Stellaris

Stellaris

Lunar Prospecting
67 Comments
Wakelessrex 5 Mar @ 5:38am 
Fantastic mod, much appreciated.
A-Sartek 13 May, 2024 @ 12:30pm 
Whenever I update my economy merger mod I remember this mod, of course there is no rush for an update but does all features still work for 3.12?
Sidewinder Fang  [author] 20 Apr, 2023 @ 9:34am 
@huskerfan6767 I've never seen or heard of anything like that happening and frankly I don't see how its even possible since most of my mods don't even touch any megastructure code, they're mostly limited to decisions and deposits. The only exception is Orbital Infrastructure which does a very minor overwrite to orbital rings.
huskerfan6767 20 Apr, 2023 @ 7:27am 
Sidewinder, have you ever had anyone tell you this mod may write in structures that don't list with a icon or a proper name. For example on_build_start or on_resources? I get a incomplete megastructure that is about 6 or 7 different ones. That give no description or anything. All that shows up are the prior type names I stated. Your mods that only one left in my mods that even refers to megastructures. I am at a total loss on this. and the AI spams them in their systems by the thousands.
Cytrix Drakani 1 Apr, 2023 @ 10:46am 
most likely mod conflict, i tend to be bad with that, thanks for the answer tho, i'll keep it in mind for the future
Sidewinder Fang  [author] 1 Apr, 2023 @ 8:31am 
@Meme Darg You can't create a new district type or demolish one if there's buildings or districts being built in the build queue. if its not that then its a mod conflict since I've tested it just now and the mod works as intended.
Cytrix Drakani 29 Mar, 2023 @ 8:00pm 
having an issue with the districts, all of em just say "Does NOT have construction of building:" and then has no building listed, even with everything disassembled they're still not usable
ThePionier 12 Feb, 2023 @ 8:04am 
Hello! @Sidewinder Fang
Thanks for the hotfix/patch.
It doesn't have to be directly related to your mod, it can also very well be that the last patch from Stellaris did something. We know that Paradox likes to make mistakes itself! :D
Sidewinder Fang  [author] 11 Feb, 2023 @ 6:39am 
Yea, no idea what was causing that but I've applied a temporary patch that should work well enough until I can root out the issue.
Sidewinder Fang  [author] 10 Feb, 2023 @ 4:52am 
@ThePionier Thanks for letting me know, I'll look into it
ThePionier 9 Feb, 2023 @ 8:10pm 
Good morning! @ Sidewinder Fang
I just noticed that the administration districts or the server districts for machinen empire don't give any jobs on the habitats.
Arkenor 29 Jan, 2023 @ 10:35am 
Aha, awesome. Thanks.
Sidewinder Fang  [author] 29 Jan, 2023 @ 10:34am 
@Arkenor Then it will take into account the resources on the planet the moon is orbiting and any other moons also orbiting that same planet.
Arkenor 29 Jan, 2023 @ 10:17am 
How about if the Habitat is built around a habitable moon?
Sidewinder Fang  [author] 29 Jan, 2023 @ 10:04am 
@Arkenor The moon system of the planet the habitat is in orbit around.
Arkenor 29 Jan, 2023 @ 10:02am 
What's the range on the prospecting?
Aosine 19 Jan, 2023 @ 8:26am 
Great mod friend, keep up the good stuff
Sidewinder Fang  [author] 20 Dec, 2022 @ 5:57pm 
Kolamytos@ Yes, I always put updates to the game version in my change notes and the thumbnails of my mods.
Kolamytos 20 Dec, 2022 @ 5:42pm 
Still works on 3.6?
Sidewinder Fang  [author] 29 Oct, 2022 @ 6:40pm 
@Numina Compatible as in using them side by side won't break anything? Probably, Compatible as in you can use the prospecting functionality on planetary stations? Probably not.
Numina 29 Oct, 2022 @ 5:39pm 
This should be compatible with real space's Planetary Stations, right?
Sidewinder Fang  [author] 18 Oct, 2022 @ 2:02pm 
@doctornull I'll consider it, I have been meaning to make a balance pass for a while, in the mean time I'd recommend my Planetary Decision Build Speed mod as a companion mod.
doctornull 18 Oct, 2022 @ 12:47pm 
Consider making the decisions more expensive but faster. I hate waiting years after settlement to build my first real district. I'd happily pay more for the convenience.
Sidewinder Fang  [author] 4 Oct, 2022 @ 7:43pm 
@💖⎛⎝Silver Knight⎠⎞💂⚔☢☣ Currently not but I am considering revising that in future.
Will the A.I. undertake these actions?
Sidewinder Fang  [author] 4 Oct, 2022 @ 3:40pm 
@No, but since those can be settled on moons unlike orbital habitats I feel it has less utility for planetary habitats.
chornobyl 4 Oct, 2022 @ 2:09pm 
Does it work with the habitats of the Planet diversity mod?
Sidewinder Fang  [author] 2 Oct, 2022 @ 8:03am 
@rauer2 Probably, I'll open it up and have a look.
rauer2 2 Oct, 2022 @ 7:53am 
While investigating an unrelated item in the error.log file, I came across the line below.

[07:33:29][persistent.cpp:70]: Error: "Unexpected token: is_for_colonizeable, near line: 2
" in file: "common/deposits/LP_deposits.txt" near line: 2

After a little checking, I realized the only LP_deposits.txt file I could find was for your (most excellent) mod. Should the is_for_colonizeable item in LP_deposits.txt be is_for_colonizable instead?

Thank you again for your work, it is nice to have more options for placing habitats.
A-Sartek 28 Sep, 2022 @ 5:31am 
@Sidewinder Fang: Thank you for hearing me out.
Sidewinder Fang  [author] 28 Sep, 2022 @ 5:22am 
@ArutamSartek I'll have to look into that, thanks.
A-Sartek 28 Sep, 2022 @ 5:09am 
@Sidewinder Fang: Yes, it is briefly explained here [stellaris.paradoxwikis.com]. It's a common technique among moddevs so that we can recognize one another's modifications. It is useful for patches, fixes, expanding or reference other mods, not every mod needs that of course but I'm creating an add-on for my other mod over here . (You are more than welcome to use the global flag code from that mod to create your own).

You can reach me at the Stellaris Modding Den Discord for anything,
Your dear galactic neighbor,
ArutamSartek.
:momocat:
Sidewinder Fang  [author] 28 Sep, 2022 @ 1:37am 
@ArutamSartek A global flag?
A-Sartek 27 Sep, 2022 @ 10:38pm 
@Sidewinder I really like everything that your mod does and I was wondering if you could set a global flag for your mod? That way other mods could detect it or reference it.
Keep up the good work!
:crashthumbsup:
rauer2 5 Sep, 2022 @ 9:21am 
I wasn't confused about the difference between the white value and green value. I mean, I explained the difference, so I know what it is. Seemed like the behavior was unusual, though if the mod is working as intended, then I'm good! Thank you again for making the mod, I am enjoying the flexibility in habitat placement :)
Sidewinder Fang  [author] 5 Sep, 2022 @ 7:25am 
@rauer2 The white number on resource deposits is the base amount while the green one when its being exploited is how much you actually receive which is the base amount + whatever bonuses you have to mining that resource,(usually from tech) its not very obvious and it took me a while to figure that out.

The Lunar Prospecting decision doesn't lock out mining remote deposits with mining platforms for a few reasons. The bonuses you get are fairly minor, since one or two mining platforms generally don't produce a massive amount. And It would likely be a pain to code since the habitat can only have one set of resource districts while a planet could have moons with multiple different resources and you'd have to have it only lock out the one you were mining at the time. Honestly I don't think its worth writing the code for a feature that doesn't really add that much to the mod.
rauer2 4 Sep, 2022 @ 10:50am 
Continued

2/3 (Steam is not my friend today)

I am not sure if my test was comprehensive. That said, it seems like I can get those motes from both the mining station and the habitat. Not game-breaking, especially since I assume this would happen for the AI also, though I imagine the intent of the mod is to prevent a mining station and habitat from exploiting the same strategic resource at the same time. Is there more information I can offer to help clarify what I am seeing?
rauer2 4 Sep, 2022 @ 10:49am 
Continued

2/2

I tried to be sure the mining station was still gathering motes. For context, the motes are a deposit of five. While the mining station is present, and after using decisions to add the deposit to the habitat, the value under the mote icon is in green and is seven (raised from five by bonuses). As soon as I disband the mining station, the value under the mote icon changes back to five and is in white, like an unexploited resource normally looks. I also checked my empire mote production before and after disbanding the mining station, and production went down after the mining station was disbanded.
rauer2 4 Sep, 2022 @ 10:46am 
First, thank you for making this mod! Like you, I get tired of seeing those resources on a moon and wondering why we can't use them from a habitat on the nearby planet.

One thing I have noticed is that I seem to get credit for a lunar resource twice, sometimes. The specific example is a planet (mineral deposit 6) with one moon (mote deposit 5). I built a station on those motes as soon as I discovered them. Later, when I had the tech and economy, I built a habitat on the planet (because a mining habitat with five mote buildings seems badass).

I can use the Lunar Prospecting decision to add the mote deposits to the habitat. However, the mining station is still exploiting the motes on the moon.

1/2
Lark 5 Aug, 2022 @ 4:50pm 
gotcha gotcha, ty!
Sidewinder Fang  [author] 5 Aug, 2022 @ 4:11pm 
@Lark Its any deposit that's on a moon orbiting the planet the habitat is built above, hence the name Lunar Prospecting, I got sick of seeing gas giants with moons full of resources I couldn't exploit with habitats so I decided to make a mod that let me.
Lark 5 Aug, 2022 @ 4:08pm 
How does it determine the deposits? What is the radius of it? I'm doing a voidborne run and I can't seem to get research districts to spawn despite being near research deposits? This is a really cool mod, just not sure how it determines everything.
Sidewinder Fang  [author] 5 Aug, 2022 @ 2:32pm 
@Lark Lunar Prospecting (the decision) adds districts based on the deposits on nearby moons, meaning if there aren't any nearby resource deposits like minerals, energy or research deposits all it'll show is agricultural districts.

Sorry if the description doesn't make that very clear, I'll look at updating some of them to make it a bit more obvious.
Lark 5 Aug, 2022 @ 2:16pm 
So I keep prospecting and I keep getting agricultural districts, but I see in your screenshots there are many options. Am I doing something wrong?
arieviloj 4 Aug, 2022 @ 5:15am 
Ok tnx!
Sidewinder Fang  [author] 3 Aug, 2022 @ 7:49pm 
@Arievilo While I don't forsee any conflicts or issues with planetary diversity planetary habitats, planetary habitats are currently unable to benefit from this system. I may look into making this mod more more compatible with planetary diversity in future.
arieviloj 3 Aug, 2022 @ 3:09pm 
Works well w Planetary Habitats from Planetary Diversity collection?
Obli 2 Aug, 2022 @ 7:57pm 
ROCK AND STONE!!!!
Sidewinder Fang  [author] 2 Aug, 2022 @ 10:46am 
Hello miners, management is pleased to report that full integration compatibility with the Space Elevators mod is now available, feel free to check it out and see what kind of bonuses you can earn from your efforts.
Pirate King Demo 30 Jul, 2022 @ 6:34pm 
DID SOMEBODY SAY ROCK AND STONE?!