Stellaris

Stellaris

Repeated Systems Survey (beta)
94 Comments
maxguh 10 Jul @ 8:37pm 
Patiently waiting for an update. Thx.
BlackLuck 28 May @ 1:22am 
yes, I am interested in renewing this mod in my playlist also
huskerfan6767 25 May @ 3:05am 
It's been some time since I played. While your mod is still working. I don't think the indicator for how many times a system has been scanned. Is still working. Refresh my memory, if I am overlooking something.
Doctor JY 20 May @ 5:35am 
Does it still work in 4.0 ?
snky  [author] 3 Feb @ 7:07pm 
It isn't. Each new scan level is a separate timer. The bigger the level, the bigger the timer. But technology, council programs, traditions, edicts, leader skills and leader traits can reduce the timer by %. Nothing else has an effect.
huskerfan6767 2 Feb @ 1:35am 
I have a question though. Does elapsed time play any effect between scans?
huskerfan6767 2 Feb @ 1:09am 
It's working for me in 3.14.15926. But once a star has been dyson sphered. It won't work on one. Ring systems since it clears any and all other system items. It has no effect. Even generating an anomaly in a ring system.
snky  [author] 26 Jan @ 9:19am 
nope :c
Wishin' I was fishin' 25 Jan @ 12:18pm 
So, does it work in 3.14?
maxguh 3 Nov, 2024 @ 12:37pm 
This mod is so cool! Please keep updating it if needed. Much appreciate your work!
Overlord 15 Oct, 2024 @ 3:51am 
This is cool, i hope this get worked on
肥贱客 5 Oct, 2024 @ 10:43pm 
OH!This is just what I am looking for!
snky  [author] 13 Jun, 2024 @ 8:18am 
@фрутиленд, забавно. Не знал про такое. Вроде бы играл пару полных каток, но не было такого. Спасибо за отзыв! Учту для следующей версии мода (там будет полный реворк, а этот мод я забросил).
kinngrimm 31 May, 2024 @ 2:16am 
Does the AI keep on exploring as well? Do i get to explore enemy territory like it was the first time when taking it over instead of all gets automaticly revealed due to taking over the systems?
[asqq]фрутиленд 13 May, 2024 @ 12:29am 
разработчик добавь настройку для откл Расширенного исследования для бота.
Он начел у меня спамить научками до бесконечности. дошло до того , что в 1 системе по 300 кораблей х) и все они что то исследуют за чего игра умирает в 1 момент
Долг 251 рубль 8 May, 2024 @ 11:39am 
На новой версии видимо не работает (
garvins 7 May, 2024 @ 7:56am 
Yeah it would be really interesting if a AI is able to use this. I really like the idea of this mod but i dont know if the chances are maybe to high.
卡尔文迪斯梅特 8 Apr, 2024 @ 2:42am 
Pope Vader the First 31 Mar, 2024 @ 5:26pm 
Does the AI use this mod?
snky  [author] 27 Mar, 2024 @ 12:00pm 
2. Now the mod randomly generates the planet's resources depending on the base probabilities from the leader's skill level and other modifiers. Because of this, exploration of planets by low-level leaders kind of spoils planets, creating a bad source of resources forever. Now the total amount of resources on a planet will not depend on the leader and modifiers. Modifiers and leader will affect how fast those resources are found.

But, a reminder that the mod is not coming soon. There is not enough time for it right now.
snky  [author] 27 Mar, 2024 @ 12:00pm 
I plan to introduce 2 big changes:
1. No special projects will be created. It will be enough that a science ship with a scientist is in orbit of a planet. Above the planet I will create an object that looks like an interface icon that indicates that the planet is being explored. At certain intervals, on the planet will appear new deposits, anomalies, archaeological sites. If the planet is fully explored and if the science ship is not touched, the ship itself will decide to approach the orbit of the next unexplored planet. In this way, the process of exploring planets will not be intrusive.
Skrephog 23 Mar, 2024 @ 4:39pm 
i am intrested in how this mod developes, it´s a good idea an a much needed one att that.
Cubile Oddity 18 Mar, 2024 @ 4:13am 
really good idea i am always frustrated by how quick you explore the ENTIRE planet from orbit
snky  [author] 18 Mar, 2024 @ 3:41am 
@ShinyNobody, Archaeological digs only. For anomalies from other mods it will be necessary to make patches
ShinyNobody 13 Mar, 2024 @ 11:21am 
Will it find mod added anomalys and stuff?
Space_Void 5 Mar, 2024 @ 11:07am 
But I am very interested in this mod.
Space_Void 5 Mar, 2024 @ 11:07am 
Maybe a function as part of the science vessel? Like an auto re-scan setting like the auto-build construction ships have? It would probably have to do somekinda wizardry under the hood tho. Maybe, running a random resource command on the re-scanned objects?
snky  [author] 27 Feb, 2024 @ 1:16pm 
I finally got to play with this mod in full. I think I realized why some players don't like the fact that a lot of special projects are created.

I've been thinking about how I could redesign the exploring system to be more user friendly, and I may have a solution. But it will take a long time to implement. It is possible that I will create a separate version of this mod, because it will be incompatible with this version of the mod.
snky  [author] 27 Feb, 2024 @ 1:12pm 
@Xherdos
I've added a new edict that disables the creation of projects
Xherdos 15 Feb, 2024 @ 12:02pm 
will there be a option to deactivate the functions during a game?

Just asking since when a Automated Science Ship flies over a Star i get a huge amount of "Special Research" spam.
Rage000 25 Jan, 2024 @ 10:28am 
I like this mod. But if I did not have to have the science ship scanning each celestial body it would eliminate the need to show all those icons on the planets to be scanned.

Make it so that the science ship just goes into orbit around the main star, and remains in the orbit for a few years so that it does not have to move around the solar system actively searching each celestial body.
Then every 5-10 yrs trigger a check for new resources on the celestial bodies in the system and spawn them, without having to manage the ship moving around.
†MLS† KIRINAS ';,†,;' ;,,; 17 Jan, 2024 @ 2:03am 
Ну я вчера партию начал и пока не дошёл до технологии пере-изучения.
snky  [author] 17 Jan, 2024 @ 2:00am 
@†MLS† KIRINAS ';,†,;' ;,,;
Если запускать с сейва, то по большей части работает.

Разве что если в сейве есть хабитаты и если орбитальные станции этих хабитатов стоят на планетах с наукой/минералами/энергокредитами, то эти ресурсы не будут учтены и не будут добавлены как дополнительные ресурсы в хабитат. Хотя потери от этого совсем небольшие.

Я как раз хотел в следующем обновлении исправить этот момент. Но он совсем не критичный
†MLS† KIRINAS ';,†,;' ;,,; 17 Jan, 2024 @ 12:31am 
А как работает с сейвами? Будет работать или новую начинать?
snky  [author] 16 Jan, 2024 @ 1:53pm 
Here is a big (by the amount of code) mod update. Unfortunately new and interesting mechanics in the game did not add. But it was fixed a lot of problems.

A little bit corrected the balance, but this is only to make the mod more playable. I did not have the opportunity to play the game and evaluate the balance on my own experience. The balance is still to be thought about. Please post here your feedback on what other balance tweaks are needed.
JeeKTan 16 Jan, 2024 @ 5:04am 
Installed mods are UI Overhaul Dynamic, StelllarStellaris, AI Game Performance Optimisation Fix 3.10 and Merge AI Species
snky  [author] 15 Jan, 2024 @ 9:19am 
@JeeKTan
Can I get a list of your mods? I'm surprised that my mod can conflict with others.
JeeKTan 15 Jan, 2024 @ 9:17am 
@snky

Edit: Mod is working after re-ordering the mod to be loaded first before anything else.
Rage000 15 Jan, 2024 @ 8:49am 
Great Idea but after testing it, I think the balance needs to be addressed as soon as possible. Just slowing down resurveying will help a lot with this as I have mentioned earlier.

Unfortunately for right now I've decided to disable the mod until balance pass is complete.
snky  [author] 15 Jan, 2024 @ 8:04am 
JeeKTan
The Subspace Sensors technology is just a prerequisite for the Advanced survey I technology - this is the technology you need to make the mod work.
JeeKTan 15 Jan, 2024 @ 7:38am 
Mod is not working. Placed a science ship in the star and already researched Subspace Sensors yet nothing happens.
Velaroz 15 Jan, 2024 @ 1:16am 
Okay, thanks for the clarification on that front. Was unaware of just how much the habitat rework affected that sort of stuff, and didn't realize only one rare resource was "salvaged" on a habitat.
snky  [author] 15 Jan, 2024 @ 12:11am 
@Velaroz
Looks like I need to add such nuances to the mod description.

What you described happens only for rare resources and alloys. And it happens only for one deposit of one type. For example, if on one planet 2 deposits with 3 rare crystals (there in theory can be because of the mod, if you are very lucky), then in the vanilla game in the Habitat will appear only one of its analog. In a way, it's a bug fix.

Minor artifacts don't appear in habitats in the vanilla game at all.

Also:
Mineral, energy, and science deposits don't appear in habitatat. Yes, I know that in the vanilla game, districts appear in habitats depending on those deposits. But it's always 3 districts and it's a bit frustrating that it doesn't matter how many of these deposits are and how much resources they provide. That's why they get added too. You can treat it as a buff to habitatats.
Velaroz 14 Jan, 2024 @ 6:03pm 
In regards to orbital deposits being blocked by habitats--what you said isn't completely accurate.

At least from what I recall, they end up being a small resource deposit on the habitat itself. At least, if it still functions the way it used to before the habitat rework.
Renown 14 Jan, 2024 @ 4:26pm 
You know... I've been thinking about this a bit this afternoon and really what you guys need is a "Slow Mo" mode for the game. Just warn folks to adjust their midgame/lategame sliders to later. Rather then just doing it by tech, massively increase the cost of expansion simply by adjusting the cost of stations alloy costs. 1000 instead of 100. See what happens.

Different mod but would solve a lot of these problems.
snky  [author] 14 Jan, 2024 @ 3:42pm 
@IShuffledYou
I suppose if I bring the balance of this mod up to scratch, it will already be interesting. Especially considering that this is an additional source of archaeological research and anomalies. I plan to add more anomalies from vanilla and other mods in the future.

Bringing back the mechanics of research assistance on planets would not be difficult. Moreover, it doesn't have to be done on inhabited planets with science labs.

For example, I was planning to make it so that a research ship could be placed in orbit of a planet with completed archaeological sited to mine additional minor artifacts.

There are a lot of ideas, but I'd have to find the energy and time to do it all.
Renown 14 Jan, 2024 @ 2:02pm 
Modding is always harder than one expects. If Zagan's edits extended to the mid-game, perhaps some combo of your ideas would work better.

With limited/minimal additional surveys. I think ultimately what the science ship needs is more functionality. Perhaps if science ships could be more militarized, or something.

They used to have value to assist in research at planets. Shame that disappeared, because that really solved this. Didn't even know they removed it until I started stellaris recently.
snky  [author] 14 Jan, 2024 @ 1:28pm 
@IShuffledYou
At the moment I'm trying to make the core functionality of the mod stable and add the main planned mod features.
After that, I will try to clean up the balance of this mod. The mod can be flexibly configured with a lot of parameters, but I need to survey everything in detail and find the optimal settings.

And I also plan to make addons for this mod, which can set more hardcore or easy settings according to the player's preference.

But there is still a lot of work to do :c When I started making this mod, I didn't expect it to be so hard.
snky  [author] 14 Jan, 2024 @ 1:19pm 
@Matt
I would be happy to have your help. However, the mod is still being finalized, localization and documentation will change several times. I will ask for your help a bit later when the mod is more stable.
ZaganZee 14 Jan, 2024 @ 1:03pm 
@IShuffledYou I played around with this concept with my personal mod, quadrupling survey time, archaeology speed, hyperspace jump time/speed, etc. It helps to a degree and extends the "exploration phase" of the game into the mid game, which I find fun, but it still doesn't solve the problem of 1/3 of scientist functionality becoming borderline useless when its done. I think better to tune this idea to be more balanced by slowing the rewards for surveying, one that maybe requires a skilled scientist to make good use of, but can get rewards from for the entire game.