Stellaris

Stellaris

Upgradable Resource Refineries
244 Comments
conmkchar 26 Jun @ 6:45pm 
You're right sorry the problem was caused by another mod (ren's lithogenesis), it somehow added a second mineral and food which was causing issues with your mod an guillis' I noticed the problem first from the buildings and assumed that was the issue. I only found out the whole problem when jobs with modifiers from guillis were generating two types of basic resource and making new tabs in the galactic market.
Sidewinder Fang  [author] 25 Jun @ 6:15pm 
@I Darkstar X That would take hours for all the icons alone and I would still then have to write the new entries for the buildings and then test them all as well as creating more work in future when this mod will almost inevitably need to be updated, all for a single DLC origin that in my opinion isn't even that fun to play.

@conmkchar The alloy foundries and civilian industries now boost alloy/consumer goods job output at the cost of increased mineral upkeep, I will double check but it sounds like they're working as intended.
conmkchar 22 Jun @ 6:30pm 
It seems that with the new patch the alloy foundry and civilian industries create a mineral deficit two months after they are built even if you have enough minerals.
I Darkstar X 1 Jun @ 7:37am 
Would it? Just invert the colors and/or mirror the image and/or put the symbol for the unique resource in the corner.
Sidewinder Fang  [author] 24 May @ 10:49am 
@TheVoidGenome It would be possible, however it would take an inordinate amount of time and effort as there would have to be custom sprites made for the individual buildings and that's a lot of work for a single rather niche origin.
TheVoidGenome 23 May @ 10:08pm 
is it possible to make a version specifically for wilderness, the 3 strategic resource buildings for wilderness origin will not upgrade considering the fact that they are different. thanks in advance!
Hebrux 23 May @ 12:33pm 
This mod is so GOATED
Saxon  [author] 20 May @ 6:55pm 
The mod has been updated thanks to the valiant effort of Sidewinder Fang. Never forget that the worm loves you. Always.
Lancer_Vance 8 May @ 10:40am 
Good luck and I hope the new update doesn't make things too difficult. This mod is a must-have for me for when getting to end-game, normal factories/refiners can't keep up.
tilarium 4 May @ 12:00pm 
Pretty much every mod is going to be killed with the 4.0. Glad to hear you guys are planning on getting this one updated as you can. Take your time, might be quick and easy or hard and overly complicated
Saxon  [author] 4 May @ 11:41am 
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] 4 May @ 11:38am 
@John McCreedy Sorry for the late reply. It's been a long time ago since I created this mod. The design philosophy at the time was to have "1 per planet" Hubs->Centers->Cores (compare them to the Ruhr in Germany). These centralized hubs make ALL other factories and foundries on the planet, and in orbit, more efficient by streamlining logistics, administration, etc.

I've differentiated these from the "regular" foundries and factories which are uncapped. You can create these anywhere you have available build slots. But all they do is add more worker jobs. Think of these like more decentralized/standard issue industrial parks.
Michigancubed 14 Mar @ 5:59pm 
@john McCreedy I havent used this mod for a long time but I believe they work like the old alloy foundries and civilian industries pre planet district rework back in like 3.0 where you can build as many as you want I think?
John McCreedy 14 Feb @ 3:35pm 
I have a question, please because this mod confuses me. What's the difference between Civilian Industries and Industrial Hubs? They both have identical stats.
Sidewinder Fang  [author] 11 Feb @ 6:59am 
@kolokommouna I have considered tying the number of buildings to their respective districts, however I haven't seriously looked into the feasibility of it yet, even if I find a suitable mechanism for that it's a big change and I'd need to consult with SAXON first. For now the fact that vanilla planets only have 11 building slots does limit this somewhat.
kolokommouna 19 Dec, 2024 @ 9:52pm 
maybe it could be tied to the number of industrial districts (like one per 2 districts perhaps)? Or a max number per planet?
kolokommouna 19 Dec, 2024 @ 9:51pm 
I think there is a problem with this mod. It basically makes industrial districts worthless. Instead of getting 2 housing and 2 industrial jobs, you can get 8 housing and an extra building slot/6 industrial jobs.

It seems too overpowered....
Saxon  [author] 2 Nov, 2024 @ 10:47pm 
I just removed an unused legacy file from the mod to avoid confusion. It shouldn't affect anything.
Saxon  [author] 1 Nov, 2024 @ 12:14pm 
Update by @Sidwinder Fang:
All tier 2 and 3 Factory, Foundry and Refinery buildings now require tier 2 and 3 capital buildings to be built. Tier 1 refineries no longer require a tier 2 capital building.
Saxon  [author] 27 Oct, 2024 @ 12:52pm 
@Sidewinder Fang has been made a contributor on this mod. It's thanks to him that we are still chugging along after all these years. We are currently testing a new version and hope to push out an update soon!
Rouge 14 May, 2024 @ 5:35am 
現在、これを導入すると警察署や記念碑を建てても、職業が追加されないバグが発生しているので、導入の際は注意してください。
首都からの職業は問題なく増えるので、軍拡せず引きこもる方針ならあまり気にならないと思います。
Pyromaniac 23 Apr, 2024 @ 7:34pm 
This mode is good. I want an update
Wilde 31 Oct, 2023 @ 2:04am 
2 exactly same buildings, is this intended?
Beast-Storm 2 Oct, 2023 @ 5:17pm 
Can you make a Legacy version for all of your mods for 3.6.1?

I'm not the only one who has downgraded stellaris and I saw the jobs for these buildings don't show up... yes my game is also downgraded but Why???

Because the Devs are not doing a good job on keeping the game stable when it comes to mods or too many of them

Still tho... I still enjoy your mods Saxon

Side Note: the space station mod still work surprisingly :O
Saxon  [author] 2 Oct, 2023 @ 10:30am 
Thanks to the generous contribution by @Sidewinder Fang I was able to update this mod to the 3.9 version of the game. Thank you for keeping these mod alive, Sidewinder!
Sidewinder Fang  [author] 10 Sep, 2023 @ 9:27am 
Hey Saxon, I'm interested in making 3.9 versions for this and some of your other mods, if you add me I can send you the updates, steam comments aren't really well suited to exchanging large blocks of code.
TheCreepOfWar 9 May, 2023 @ 10:09am 
Due to 3.8 leader rework this mod needs update at very least within the technology file. There is no longer scientist dedicated to each area of research. May need more than just that.
junkyard emperor 22 Mar, 2023 @ 1:04pm 
Is the author still around?
Freya 6 Mar, 2023 @ 7:49am 
yeah please increase upkeep for the repeatable buildings, currently im better off building a city district and build one vs building the foundries district (especially with empires not using consumer goods)
Pyromaniac 22 Feb, 2023 @ 7:23am 
I like this mod when will it be updated?
Wilmfe23 16 Jan, 2023 @ 8:51am 
It feels a little OP. Maybe increase the upkeep cost a little to 2 and 5 alloys respectably and the energy cost to 8 and 18. That refineries do not scale and that multiple basic ones are better. There already is an opportunity cost in the building slot itself after all.
Gage 1 Jan, 2023 @ 5:29am 
The mod is working with 3.6 without any problems. Any one complaining is barking at the wrong tree.
SolarFlare1234 1 Jan, 2023 @ 3:32am 
good mod, cant wait for the 3.6 :steamthumbsup:
Sapphire 3 Dec, 2022 @ 5:06pm 
Confirming that this mod currently causes the game to crash on startup.
Crutchfield 2 Dec, 2022 @ 10:03pm 
will u update the mod for ver3.6?
Travis 1 Dec, 2022 @ 10:26am 
Just a heads-up that since 3.6, this mod seems to be causing startup crashes now.
Saxon  [author] 21 Sep, 2022 @ 3:16pm 
@CapitalistStalin, thanks your message which made me aware the update has hit. I have run a test in-game which confirms that this mod is indeed still compatible. I will update the version number tonight to get rid of the warning symbol in the launcher.
CapitalistStalin 21 Sep, 2022 @ 9:58am 
Still compatible with 3.5?
Saxon  [author] 9 Jun, 2022 @ 2:44pm 
@famalex, Don't worry! I've made sure to follow the exact same instructions to avoid disadvantaging those who had to use the work-arounds. There are a few other minor edits, but none that should interfere with your games.
famalex 9 Jun, 2022 @ 10:54am 
Random question - it won't cause anything to break if we previously edited the mod files as instructed by those helpful members of the community? I assume no, but I'm no expert in code so I just wanted to be totally certain
Rage000 8 Jun, 2022 @ 1:28am 
Welcome Back! I will remove the instructions now.
Saxon  [author] 7 Jun, 2022 @ 5:28pm 
The mod is now updated to version 3.4 of the game.

Special thanks to @Seelenschwarz, @Rage007 and anyone else who helped to keep this mod on life-support the past few weeks. Happy refining, everyone!
Saxon  [author] 7 Jun, 2022 @ 5:06pm 
@苏白@夢璃花
@James Fire
Sure! I'd be honored if you used them. I'm glad they are being enjoyed.

I also extend that permission to anyone else.
Plerion 6 Jun, 2022 @ 7:47pm 
Dude you are awesome, thanks!
Inimicus 6 Jun, 2022 @ 7:27pm 
Awesome news man, thanks for coming back to update the mod!
Saxon  [author] 6 Jun, 2022 @ 6:56pm 
@everyone, My deepest apologies for the long absence. I'm just dropping a message to let you know that I've started working on a long overdue update! And from the looks of it some of you wonderful subscribers have already identified a few bugs for me. I'll get to work and hope to get back to you with some good news soon!
Valtiel_The_First 6 Jun, 2022 @ 6:08am 
Please update
苏白 31 May, 2022 @ 12:22pm 
Hi, do you mind I use some of the building icons in my mod? Thanks.
Inimicus 26 May, 2022 @ 2:09pm 
@Seelenschwarz Hot-fix works. Cheers! Might be worth uploading a continuation mod to the workshop if this person doesn't return to update anytime soon.
This is a great mod and it's suck to see it become completely abandoned.
famalex 24 May, 2022 @ 3:22am 
I haven't tested this yet, but know that I appreciate all the work people are putting in to keep this mod playable