Stellaris

Stellaris

Make Resource Stations Great Again
36 Comments
Furst 9 May @ 4:23am 
Will the mod be updated for version 4.0?
PLMMJ 24 Apr @ 10:48am 
It still works but workshop says 3.12
PLMMJ 4 Feb @ 5:38pm 
Is the mod still working as intended? Stellaris mod manager yelling at me saying it's out of date but it was doing the same with Dark Space and it's working just fine so far.
Void Dragon 17 Oct, 2024 @ 3:32pm 
Cool, I had a mod like that, but with this one, I don't have to update mine anymore!
RutraNickers 14 Aug, 2024 @ 2:38am 
Ah, it was a balancing choice. My bad, mate. I thought those techs were that research tiers back in the day. Sorry for the confusion.
Freakshow  [author] 13 Aug, 2024 @ 6:20pm 
@LauraTons It should work the same, the changed tech tiers and costs were a balancing choice on my end from when I first made the mod. I am not sure how well this will play with the new kilostructures however, so feel free to experiment.
LauraTons 11 Aug, 2024 @ 1:31pm 
does this still work as intended or no? Im slightly confused by Rutras comment :/
RutraNickers 30 Jun, 2024 @ 6:49am 
They updated the costs and tiers of those techs on the base game. As an example: the tier 5 research and resource techs are now @tier3cost1 and @tier3weight1 instead of @tier5cost3 and @tier5weight3.
Snuggy 2 Jun, 2024 @ 3:34am 
Cant wait to see just how broken this is with arc furnaces
PLMMJ 25 Mar, 2024 @ 9:45pm 
This mod is a must have if you want just a bit of a speed-up to gameplay
PLMMJ 25 Mar, 2024 @ 8:55pm 
It worked fine and I even got my buffs for the techs I already got. And yes my games usually take a few days.
Freakshow  [author] 23 Mar, 2024 @ 6:51am 
@PLMMJ It only changes what the techs do so yes I do believe so
PLMMJ 21 Mar, 2024 @ 7:01pm 
Can this be added to an existing game? (I'm playing with a modpack centered around Gigas but my minerals are being royally screwed because I'm machines and I don't have enough to build housing early game)
KampfTomate007 15 Mar, 2024 @ 4:56am 
Nvm i confused them with the basic resource techs and assumed vanilla values were 20%, so idk if it works.
KampfTomate007 15 Mar, 2024 @ 4:34am 
All good, i was just confused because neko dae made it sound like it didn't work for 3.11.

I started my first 3.11 run a couple days ago and since they massively slowed down tech progression i didn't get the chance to test it myself, but i did see that the first tech gives 10% so i assume it works fine.

I will probably have to start from scratch again though because i just got first contact, galactic paragons, and astral planes dlcs, so i'm not 100% sure if it works as intended.

I will try to give some feedback once i actually get to the techs.
Freakshow  [author] 14 Mar, 2024 @ 5:53pm 
Give me feedback if the final techs come in too late to be of use, I'll dial it back a bit
Freakshow  [author] 14 Mar, 2024 @ 5:44pm 
@KampfTomate007 it should work fine. The reason you may only have seen a couple techs unlocked is because of the tech being slower and the fact I made it so there is only one of these techs per tier to balance them out a little bit.
KampfTomate007 12 Mar, 2024 @ 5:05pm 
Does it not work on 3.11.x? I know they did some tech rework, so i could see the tech costs being off compared to the others, but i'm still on my first 3.11 test run and have only a couple techs unlocked so far.
Neko Dae 11 Mar, 2024 @ 6:24pm 
so this mod still isn't updated for 3.11? dang
Freakshow  [author] 7 Jan, 2024 @ 1:45pm 
Not making updates for ongoing betas if that's what yall are asking.
Wardaddy84 6 Jan, 2024 @ 1:11pm 
doesnt seem to
Operator 6 Jan, 2024 @ 11:11am 
Does this work for latest update?
Bunny100club 28 Nov, 2023 @ 9:45am 
i think the word ur looking for is cumulative curve
Eyleus 27 Nov, 2023 @ 8:40pm 
Appreciate the update!
Freakshow  [author] 26 Nov, 2023 @ 9:42am 
and again, if any of yous liked the flat 30%, the link for that is in the description
ajacksonian 26 Nov, 2023 @ 8:16am 
I like the incremental growth to at least keep all those stations somewhat relevant later in the game. Their early game importance fades quickly, to the point where taking systems isn't so much about orbital resources, which is one of the reasons you expand early on. Too bad explorers don't get a Frontier Science position where all those orbital stations get their output synthesized into very rare discoveries so having them is a big deal. But for now, if they can just get the game into a decent state, I'll be fine with this mod.
KampfTomate007 26 Nov, 2023 @ 2:58am 
That's fair, i was just worried about potential balance issues because things like minor artifact deposits might end up flooding you with a 250% modifier.

But to be honest it might not be that bad considering how many thousands of minor artifacts you need to build a single fleet with a couple ancient modules/weapons.
Freakshow  [author] 25 Nov, 2023 @ 8:06am 
@kampftomate007 those systems tend to be incredibly rare, and its not like out of the gate you have a +150% increase to output. You first have to get to that stage in the game. What this mod aims to do is give resource stations the importance they had in earlier versions of stellaris. Im working on the progression mod now now that the thanksgiving holiday is over.
KampfTomate007 25 Nov, 2023 @ 5:31am 
Doesn't the mining station output not just affect minerals, but also alloys, strategic resources, and special resources like dark matter etc?
If so then i feel like it might have serious balance changes because if you got something like that unique black hole system with 10 dark matter deposit you'd get 25 dark matter from that system alone...
Athena 25 Nov, 2023 @ 2:47am 
please do I like the progression idea
H̷e̵r̶r̵ ̶W̵i̶n̶g̶e̸l 23 Nov, 2023 @ 6:09am 
finally a good mod
Freakshow  [author] 22 Nov, 2023 @ 7:42pm 
i will make an alternative to this mod so for those who like the 30% can keep it, those who want the progression can use the alternate
LadyVal 22 Nov, 2023 @ 2:34pm 
i agree with Green, maybe having some additional techs like "advanced mining theory" to add more buffs as the game progresses will balance it more
Eyleus 22 Nov, 2023 @ 5:27am 
@greensnipwehat - great suggestion. I'll look to make this edit to the mod for my own personal use. Balances out the curve for sure
Freakshow  [author] 20 Nov, 2023 @ 9:19pm 
@greensniperhat Interesting thought, I'll think it over
greensniperhat 19 Nov, 2023 @ 11:09pm 
Hmm, 30% in early game might be too much. Perhaps curve it somewhat, like:
10% - 20% - 30% - 40% - 50%? Still totals to 150, but early game's still normalish.