Stellaris

Stellaris

Strategic Resource Upgrades
80 Comments
Zei  [author] 14 Feb @ 12:43pm 
@abo998 this mod is outdated and not compatible with the current version of the game. It targets v3.0.1. Please do not use it because it will cause problems with any structure it interacts with.
abo998 12 Feb @ 11:17pm 
Is this mod supposed to remove the +.5 to tech jobs from the Betharian Power Plant?
The Wriggler 16 Sep, 2023 @ 3:06am 
@ColdSpaCe7 NSC
Big [REDACTED] Marty 12 May, 2023 @ 12:50pm 
this aint google lol
MightyThor769 12 May, 2023 @ 12:36pm 
what mod is it that, that give's the strategic resource factory and the galactic mail structure?
MightyThor769 12 May, 2023 @ 12:32pm 
still works?
Kipo 30 Dec, 2022 @ 10:35am 
This is still working as of 12/30/2022 without any conflicts and about 100 mods in place, this is good news
Brennal 16 Jun, 2022 @ 4:56am 
Please update! Im dying without this mod!
Lamp 5 Jun, 2022 @ 2:12pm 
Well, life comes first. Good bye Strategic Resources Upgrades, your creator needs to take care of IRL stuff first.

[excruciating pain during uninstall]
Lamp 11 Mar, 2022 @ 9:28pm 
[offers daily blood sacrifice to Cthulu]
Here's hoping for an update.
Core 6 Mar, 2022 @ 6:48am 
no more Updates ?
Wilmfe23 8 Nov, 2021 @ 10:59pm 
I do have issues with empty slots showing up later. They don't cause any crashes and researching them just does nothing. But it is annoying they take up the limited avaiable research option slots.
Zei  [author] 27 Sep, 2021 @ 6:44pm 
@Little Tee I will consider rebalancing it then when I get around to updating the mod version. I'm just so busy with work that I haven't been able to start up my main PC.
Little Tee 27 Sep, 2021 @ 2:29am 
I see how you've balanced the buildings, but the energy and alloys upkeep seems a little light - regardless of what other resources they require, the energy cost should be more than 1 for 1 in my opinion.

This is especially true considering the little extras (unity, society, etc) they give you, and also considering when you're likely to get access to the buildings.

By the time I get them, I'm swimming usually in both energy and alloys.

Remember, these are more than just alloy foundries or farms.

I also now end up swimming in strategic resources when at tier III buildings.

TL/DR - I think they're a little bit overpowered.

Love the mod though all the same.

Zei  [author] 21 Sep, 2021 @ 10:22am 
@Brennal @willfitz101 It should be compatible with new version, no problem. I will update the version number soon.
sneedpilled 17 Sep, 2021 @ 1:34pm 
Will you update this? By far one of my favorite mods.
Brennal 16 Sep, 2021 @ 3:10pm 
Is this updated
披风蟑螂 15 Jul, 2021 @ 11:29pm 
有一说一这个MOD真的非常实用,特别是搭配了小伞的产业革命以后一个精炼星球就足够了,不像以前一样还需要建居住站来保证稀有资源供应
专业路痴 18 Jun, 2021 @ 8:21am 
非常感谢 后期为了这三种资源 我要多建造几十个居住站来建造 你的MOD完美解决了这个问题
Zei  [author] 2 Jun, 2021 @ 2:44am 
@Medivek the mod isn't necessarily symmetrical. In my opinion psionics is already far weaker than the materialist ascension path. Furthermore, it costs zro for upkeep which is an exceptionally rare resource for the 'privilege' of producing a little extra unity and strategic resource.

Personally, I think the psionic buildings should cost even less zro for upkeep (0.5 instead of 1) but I can't make that change without causing incompatibility.
Dawid 1 Jun, 2021 @ 11:24pm 
why psionic get better tech then materialistic??? It makes no sense.
Zei  [author] 26 May, 2021 @ 7:31pm 
@Grumbler you only need tier 1 and 2 before psionic buildings are available. The other requirements is that you've discovered psionic theory and zro. Even if the technology pops up before the previous buildings, you still can only upgrade the psionic building from a tier 2 building.
Grumbler 26 May, 2021 @ 6:19am 
Should psionic upgrades be available even before discovering previous tiers? Looks little weird to me.
Hebrux 19 Apr, 2021 @ 3:42pm 
@Zei Thanks for your reply, I will try that
Zei  [author] 18 Apr, 2021 @ 8:31pm 
@Hebrux that definitely sounds like an incompatibility. Can you try putting this mod at the top of the list and see if that works. If so, it is definitely an incompatible mod clashing. When the deposit file is overwritten by another mod, it disables upgrading from the original tier 1 buildings. However the mod is still loaded and the buildings themselves DO exist in the game which may be why the AI can build them.

As discussed before in this comment section, there really is no way around this for my mod. If I don't do it this way, the planet limit will not be applied correctly.
Hebrux 17 Apr, 2021 @ 9:27pm 
I can't see the harvesting traps in my building selection but the ai is building it on my planets. What's going on?
Hebrux 17 Apr, 2021 @ 12:11pm 
why isn't this in the base game!?
Haravikk 17 Apr, 2021 @ 10:04am 
@Seipherwood: I think you're trying to upgrade the wrong buildings; this mod provides upgraded versions of the mote trap, crystal mine and gas well (which you use to harvest crystal caverns on a planet etc.). The refineries are left unchanged.


For my own feedback; first of all I wanted to say, thanks for making this mod! While I love the idea behind it, I do think it might be overpowered to upgrade the basic "mine" buildings by so much.

If you'd be open to tweaks, what I would suggest is tying the technologies to the "refinery" techs (synthetic crystals, exotic gas refineries and chemical plants) instead, providing tier 2 mines (crystal mines, gas wells and mote traps) with one extra job each, then have later techs provide tier 2 and 3 refineries similar to the alloy planets, since these will have the trade off of consuming more minerals to balance out the extra rare resources they are able to produce.
Seipherwood 17 Apr, 2021 @ 6:32am 
How exactly does this work? Im playing a Hive Mind, ive got Habitats and Planets with the basic 3 mote/gas/crystal refiners, but theres no upgrade button and no new building? Ive got 3 levels of the gas research done but i cant see how to upgrade/build the upgraded buildings? (Playing 2.8.1 still)
Zei  [author] 16 Apr, 2021 @ 4:26pm 
@StormyStrife yep no changes. I double checked the overwrite files and they haven't been changed with the new patch.
Slimurgical (Stormy) 16 Apr, 2021 @ 1:39pm 
Will this work with 2.8.1 still?
Zei  [author] 15 Apr, 2021 @ 8:57pm 
Updated to version 3.0.1. No changes, should be entirely compatible with nemesis.
Wizard 8 Apr, 2021 @ 4:27pm 
thank you for your response though!
Wizard 8 Apr, 2021 @ 4:27pm 
i downloaded another building mod that i forgot about and accidentally added it to the same playset as the one i had yours in and it obviously caused compatibility issues. But other than having to destroy/rebuild the buildings it worked fine.
Zei  [author] 7 Apr, 2021 @ 7:15pm 
@☭Wizard☭ it should add just fine. I mostly tested on a save at end game. You just need to research the techs and then the upgrades will become available on the buildings already built. Keeping in mind that this mod is aimed at the planetary feature resource collectors, not the synthetic buildings.
Wizard 7 Apr, 2021 @ 4:45pm 
The answer is yes/no as ive found out, some buildings upgrade just fine but other you have to deconstruct/reconstruct
Wizard 7 Apr, 2021 @ 8:23am 
can i add this to an ongoing game?
Zei  [author] 4 Apr, 2021 @ 6:01am 
Notice: Can confirm that the AI will build these buildings.
Col. Hathi 2 Apr, 2021 @ 9:21am 
@Zei None to my knowledge, but a little while back I tried updating an old mod to work without modifying vanilla files. One similar to yours, and because I haven't been playing much lately, I didn't realize that the buildings weren't showing up until now. I've been racking my brain trying to figure out why it wasn't working, since I knew that other aspects of the mod were working just fine.

I know that there's a similar issue with jobs where apparently you have to modify the vanilla jobs files in order to change anything there, but I'm not sure why that is or whether the two issues are related at all. This does seem like a weird edge case.

Anyway I bet you're right, and I appreciate all the help in trying to figure it out :)
Zei  [author] 2 Apr, 2021 @ 4:57am 
@Col. Hathi Also, what mod are you having incompatibilities with? I can't imagine there are too many mods that modify 10_deposit_buildings.txt. That file only contains the betharian power plant and alien zoo (as well as the three base resource collectors that I am modifying).
Zei  [author] 2 Apr, 2021 @ 4:54am 
@Col. Hathi I had another go. I spent an hour on it and I had some input from the mod discord. I genuinely can't make it work. I studied the mod you linked and I tried to replicate what that developer did. Here's the conclusion I came to.

Replacing the building itself actually does work. If I load a save that has the tier 1 gas well building already built, the building is there and can be upgraded to the buildings that this mod provides.

However, when I demolish the building and try to rebuild it, the building will not show up in the build list. Furthermore, starting a new save, getting a planet with the planetary feature and trying to build the building has the same problem. Doesn't show up in the build list.

I suspect that this is occurring because of some bug with the planet limit. This is the only difference between my mod and the other mod. The other mod buildings don't have a planet limit determined by how many planetary features are available.
Col. Hathi 2 Apr, 2021 @ 3:07am 
@Zei That's the impression I got too, but then you look at something like the Upgradable Refinery Buildings mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1828891972 , and it seems to work fine by overwriting buildings with separate files there.
Zei  [author] 1 Apr, 2021 @ 10:28pm 
@Col. Hathi Because that's the only way to add the tier 2 buildings as upgrades to the normal deposit buildings. I have tried other alternatives like overwriting the buildings with separate files but Stellaris does not support that kind of behaviour with buildings. I've checked with other modders and this seems to be true.
Col. Hathi 1 Apr, 2021 @ 1:51pm 
I'm assuming you were forced to overwrite "10_deposit_buildings.txt". Any idea why though? I can't figure it out.
Larien 29 Mar, 2021 @ 8:47am 
@FridayD5 I can confirm it is likely a mod in the load order causing the problem. I had the same issue until I moved this mod to the bottom of the list in the current paradox launcher. It now allows the buildings to be upgraded as they should with this mod.
攻略者 22 Mar, 2021 @ 5:18am 
大哥可不可以中文
Zei  [author] 21 Mar, 2021 @ 11:16pm 
@FridayD5 I suspect that you're expecting the synthetic refineries to be upgraded but that's not what this mod does. The planet must have a strategic resource planetary feature and then build a resource extractor building. It will say planet limit: 0 because of a bug, since it calculates the planet limit in the planet scope.

Today I installed the mod through the steam workshop and tested it on both vanilla and modded versions of the game. I can confirm that the buildings are buildable and upgradable. If you're able to get the techs, then it should be working.

The only other possibility is that you have a conflicting mod. You could try moving the mod to the bottom or top of the list to see if it helps.
FridayD5 20 Mar, 2021 @ 9:50am 
Mod not working for me i dont think, got the tech learned but no buildings. Any thoughts? other buildings that are mod related have planet limit of zero.. as well as these. anyone help?
v4lexx 19 Mar, 2021 @ 4:07pm 
lifesaver I could have sworn at some point those were in the basegame
Zei  [author] 18 Mar, 2021 @ 11:52pm 
@Rage007 The AI can potentially use these upgrades. It will take the tech if there aren't any more desirable technologies. It also has weighting to build the buildings. So yeah, theoretically they can and the longer the game goes on, the more likely it is that you'll see it.

The AI should treat the building like any other base game building.