Stellaris

Stellaris

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Upgradable Resource Collectors
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4 Aug, 2019 @ 7:25am
25 May @ 7:41pm
22 Change Notes ( view )

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Upgradable Resource Collectors

In 1 collection by Saxon
Saxon's Mods for Stellaris
5 items
Description



This mod adds upgraded versions of the resource gathering buildings in two technological tiers to the game. This allows you to convert building slots into several districts worth of jobs, but at a cost. For example you can build a power plant on a planet which has run out of energy sources and therefore cannot build additional generator districts, but these power plants of course require a source of fuel in the form of exotic gases. The same applies to fertilizer/explosives (volatile motes) for Hydroponic Farms/Mineral Mines, etc.

The general mod philosophy is that you can't just conjure resources out of thin air, but by investing some space and resources for some additional production infrastructure you can wring a lot more resources out of your worlds. This is generally especially useful to maximize production on specialized colonies such as mining worlds where the various stacking bonuses help to offset the upkeep costs.



Though this increases the need for strategic resources, that is offset quite a bit by the fact that this mod also adds upgraded versions of the strategic resource mining buildings, as well as allowing you to build them on habitats that have the appropriate strategic resource deposits. Think of this as requiring specialized heavy-duty industrial equipment in order to mine greater quantities of these rare resources.

To unlock the new buildings several technologies have been added which need to be researched first. Their naming conventions, descriptions and sprites all match the general themes and aesthetics of the base game.



If you like my content please also check out the Youtube channel of my wife and I, where we play games and talk trash together. We would greatly appreciate it if you took some time to watch our antics!

Popular Discussions View All (1)
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22 May, 2023 @ 9:34am
Looking for volunteer translators
Saxon
129 Comments
Sidewinder Fang  [author] 28 May @ 5:59pm 
@Deviant I debated changing it so each building type requires a different strategic resource but tier 2 mineral purification and food processing both both require motes so there is precedent for it in the base game.
Deviant 27 May @ 12:13am 
It's very strange why 3 types of mining buildings require 2 types of resource, not 3.
Doesn't a solution like this suggest itself:
For energy - use crystals
For minerals - use stones
For food - use gases

btw thanks for the mod:steamhappy:
Hebrux 24 May @ 9:28pm 
Yay!! Thank you so much!
Saxon  [author] 24 May @ 8:57pm 
The mod has been updated by Sidewinder Fang and just uploaded to Steam! Exploit the galaxy to your hearts content. And remember that the Worm loves you. Always.
Hebrux 24 May @ 8:26pm 
Thank you!
Sidewinder Fang  [author] 23 May @ 2:19pm 
@Hebrux It's definately bricked, working on updating it though and I'm optimistic it is fully fixable, it will take time though.
Hebrux 23 May @ 12:29pm 
Thank you please let us know if this mod truly is bricked and still needs an update
Saxon  [author] 4 May @ 11:42am 
Just a warning ahead of time. As many of you know there is a HUGE update coming out. And from the looks of it this mod is going to be bricked because of it. We (@Sidewinder Fang in particular) are already planning how to proceed. Sadly the beta is too much in flux at the moment so we'll have to hit the ground running once the official release hits.
Saxon  [author] 1 Nov, 2024 @ 12:06pm 
Please note, although the building can be build anywhere the bonuses will have no effect unless you have miner jobs that produce strategic resources on that planet, just like a building that boosts alloy output will do nothing on a planet that does not produce alloys.
To reflect the change in role the energy upkeep costs of strategic resource mines has also been increased somewhat.

All tier 2 and 3 resource buildings now require tier 2 and 3 capital buildings to be built.
Changes to habitat strategic resource deposits have been reverted to those of the base game.
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When I have some spare time I'll update the mod page with images of the changed buildings, as well as the sprites I've been working on.
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Saxon  [author] 1 Nov, 2024 @ 12:06pm 
Big shout out to our mod contributor @Sidewinder Fang for creating this update. Patch notes:

The functionality of strategic resource mines has been changed from an extraction building to an output boosting building to better fit the recent changes to strategic resource mining.
Strategic Resource mines are now limited to one of each type per planet but can be built on any planet regardless of deposits and give regular mining jobs instead of strategic resource miner jobs, they instead give a percentage(%) bonuses to the strategic resource output of miner jobs, this will affect both regular and strategic resource miners, the bonuses are as follows. 10% at tier 1, 25% at tier 2 and 50% at tier 3.
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