Stellaris

Stellaris

Mote / Gas / Crystal Jobs
99 Comments
doctornull  [author] 29 Sep, 2024 @ 5:53am 
@Dragatus - Agreed, and I had intended to create a new mod for the "merged" idea. This one will stay as-is since it has proponents.
Dragatus 29 Sep, 2024 @ 4:51am 
3/2

Afterthought: Personally I'd just leave the mod as it is. I don't think there is a special need to update it to create more of the new vanilla experience. If you really want to pursue the combined solution it would be best to release it as a new mod.
Dragatus 28 Sep, 2024 @ 11:57pm 
2/2

If you are going to pursue a combined solution, you could use direct jobs for the standard deposits and then create special new deposits that enhance worker jobs and have them handplaced on special planets that are guaranteed to get good use out of them.

Or alternately you could have the deposits provide direct jobs and then have a special building that has them enhance miners (either in addition or instead of SR gatherer jobs). That way you have the guaranteed moderate effect always and if the planet could support 15+ mining districts the building slot will be well worth the sacrifice and would let you create your super special SR mining world.
Dragatus 28 Sep, 2024 @ 11:56pm 
1/2

I learned that storms can leave behind planetary feature that directly provide harvester jobs, just like this mod. So while the new vanilla implementation can be very powerful on specific planets such as relic worlds of the Life-Seeded homeworld, it is inconsistent because you get both direct jobs and bonus SR from mining, depending on the feature. It's also inconsistent in terms of power because the usefulness of a SR deposit that enhances miners varies greatly with the amount of possible mining districts. And then there is the lithoid livestock exploit.

Meanwhile the mod's solution is consistent across the board, always moderately beneficial and doesn't create exploits. It simply creates a better overall experience.
doctornull  [author] 28 Sep, 2024 @ 10:05am 
@FourteenFour - How are Relic Worlds playing out for you? I'm thinking of a mod which merges this functionality into the current vanilla system and there are a few benchmarks where I think the vanilla system works fine, like Relic Worlds, but my play time is limited so I'm seeking opinions.

@Nicho - Thanks, good advice!
Nicho 28 Sep, 2024 @ 9:19am 
Just a heads up to anybody using Planetary Diversity alongside this mod, it looks like you will need to have it BELOW PD for it to take effect
FourteenFour 24 Sep, 2024 @ 3:41am 
this mod is a game saver as the change the developers implemented was very obviously never play tested to understand its effect on game play let alone does it make sense. their change literally forced many into dedicated refinery worlds as a lot of worlds with special resources never had mining jobs in quantity needed
Dragatus 14 Sep, 2024 @ 12:15am 
You should use the "why not both" girl meme as the cover image for that one. :D
doctornull  [author] 13 Sep, 2024 @ 10:42am 
Thanks, that's great thinking!

I'm also considering an "opinionated" mod which has both jobs from random deposits, and miner buffs from specific guaranteed-useful deposits (e.g. the Relic World one).
Dragatus 13 Sep, 2024 @ 9:50am 
You might want to create a backup of the jobs though, in case PDX decides to cut them out of the game.
Dragatus 13 Sep, 2024 @ 9:49am 
I hope you keep the mod around for the sake of providing an alternative. As long as you keep the mod up, players are free to decide which method they prefer.

And after reading the discussion on the PDX forums I think I prefer your solution over the PDX one because exploiting the deposits isn't contingent on having a good mining planet.
doctornull  [author] 11 Sep, 2024 @ 4:34pm 
Excellent, thanks for verifying, I hope to be able to play-test tonight. :)
Ovid 11 Sep, 2024 @ 4:33pm 
Ah, you are correct, I was mistaken because I was using console commands for my testing. This mod DOES NOT create the gathering jobs without the appropriate gas/motes/crystal tech.
doctornull  [author] 11 Sep, 2024 @ 4:19pm 
This mod should require the resource technology before creating the job.
Ovid 11 Sep, 2024 @ 4:18pm 
I took a better look, and the gather jobs still exist, but the buildings the features used to add (without this mod) don't. So this mod still provides gathering jobs to rare resource features and the relic world feature. However, I'm unsure which version is supposedly better. v3.13's version means you can benefit from huge mining worlds and the Ancient Refinery (increases gas/mote/crystal output of all jobs), or this mod's version that provides only a few jobs, but also doesn't require the actual resource technology in order to start harvesting them.
doctornull  [author] 11 Sep, 2024 @ 7:15am 
Just updated version number as the basic feature seems to work as expected.

Going to play-test and see if anything needs changing. Please post if you see problems!
Ovid 10 Sep, 2024 @ 5:03pm 
I should warn you, I just started a new game, did "survey" console command to see the features. I have no idea if the jobs still exist or if Paradox removed the job type entirely.
doctornull  [author] 10 Sep, 2024 @ 4:13pm 
Thank you @Ovid!
Ovid 10 Sep, 2024 @ 4:05pm 
This mod isn't causing any major issues, it's just that the features still grant jobs instead of the new Cosmic Storm features. So if you like this version instead of the new base game, feel free to use this one.
doctornull  [author] 10 Sep, 2024 @ 2:58pm 
I suspect this will either need an overhaul for 3.13, or it will be retired if 3.13 did a good enough job with mining as deposit worker.
=[RHIT]=Nippy 23 Mar, 2024 @ 8:00am 
Not that I've seen
doctornull  [author] 22 Mar, 2024 @ 12:57pm 
I should be able to bump the version number up.

Are there any new deposits which are missing?
=[RHIT]=Nippy 22 Mar, 2024 @ 10:48am 
Still appears to work, it would be awesome to get it updated though
doctornull  [author] 13 Dec, 2023 @ 4:14pm 
It should still work correctly in 3.10

I can't update it right now because stellaris seems to crash on OS/X and the PDX launcher has been corrupting my local mod files on Win10. I've got bug reports filed. It's pretty frustrating.
doctornull  [author] 24 Nov, 2023 @ 10:20pm 
I'm on vacation with family, so probably when I get back.
Gold 23 Nov, 2023 @ 7:10am 
will this be updated?
doctornull  [author] 16 Sep, 2023 @ 5:38am 
Yeah this overrides code but does not overwrite files, so it should be compatible with most mods unless they rely on the buildings, or they modify the same code.

If there are new mod-created deposits, you might be able to handle them the same way?

If it's helpful, feel free to copy any part of this mod.
Cosmoros 15 Sep, 2023 @ 10:58pm 
Well your mod ovverides like A Lot of code from that mod that mostly consists of checks and such.

Tho considered you used trigger to check for deposits that are valid for these jobs if I add missing ones it should work if there are even missing ones.
doctornull  [author] 15 Sep, 2023 @ 1:20pm 
Oh, never used that mod. Hopefully nothing breaks?
Cosmoros 15 Sep, 2023 @ 10:57am 
I ment real space new frontiers mod.
doctornull  [author] 15 Sep, 2023 @ 10:46am 
@Auto Chaos - Orbital Habitats in 3.9 already do the right thing with creating jobs directly, so I removed that part of my mod.
Cosmoros 15 Sep, 2023 @ 4:40am 
Space frontiers are integrated?
doctornull  [author] 12 Sep, 2023 @ 4:34am 
3.9 update, should cover all Event deposits too (thanks @forbiddenlake!)
Cosmoros 25 Aug, 2023 @ 2:15pm 
Guillies has a global flag. Probably can use it to detect it and if modifier is present.

has_guillis_planet_modifiers_mod
doctornull  [author] 12 Jul, 2023 @ 1:32pm 
@Nippy - Yeah the planet modifiers are not like deposits. I can't script job changes for regular vs. gestalt empires in a planet modifier. Maybe I could change that one to just give resources directly or something.
=[RHIT]=Nippy 12 Jul, 2023 @ 1:26pm 
Found a slight issue with Guili's planet modifiers - there is a precursor modifier that adds +3 for each type of rare resource category, and when a planet has that the jobs mod does not work so you need to build the extraction building
doctornull  [author] 7 Jul, 2023 @ 7:32am 
Yes it should be fine, but there might be a few I haven't covered yet from the new DLC.

I have the DLC now and will cover them.
CrazyZombie 6 Jul, 2023 @ 2:23am 
So, is it working in the current 3.8.* versions?
forbiddenlake 20 May, 2023 @ 10:44am 
Ah, it should be in the free update (I don't own the DLC either). common/deposit_categories/00_deposit_categories.txt adds the category ofc and the deposit category is changed
doctornull  [author] 20 May, 2023 @ 8:21am 
Thanks! I haven't gotten the DLC yet so I don't see that trait yet.

When I do, this can be updated.
forbiddenlake 20 May, 2023 @ 6:42am 
3.8 added a new deposit category, "deposit_cat_rare_resource", and changed the rare resource deposits to that category. In vanilla this is used by governors with the leader_trait_geologist to enable a planetary decision that possibly adds a rare resource deposit. So while this mod should work in general in 3.8, it's technically not compatible yet.
doctornull  [author] 14 Mar, 2023 @ 11:33am 
Updated version number for 3.7 -- no substantive changes detected so far, please alert me if I've missed something.

Also added overrides for GPM's strategic resource deposits.

Not sure what to do for the Precursor Vaults static modifier, maybe just have it generate resources directly?
BadCat7 9 Feb, 2023 @ 5:12pm 
This is actually very smart ... added to my permanent modlist lol !
Zer0 26 Dec, 2022 @ 5:18pm 
Thanks for the Mod! I feel like Vanilla needs more Building slots, this is a great Change
doctornull  [author] 25 Dec, 2022 @ 9:13pm 
@savadrin - glad it's working for you!

@Chum - yeah this mod is always going to affect deposits on every colony, if you want to make a mod which replaces ONLY the deposits on Life Seeded you're free to steal code from this mod to do it. :)
Chum 25 Dec, 2022 @ 10:58am 
@doctornull I'm aware, my point isn't that its not working (it is) it's that I believe it should be exclusive to the origin, whereas in this mod it's universal to any deposit that produces the jobs. I think strategic features should require a building for planets other than your starting world, but for life seeded it simply makes the jobs.
I'm more brainstorming than actually suggesting you make this change, though.
savadrin 24 Dec, 2022 @ 9:46pm 
i recently had a mod that let me upgrade the strategic resource refinery buildings, and i think that was what caused it. i removed that mod, and unsubscribed/resubscribed to this one like you suggested, and now it's working fine!

much appreciated! it always sucked to find a relic world or otherwise have strategic resource deposits but no room to build the mines for them
doctornull  [author] 24 Dec, 2022 @ 9:16pm 
@savadrin - I'm using it now, it does work and the game doesn't crash.

Try unsubscribing -> resubscribing to force a clean re-download.

What other mods do you have, and which mods have you turned off recently?
savadrin 24 Dec, 2022 @ 8:35pm 
causes crash to desktop at game launch
doctornull  [author] 22 Dec, 2022 @ 7:15am 
@Chum - the Life Seeded origin uses regular deposits, so the jobs should appear as soon as you research the resource tech. It should already be working.