Stellaris

Stellaris

Real Space - Astrogeology
83 Comments
INyaFACE 17 Mar, 2020 @ 4:37pm 
wow, you're fast. looks nice. thx :)
Annatar  [author] 17 Mar, 2020 @ 4:10pm 
@INyaFACE No, this is an outdated mod. Stay tuned for New Frontiers. Very soon, a lot of interesting things! https://www.patreon.com/annatar108
INyaFACE 17 Mar, 2020 @ 4:02pm 
hey mate, just a quick question. considering starting a new game with your mods, is astrogeology still needed to balance the resources? :)
Annatar  [author] 1 Dec, 2019 @ 3:21pm 
@Fracture I understand you. But I just have to say that the proper installation of mods is the key to a stable game. Therefore, it is always better to understand which mods you use and what they affect. I will try to facilitate this task in the future. I will create certain guides and modify the collections. Now I just do not have time.

I have never worked for Paradox or any other company.
Fracture 1 Dec, 2019 @ 1:37pm 
@Annatar I know I will sound dumb... I'm not used to mod bundles. I'm not a noob, but I know just as much as one, which is even sadder.

Getting to the point: I don't know where I can find that collection...

Also, I always play the current version (which now is Shelley 2.5.1) and (after you teach me how to download a mod bundle, hehe) I would suggest that you'd a bundle of mods compatible only with the latest release (after all, it's useful to have people testing your latest deploys and reporting bugs that can't be related to version incompatibility).

By the way, your mods are stunningly beautiful , do you work for Paradox, or have you ever worked for them?
Annatar  [author] 9 Nov, 2019 @ 9:45pm 
@Fracture I will take into account your wishes and make more signs. To clarify the situation, all relevant mods are in the collection of Real Space Full Pack.
Fracture 9 Nov, 2019 @ 3:40pm 
Will it be updated? I'm trying all the Real Space mods now. I think you should do a few things to keep us posted:
1) Mark deprecated mods that are no longer needed for one reason or another (maybe the game added the features they used to implement, maybe another Real Space mod now includes their functionality, maybe they were a compatibility mod that is no longer needed).

2) Tell us which mods won't be updated to the most recent version of the game for one reason or another (lack of interest, lack of time, etc)

3) Tell us the ETA for the new mod version that will be compatible with the newest version.

Those are my suggestions, I hope you don't see them in a bad light, as if I'm trying to teach you how to do your job or something. They come from a good place.

Annatar  [author] 5 Sep, 2019 @ 6:40am 
@KiriketHirik_キリケットヒ Pay attention to the supported version.
KiriketHirik 4 Sep, 2019 @ 8:41pm 
This mods and another astregeology dont work, game crashed with this mods
CTH2004 4 Jul, 2019 @ 12:38pm 
what are those now resources for?
Bobbarækus 3 Jun, 2019 @ 8:43pm 
Really miss this. Hope the work on New Frontiers is going well, looking forward to it.
Bronan the Bradbarian 13 Dec, 2018 @ 12:23pm 
So to clarify this mod is to be replaced in essence by New Frontiers? Fair enough, Love your work btw.
Annatar  [author] 12 Dec, 2018 @ 2:12pm 
Guzman no, these changes will enter the New Frontiers in the future
Sophia Ferddinand 12 Dec, 2018 @ 7:11am 
Does it work with 2.2? Thank you for your great work!
Cyllidus 15 Sep, 2018 @ 12:13am 
Just as a heads up, I've experienced consistent crashing when using this module with MEM. Stellaris loads up to 100% and CTDs. I've tested all my other mods and this one seems to be the issue. "Clean" trial: MEM + Real Space 3.1 + Stellar Expedition + Astrogeology ended up crashing, all other modules were fine.
Annatar  [author] 31 May, 2018 @ 3:41pm 
ironsnake64 30 May, 2018 @ 6:30am 
thank you
Annatar  [author] 29 May, 2018 @ 5:44pm 
The mod was updated for version 2.1.0 of Niven
Annatar  [author] 28 May, 2018 @ 1:47am 
@Woodwyrm Of course, as soon as the RS is updated.
Woodwyrm 27 May, 2018 @ 8:47pm 
any updates seeing as Distant Stars has been released?
von_das 3 May, 2018 @ 11:11pm 
Does this work with Alphamod?
𐩸 18 Apr, 2018 @ 7:44am 
Version 2.0.3 is out now so you should change the version number to that or 2.0.x so the error icon dissapears from the launcher :)
tmonahan23 13 Apr, 2018 @ 3:48pm 
1000 galaxy at 1.0 habibity planets. I was think that some should only be around 10 , to make them more special and keep from any chance of planets will multiple of these to help keep the science and resources from snow balling out of control
Chastity the Celibate 13 Apr, 2018 @ 2:28pm 
I think they are good, found a few so far in my 2000 star galaxy
Annatar  [author] 13 Apr, 2018 @ 2:26pm 
@tmonahan23 What size of the galaxy are you using?
tmonahan23 12 Apr, 2018 @ 8:11pm 
I would suggest lowering the spawn rate of these special resources. I have seen 20- 57 as the number in the galaxy for some of them. I am using other mods so wondering if that why there are so many? What is the target number did you have in mide for your special resources in the galaxy?
Chastity the Celibate 2 Apr, 2018 @ 2:15am 
Ok
Annatar  [author] 2 Apr, 2018 @ 1:18am 
@xnadu27 no, technology appears randomly, as well as for the betarian stone
Chastity the Celibate 1 Apr, 2018 @ 6:59pm 
Do the techs for the resources only show up if you have one on one of your planets? I have found Trionium and Gravitoid
MightNight 20 Mar, 2018 @ 10:56pm 
@Verikan I honestly find it still easy. Find yourself one of those special resources and trade the output of them for Energy Credits....A food building that produces 10 food and 4 unity for 2 Energy is such a steal since you can trade the food for a hefty price.
Annatar  [author] 18 Mar, 2018 @ 2:53pm 
@Arquin On a patch for PD works ManulHan
Arquin 18 Mar, 2018 @ 11:49am 
Hmm I don't know if there's anything else that conflicts with Planetary Diversity (That's not solved by the patch for the main mods atleast) so would it be possible to simply mod these resources to also appear on PD -planets? For myself.
Annatar  [author] 16 Mar, 2018 @ 10:46pm 
@Verikan I already wrote that this mod is tuned to hard game. So you have to better think over your economic model in the game. I do not plan any patches, but I do not forbid anyone to do them either.
Verikan 16 Mar, 2018 @ 4:24pm 
i love this mod, but there are some problems with maintaining positive income in late game if you use NSC mod. The new ships are simply too costly to maintain when planets dont provide as much as they used to. Any chances for a little balance tweak? As of now, the game promotes tall empires heavily
Chesus Crust 15 Mar, 2018 @ 4:44pm 
Thanks, good to know.
Annatar  [author] 15 Mar, 2018 @ 4:29pm 
if you mean a screenshot, then do not pay attention. In the game is fixed.
Chesus Crust 15 Mar, 2018 @ 3:34pm 
I mean there's a resource spelt sybrex as opposed to cybrex in the mod.
Annatar  [author] 15 Mar, 2018 @ 3:30pm 
cybrex is the correct spelling
Chesus Crust 15 Mar, 2018 @ 1:54pm 
Is cybrex misspelled?
Lufos 15 Mar, 2018 @ 6:57am 
thanks
Annatar  [author] 15 Mar, 2018 @ 6:51am 
@Lufos Only if these mods do not change the vanilla files of deposits
Lufos 15 Mar, 2018 @ 3:24am 
is the ressource part compatible with other mods that add strategic ressources?
tmonahan23 14 Mar, 2018 @ 9:28pm 
It was the Real Space New Worlds that was doing it
tmonahan23 14 Mar, 2018 @ 5:05pm 
yeah, took at look at EAC, turns out there deposit file has their special space resource with a high level research number,...might make an edit so those get less so to help balance,.. will test also with that mod gone and only the real space pack to check. Thanks. Loving the mods.
Annatar  [author] 14 Mar, 2018 @ 4:17pm 
@tmonahan23 no, the total number of resources in the galaxy per 1000 stars, should be about 13000. In addition, even the figure can not be compared with the total value in the vanilla game. Since here a significant part of the resources are in space, the inhabited planets on average receive less resources, which means that there will not be such a large increase from improved buildings.
In your case, most likely the problem is in another mod. I'm using Real Space Full Pack.
tmonahan23 14 Mar, 2018 @ 3:50pm 
forgot real space new worlds and.. EAC New Additions
tmonahan23 14 Mar, 2018 @ 3:46pm 
I still feel like there is to much resources in the galaxy,.... 23,000 resources when checked with the resources command. I'm looking at raising the tech slider to help calm that down. using real space , expedition, this mod, and the one that in large the galaxy's planets, bodies,.. not using planet diversity. Should the resource count be this high for a 1,000 system? Just wondering if i had a mod that is causing to be so high?
MaxStr 14 Mar, 2018 @ 12:22pm 
Excellent mod!
Annatar  [author] 14 Mar, 2018 @ 3:43am 
@Ghostcloud This mod will not conflict with mods changing events, in that case events of forerunners, since in fact this does not affect them, but only grammatically uses flags. The problems will only be with the mods that change the vanilla files of the deposits.
Gh0stcloud 14 Mar, 2018 @ 3:28am 
Played around with the mod in a test game where I tested a few mods. I really love it. Great stuff. Quick question: do you know if this would be compatible with the visible precursors mod? It basically ads fixed precursor sites when the game starts. Also every precursor spawns. I know that your mod generates the artificers based on which precursor the vanilla game spawns at the beginning. Would love to use them together (Will also do some more testing)