Stellaris

Stellaris

[DEPRECATED] Overharvest - Unsustainable Development
65 Comments
Wakelessrex 28 Apr, 2023 @ 3:08pm 
aside from AI suicide, does this work with 3.7.4, anyone know?
fallenscion 15 Feb, 2020 @ 4:07pm 
I've had two AI empires commit suicide by mass liquidation at this point. I love the mod conceptually, but there should be an option to turn it off for the AI.
Toaster  [author] 30 Aug, 2019 @ 12:06pm 
That's not how AI decide to enact a policy. The weights are set according to the default policies I mention in the description.
Baleur 30 Aug, 2019 @ 6:45am 
im just worried wont this fuck AI's?
Wont they just see the +20% food / minerals and go "ENACT POLICY", not understanding it creates blockers?
Crusaderjack 3 May, 2019 @ 6:23am 
Is there a way to do this on a planet by planet basis?
GrassEater 25 Mar, 2019 @ 2:53pm 
I dont know if anyone else has this issue but an empire killed itself by liquidating its only planet.
Toaster  [author] 21 Mar, 2019 @ 4:44pm 
Liquidation is a decision already?
GrassEater 21 Mar, 2019 @ 7:00am 
Can you make it a planetary decision to harvest it so that you can get the most out of it or make it so that you don't begin the harvesting until the planet is not a colony anymore.
Toaster  [author] 3 Jan, 2019 @ 8:53am 
That's what I'm working on. Turns out you can apply *any* modifier via districts/blockers, which actually makes them way more useful as modifiers than, er, modifiers. Currently trying to wrangle the AI into using Decisions properly.
force200 3 Jan, 2019 @ 7:43am 
@Toaster
A possible solution that I can think of would be overhauling the system to gradually reduce the planet's habitabilty to represent the damage done to it's biosphere and having the planet become uninhabitabe once a certain threashold of habitabilty penaties is met.
AncientGatekeeper 2 Jan, 2019 @ 4:54pm 
Take your time! A good mod always takes a bit of time!
Toaster  [author] 2 Jan, 2019 @ 4:27pm 
Tried to update it. Annoyingly:
- You can remove deposits, but that leaves the districts behind. You can call validate_buildings_and_districts, but then if one type is higher than the cap it deletes *all* of that type. So unhelpful.
- You can no longer count the number of deposits/blockers, for destroying a planet when too overharvested.
I'm having to do a more substantial refactor.
force200 30 Dec, 2018 @ 12:57pm 
Update to 2.2?
Depraved Arachnophile 17 Nov, 2018 @ 4:42am 
Yeah, this absolutley slows down and breaks late-game.
DSD 26 Oct, 2018 @ 12:08am 
Is it safe to remove this mod from a game? I'm having the same problem as @Sinon (game freezes after a few months, started after 2250, stuff from this mod in error log, since version 2.0)
GrassEater 8 Sep, 2018 @ 2:52pm 
I keep running into a issue where when i am colonizing a planet it will randomly turn into a toxic world.
Samuel Galligan 31 Aug, 2018 @ 11:30pm 
Nice! I've been playing with habitable planets on 0.25%, along with a slower-than-light travel mod, which makes trying to find a place to live before you die off a real threat! It's an interesting way to play!
Toaster  [author] 31 Aug, 2018 @ 3:24am 
Yep, you can! It would take a while though.
Samuel Galligan 31 Aug, 2018 @ 12:05am 
Question: If I only have one planet in my empire, could I kill myself off with one of the overharvesting policies?
Toaster  [author] 21 Aug, 2018 @ 2:42pm 
Just changed something. Did it work?
Planets only turn into asteroids if they're a non-standard planet class, as I can't tell if it's supposed to be a habitat or whatever.
Depraved Arachnophile 18 Aug, 2018 @ 5:28pm 
Im also getting really bad stuttering, and having the application cease responding. Also, is there a way to make it so drained planets dont turn into asteroids? Because the asteroids they produce are fucking MASSIVE ; like, almost the size of a red dwarf star.
Toaster  [author] 27 Jun, 2018 @ 3:17pm 
Hm, really? I'll see if anything needs changing. Maybe it didn't translate to 2.0 well.
Sinon Lynx//Manifold 27 Jun, 2018 @ 1:01pm 
Okay this is most likely a mod to mod issue (i have like, 100+ mods active) but when crossing the late game start date this mod causes the game to enter a state of extreme instability resulting in the game getting stuck in whats most likely an infinite loop on avarge once every two, three or so in game months, (probably when the AI evaluates the planitary liquidation edict).
Gerishnakov 24 Jun, 2018 @ 9:07am 
I assume the blockers are removed when a planet is terraformed?
Toaster  [author] 8 Jun, 2018 @ 3:16am 
There are already planet edicts in.
Ryuichiro 7 Jun, 2018 @ 1:07pm 
I love the idea, but as an empire wide edict I don't see a positive outcome at all.
Could you upload an alternative with Overharvesting as a planet edict?
AncientGatekeeper 8 May, 2018 @ 11:34am 
Yeah the AI use this mod. AI probably doesn't change their policy/edicts though. I normally aggressively expand to combat this problem.
Nikal 8 May, 2018 @ 4:57am 
Uhm... I just had the AI "overharvest" their homeworld into nothingness... :steamfacepalm:
Autumn 17 Apr, 2018 @ 3:49pm 
Is there any chance of a future option to mark worlds for not overharvesting, or of variants of the policy that don't affect ringworlds or habitats? It could probably be done with planet modifiers that remove an amount equal to the buff. Other than that, the mod is great. It's a very unique way to play the game.
Chastity the Celibate 7 Apr, 2018 @ 9:45am 
So basically you made a human nerf mod Lol
AncientGatekeeper 31 Mar, 2018 @ 3:37pm 
;) Great mod tho Toaster! Really adds depth to the game.
AncientGatekeeper 31 Mar, 2018 @ 3:37pm 
Ouch
Toaster  [author] 31 Mar, 2018 @ 1:53am 
Should be trivial for you to change the supported version number yourself.
Nova Solarius 30 Mar, 2018 @ 8:34pm 
Can you please upload the 1.9 version of this mod?
AncientGatekeeper 4 Mar, 2018 @ 6:36pm 
Great work!:dodcp:
Toaster  [author] 4 Mar, 2018 @ 3:48pm 
Updated to v2.0, removed spaceport refund as it's not a thing any more.
AncientGatekeeper 28 Feb, 2018 @ 12:04pm 
Thank you! It's still compatible with 2.0 though so that is great news!
Toaster  [author] 28 Feb, 2018 @ 5:17am 
Ah, it'll need some tweaking to remove the spaceport refund code though, just for efficiency's sake. I'll get round to that sometime...
AncientGatekeeper 28 Feb, 2018 @ 1:49am 
Works fine with 2.0! Thanks for the awesome mod! (y)
AncientGatekeeper 27 Feb, 2018 @ 4:22pm 
Is this mod compatible with 2.0?
Toaster  [author] 26 Oct, 2017 @ 3:30pm 
Updated for 18.*! Added the chance for pops to migrate away when their tile is blocked.
Tiitinen 14 Oct, 2017 @ 12:25pm 
I have a couple of thoughts on this mod, I like the idea c:
1. I was thinking that maybe this should be a planetary edict or such because I think I'd overharvest only certain worlds.
2. Also can you remove these tileblockers by terraforming the world?
3. Maybe this mod should be tied with that one mod that allows you to abandon colonized worlds.
N1njaM4ster255 13 Oct, 2017 @ 6:28pm 
@Nova Solarius You can blow up planets?O_O how?
GrassEater 2 Oct, 2017 @ 12:06pm 
WIll this mod be updated.
Nova Solarius 24 Sep, 2017 @ 12:42pm 
Yes! Finally, a mod that lets me drain a planet dry before I blow it up!
Oya 12 Jul, 2017 @ 11:55pm 
I've been getting a bug from this mod where a significant portion of spawned planets don't have any models at all, just an empty orbital line and, until scanned, a name floating next to nothing. They can't be interacted with at all, leaving entire empty systems on occasion. It's honestly a shame because I really like the idea of this mod.
2nd_Lt_Cody 30 May, 2017 @ 12:16pm 
I'm noticing a bug in which the overharvest shattered planet class does not show up in game at all and is just nothing at all. You have it set to spawn in galaxy creation, that is intended behavior, but I'm sure the lack of a planet is not.
Xenos 19 May, 2017 @ 11:44pm 
Does the AI resettle its population or just let them die on the planets?
Pyrowaifu 8 May, 2017 @ 9:58pm 
I think something doesn't work as it should as on Extreme Overharvest I'm getting a blocker on average every year after the first 10 years.
Clockwork The Painfully Ok 23 Apr, 2017 @ 9:06pm 
Quick question, since the overharvesting is glabal, it deos that for all our planets right? not just specific ones that we want overharvested?