Stellaris

Stellaris

Collect All Resources 2.1.3
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
Jason.  [author] 23 Apr, 2018 @ 8:10am 
Partie 2:
Whereas with the mode, if we take again the example of the square with two resources, even if the AI poses a building it recovers both resources. Unfortunately, it will not have the intelligence to do like us, i.e. place an energy building on a square with 4 minerals, for example, to recover both minerals and energy credits.

It won't kill your game, it will help you a lot, nothing more, the AI won't benefit as much as you will.

I hope I've managed to be clear enough
Thyran 23 Apr, 2018 @ 6:45am 
I would imagine that the AI benefits from this mod greatly
谪仙 4 Apr, 2018 @ 2:46am 
Thanks!
Lightning "Tempest" Rafales 3 Apr, 2018 @ 3:43pm 
Make the game easier; and make me lazy and think less.....BUT, I like it
Jason.  [author] 3 Apr, 2018 @ 9:05am 
Updated for 2.0.2
谪仙 2 Apr, 2018 @ 9:16pm 
Please update to 2.02!!! Please!!!
y4wgmoth 7 Mar, 2018 @ 10:39pm 
Anyone have any idea if it would be possible to create a mod that makes the AI realize it can collect all resources? So that with this mod enabled the AI doesn't only build farms on food tiles, etc.?
Edge 4 Mar, 2018 @ 5:46pm 
This is the best mod.
If i didn't find it, this was going to be the first mod i wrote.

Observations:
a) Everyone gets a few more resources per planet.
b) I tend to end up with (unity buffed) hydroponic farm on each tile next to the capital.
Both could be solved by a mod removing adjacency from the capital.
Jason.  [author] 27 Feb, 2018 @ 11:29am 
Ahah, don't worry. I thank you ^^
Asteyr 27 Feb, 2018 @ 10:02am 
Ah, I just re-subscribed and checked. It looks good now, yes! And my apologies for going on your nerves with updating it :D
Jason.  [author] 27 Feb, 2018 @ 10:00am 
It is already in a common file
Jason.  [author] 27 Feb, 2018 @ 9:44am 
Okay, Tell me again if I've forgotten a change, I took the updated file and I just modified it.
Asteyr 27 Feb, 2018 @ 8:54am 
Maybe there is a language barrier, but you mean you only changed the lines I gave as an example earlier? Because, there is a lot more than those lines, that changed. I suggest you take the 2.0 updated file directly from the game directory, replace the outdated file in the mod with it and change the "collect_if_wrong_building = " line in it. Otherwise strategic resources like, for example, Living Metal would stop working. I apologize if I understood you wrong and you did that already - just making sure :-)
Jason.  [author] 27 Feb, 2018 @ 7:47am 
I changed the lines
Jason.  [author] 27 Feb, 2018 @ 7:25am 
I confess to having simply put the mod in 2.0.0, I'm not really the stellaris news anymore, I didn't have that the lines had been modified.
I'll make the change within the day in that case.
Asteyr 27 Feb, 2018 @ 12:33am 
Hi Joe. You apparently used an old version of the strat_resources. Line 75 should read: base_income = 3, Line 131 refers to ship_hitpoints, which is now ship_hull and ship_armor, Line 144 refers to "ship_shield_hp_mult" which is now "ship_shield_mult" and so on. Maybe check again? Thanks :D
Jason.  [author] 21 Dec, 2017 @ 2:51am 
Updated
andrewjohncaspermeyer 20 Dec, 2017 @ 7:15pm 
does not work with 1.9.1, please update
Jason.  [author] 14 Dec, 2017 @ 3:10pm 
The game becomes a little easy yes, it allows you not to lose resources when creating a building, on a slot that gives you various resources. But yes, to get back to your question, it makes the game a little easy.
glosy w twojej glowie 14 Dec, 2017 @ 2:41pm 
Isn't game to easy with such change?
CrazyB0T 8 Dec, 2017 @ 10:31pm 
Update this mod. Pleace
ZJK 16 Nov, 2017 @ 3:06am 
@Joe Le Fifou - Any capacity to make a compatability mod for ExOverhauls suite of mods and this one? It feels wrong to me not having this mod working for my games, currently.
Jason.  [author] 13 Nov, 2017 @ 1:22pm 
No problem :)
NewAgeKid52 13 Nov, 2017 @ 12:11pm 
Can I try to make a version of this mod but with increased base energy and minerals? I will credit you and Yandersen for it.
Jason.  [author] 13 Nov, 2017 @ 11:34am 
Honestly, I don't know if it's possible. even if it were possible I admit that I do not have a great motivation to make a second version now
NewAgeKid52 13 Nov, 2017 @ 10:16am 
Is it possible if you could make a version of this mod to collect all tile resources, plus increase the base income of energy and minerals? Like increase base income of energy and minerals to 12 each? And if possible add in base food increase to 5? That would be helpful when using it with mods that add civics that reduce energy generation or reduce mineral production, or mods that give trait that lower food production and not be in the negative when you start a game. Thanks :)
Jason.  [author] 11 Nov, 2017 @ 4:56pm 
@H4shX - Yes, no problem
H4shX 11 Nov, 2017 @ 4:16pm 
@MrGx - Can we (SRT) include this Mod and Credit the Original Author and You into our Union Project ?
Interstellar 31 Oct, 2017 @ 5:36pm 
Thank you so much!:steamhappy:
Jason.  [author] 30 Oct, 2017 @ 3:33pm 
it should work now
Jason.  [author] 30 Oct, 2017 @ 3:30pm 
I will update
Interstellar 30 Oct, 2017 @ 3:16pm 
doesn't work now:Hire:
Tex 12 Oct, 2017 @ 3:35pm 
Thank you so much!
Jason.  [author] 12 Oct, 2017 @ 9:49am 
The AI also has that. But from what I've seen in a game between AI, it does not use it as smartly as us, it will use it without wanting, I think, if a slot with two minerals it will take both resources , but if a slot has a mineral, it will place the building corresponding to the minerals on the slot

I leave you a screenshot available among the other captures above
Jason.  [author] 12 Oct, 2017 @ 9:02am 
I have finished the update, all should work perfectly
Tex 12 Oct, 2017 @ 6:58am 
Please update for 1.8.2
kellynorty 12 Oct, 2017 @ 6:17am 
Do the Ai also get this ?
tzubidu 11 Oct, 2017 @ 11:25pm 
will this get updated for 1.8.2?
Jason.  [author] 11 Oct, 2017 @ 12:50am 
I'm happy for you :2016snocone:
kellynorty 10 Oct, 2017 @ 4:00pm 
wow JUST WHAT I WANTED!!:steamhappy: