Stellaris

Stellaris

[Out of Date] Stellar Resources
157 Comments
shame this was a good idea
Beast-Storm 7 May, 2021 @ 6:02pm 
Wow.... I want this mod so badly :D
Prymus Oiad Qaas 11 Feb, 2021 @ 8:27am 
I hope this mod gets remade for the Nemesis dlc coming out soon.
Blazingdevil 17 Dec, 2020 @ 9:28pm 
really needs an update
Grzegorz Brzęczyszczykiewicz 10 Jun, 2020 @ 9:26am 
Damn, realy sad to hear you'r considering to remove most of the metals... I realy loved to mod because of the real metals in it, it made the game feel more science and less fiction. Maybe you could make buildings which consume these metals and give small bonuses to the empire. However unlinke most of these type of building which can only be built once, you could build these many times, like for example: Ship Armour Factory costs 1000k Minerals 500 Credits and 50 Uranium, Iron, Lead and Platinum and increses armour HP on all ships empire wide by 2% at the cost of 1 Uranium, Iron, Lead and Platinum every 30. Alone the building isn't good but heaving 10 of them would be realy noticable. However I don't wanna tell you what to do with your mod and I'm still excited to see where it goes in the future. Kind Regards, a fan :VC_TANK:
Smoking_GNU 15 May, 2020 @ 3:02pm 
Oh well. Would be nice to have it again (had it when it was still up to date). Thanks for the reply.
Audie  [author] 15 May, 2020 @ 2:00pm 
Pretty much. It was designed with the old resource system in mind, and I haven't gotten around to figuring out a way to make it interesting with the "new" resources.
Smoking_GNU 15 May, 2020 @ 11:43am 
So i'm guessing this is a dead mod now?
π Charred 7 Jan, 2020 @ 9:38pm 
update?
James Fire 17 Jun, 2019 @ 9:03pm 
It's all right. It happens. I do look forward to what you do with this. May end up using it.

As a mod, not to make my own stuff.
Audie  [author] 17 Jun, 2019 @ 8:43pm 
Hah! And now I feel stupid.
James Fire 17 Jun, 2019 @ 8:30pm 
... waits for you to realize I was that one that did that

Remember me asking you about using the assets here for it?
Audie  [author] 17 Jun, 2019 @ 7:48pm 
@Zparadis

Probably not anymore, since someone created a mod recently called "Stellaris Tiberium Wars" that goes much more in depth with Tiberium.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1764375600
James Fire 17 Jun, 2019 @ 7:45am 
Are you going to have tiberium in there?
DoomsEnd 17 Jun, 2019 @ 1:14am 
Yes please:ipeenergy:
Audie  [author] 16 Jun, 2019 @ 5:53pm 
Going to finally start working on this mod again sometime soon. Right now, my idea for how it will work is this:

- Deposits will now be a "raw" form of the resource, e.g. "Unrefined H3", "Uranium ore", etc.

- These will need to be refined in new buildings, each resource or set of resources having their own.

- Once it's refined, it can be used to activate edicts with special bonuses (there may be other uses as well). There will be multiple tiers of edicts for many of the resources

- Some of the higher tier edicts will require the construction of warehouses specific to that resource. For example, one resource may have a starting cap of 1000 units, but the most powerful edict that uses that resource may require 5000.
Lightcaster 25 Mar, 2019 @ 1:27pm 
another option is using edicts that cost rare resources to give bonuses if you want to go that route instead of buildings
DoomsEnd 23 Mar, 2019 @ 4:40pm 
what about the seeding tiberium on other planets
James Fire 11 Mar, 2019 @ 9:08pm 
Thanks!
Audie  [author] 11 Mar, 2019 @ 5:54pm 
Everything is either stuff that is from in-game or found on google images that I edited. Go for it.
James Fire 11 Mar, 2019 @ 3:36am 
Question for you. I want to do my own thing with tiberium. I see you've got art, some from the game, looks like some is made on your own. I was wondering if you'd mind me using any of it?
Audie  [author] 9 Mar, 2019 @ 3:46pm 
I might start working on it soon-ish now that 2.2 is (hopefully) done.
James Fire 9 Mar, 2019 @ 2:25pm 
It is a travesty that the only mod that does anything with Tiberium is out of date!

I mean, really. Searching 'Tiberium' on the workshop brings up 3 things. One is music from it, and the other is crediting Tiberium Wars for art .
Branyace 15 Jan, 2019 @ 12:58pm 
Thanks for the work put into the mod.
Since you are going to be updating it to work with the latest Stellaris version, would now be a good time to perhaps add a Tiberium Born trait to allow colonisation of Tiberium worlds and allow it as a home world if that trait is taken? When colonisation these worlds could be high on production but come with a "Hazardous" trait - population growth penalty or something to balance it.
𝓒𝔂𝓹𝓱𝓮𝓻 30 Dec, 2018 @ 10:57am 
Tiberium Missiles maybe?
Audie  [author] 28 Dec, 2018 @ 6:06pm 
I think I'll have it where the refinery takes green tiberium and turns it into minerals and energy. It can be upgraded into an advanced refinery which requires both green and blue tiberium, while having a larger mineral and energy output and generating liquid tiberium, which can be used in various weapons.
𝓒𝔂𝓹𝓱𝓮𝓻 28 Dec, 2018 @ 5:32pm 
I'm sure it would be easier to just assign all Tiberium to a refinery building, but if you want bonuses, make different refineries for Riparius and Vinifera maybe?
Smoking_GNU 16 Dec, 2018 @ 4:30am 
Sounds good. Looking forward to it!
Audie  [author] 15 Dec, 2018 @ 11:54pm 
[2/2]

Perhaps in the future I could add a planet killer that turns planets into Tiberium worlds. Will need to figure out how to do that first!

I don't have an ETA for any of this. I do have a vacation coming up in January so I might work on it then.
Audie  [author] 15 Dec, 2018 @ 11:54pm 
[1/2]

So I think I've got a rough idea of how I'm going to update this. Since resources work completely differently now, I can no longer tie bonuses to resources. Rather, I'll likely have to tie them to buildings, decisions, or edicts.

I'm probably going to simplify it a bit by removing most of the metals from the mod, since you can already gain better versions of the bonuses from this mod by using the new edicts for the updated resources.

A few examples of what might change: Tiberium will likely have new Tiberium Refinery buildings that will give large bonuses to minerals / energy and maybe production. Radioactive materials will give moderate bonuses to energy. The Tachyonic Particles bonus could be activated through an Edict, and I might add a new Decision for them that accelerates planetary build speed. Perhaps a spaceport module as well for ship build speed.
Audie  [author] 8 Dec, 2018 @ 3:11pm 
Gonna be a while until if/when I get around to it. They changed a lot of stuff.
pierre 8 Dec, 2018 @ 1:39pm 
yea mate you need to update this mod the game just out right crashes
Smoking_GNU 8 Dec, 2018 @ 2:38am 
Will this mod be updated for 2.2? They changed around a lot of strategic resources for this update.
TerrorDragon 18 Nov, 2018 @ 4:46am 
i like the idae of tiberian on other planets. Say what if you could spread it to other worlds and unless you have the tech for it, the tiberian kill off the pop over time leaving nothing but tiberian.
pierre 6 Oct, 2018 @ 10:28pm 
Yea I'm still getting most of the resources and the teks for them there hell mate add me and I'll show you
Audie  [author] 6 Oct, 2018 @ 12:14pm 
@pierre

Does it really? :V

I haven't updated in ages. I decided to wait until the next update when they revamp everything.
pierre 6 Oct, 2018 @ 4:25am 
weird
this mod still works
Altaya 6 Oct, 2018 @ 3:58am 
I got names like helium_3_dec, tiberium_blue and etc. Idk whats wrong
Shindara The immortal 8 Aug, 2018 @ 1:22pm 
works fine here :)
but can't wait to see what will happen here when they release the next big update that will change some of the resourses in Stellaris.

could make some nice things for that when it comes out :)
ranma100 1 Aug, 2018 @ 9:43pm 
This mod is working fine with the current beta.
Skygroot 10 Jul, 2018 @ 3:22am 
Hello I'm trying to build a big mod that could use your own mod. If you are already alive Please contact me on discord at Skygroot#0384. I need some precision about your code.
⛤~♾Rimuru Tempest 1 Jul, 2018 @ 10:47pm 
no update :"{
x 19 Jun, 2018 @ 10:46pm 
its almost july !:steamsad:
davidb11 17 Jun, 2018 @ 6:59pm 
Helium-3 at least still works, so there's that. It's also a lot less common than it was before. But that's good.
MorallyGray 17 Jun, 2018 @ 6:52pm 
Yep, your icons are bugged on the system map. They all present as a mineral.
davidb11 17 Jun, 2018 @ 12:47pm 
So, I want to say that good news, the resources from this mod still spawn in 2.1.1, but the texture for some of them and look like the normal mineral icon. This mostly affects Tiberium.

I still think you can get them if the technology shows up.
punkboy_sp 2 Jun, 2018 @ 10:40am 
this mode is great
The Erubian Warlord 1 Jun, 2018 @ 1:59am 
lurk mode engage
MAMPF(GER) 29 May, 2018 @ 9:25am 
cnc nice
Zi 29 May, 2018 @ 6:55am 
Yeah! Good one.. I used it as Stellar Energy come too outdated. Feels more right about resourses.