
Do use together with ESC Overwrites if you want/need.

Savegame: Requires new game. Safe to remove mid-game (if replaced by original ESC3).

ESC files modified:
common\buildings\nhsc_buildings_resources.txt
common\buildings\nhsc_buildings_resources_fe.txt
common\edicts\nhsc_country_edicts.txt
common\pop_jobs\nhsc_jobs_special_resources.txt
common\technology\nhsc_tech_other.txt
common\technology\nhsc_tech_weapons_crystalline.txt

ESC files removed:
interface\resource_groups\sectors_other_resource_groups.txt
interface\resource_groups\topbar_other_resource_groups.txt
common\ai_budget\nhsc_enigmatic_budget.txt
common\ai_budget\nhsc_food_budget.txt
common\ai_budget\nhsc_gravitic_budget.txt
common\ai_budget\nhsc_living_crystal_budget.txt
common\ai_budget\nhsc_psionic_budget.txt
common\ai_budget\nhsc_transdimensional_budget.txt
common\strategic_resources\nhsc_special_resources.txt

Credits & Acknowledgments:

> All credits belong to the ESC mods by Steam user NHunter.
38 Comments
Vaeringjar  [author] 31 Mar, 2020 @ 6:34am 
try looking at the universal resource patch https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1595876588 maybe it supports the mods you are using?
Locomotor79 31 Mar, 2020 @ 6:04am 
shade becausse i canot see them on the bar whit the recources and i dont know how to make mods
Vaeringjar  [author] 30 Mar, 2020 @ 8:39pm 
@Locomotor79
that's not how it works though, mods that add resources are incompatible with each other and need a patch
this here is a submod of ESC, a mod of a mod, and doesn't edit other mods
Locomotor79 30 Mar, 2020 @ 2:21pm 
becausse i believe your mod also whould change it for the starwars weapon's mod
from kyber crystals to the rareyellow vannila version aswhell as in tibanna gas
maybe it work on those recources aswhell becausse you canot see them in the bar of recourses
Vaeringjar  [author] 30 Mar, 2020 @ 1:13pm 
@Locomotor79
Hey man, I appreciate the interest. I have no plans at present to update this specific mod. I do recommend an alternative though: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2031331374
Locomotor79 30 Mar, 2020 @ 8:30am 
plz update plz to latest patch
Vaeringjar  [author] 9 Jun, 2019 @ 11:00am 
Right. No update in sight right now: I'm not currently playing, I've got other modding priorities when I do, and I currently have mixed feelings about playing with ESC3 (nothing against the author or anything, just personal preferences). I also don't know how the AI is doing right now, both in vanilla and with ESC3. I've considered eventually making my own armaments/tech mod, but yeah, eventually (tm).

As the submod was made a standalone, it should still technically work by itself and with 2.3. Not sure how well ESC Overwrites works with it right now, seeing how ESC3 has gotten updates. So all in all I don't recommend using this submod, but it should still technically work.
Knyghthawk 9 Jun, 2019 @ 9:36am 
please update or advise if you will still be updating this mod
Vaeringjar  [author] 3 May, 2019 @ 1:32am 
Well, the submod itself still works, but updating takes some work and I'm not even playing right now. I've thought about what to do with this but haven't reached any conclusion yet. I do appreciate your concern for the mod though.
Argus von Stein 2 May, 2019 @ 12:28pm 
Update please! Really needed.