Stellaris

Stellaris

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Upgradable Resource Refineries
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8 aug, 2019 @ 11:33
20 maj @ 18:47
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Upgradable Resource Refineries

I 1 samling av Saxon
Saxon's Mods for Stellaris
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This mod adds two new tiers of strategic resource refinery buildings to the game, they function the same as the vanilla refineries except with higher output and upkeep costs. It also adds buildings that increase the output of metallurgist and artisan (alloys and consumer goods) jobs at the cost of increased resource upkeep.

Be aware the upkeep costs of these jobs can start to get pretty expensive if all these buildings are used together. It is generally useful to maximize production on specialized colonies such as forge worlds where the various stacking bonuses can be used to help to offset the exorbitant upkeep costs, as well as maximise the output of said buildings.

A late-game technology also adds a building which further increases the output of strategic resource producing jobs by 25%.



To unlock the new buildings several technologies have been added which need to be researched first. Their naming conventions, discriptions and sprites all match the general themes and aesthetics of the base game.



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Populära diskussioner Visa alla (3)
20
3 aug, 2021 @ 14:56
How much should the monthly upkeep be?
Saxon
4
6 jan, 2022 @ 14:16
Looking for volunteer translators
Saxon
3
29 nov, 2019 @ 4:04
Ideas, just straight up ideas.
Eye9
244 kommentarer
conmkchar 26 jun @ 18:45 
You're right sorry the problem was caused by another mod (ren's lithogenesis), it somehow added a second mineral and food which was causing issues with your mod an guillis' I noticed the problem first from the buildings and assumed that was the issue. I only found out the whole problem when jobs with modifiers from guillis were generating two types of basic resource and making new tabs in the galactic market.
Sidewinder Fang  [skapare] 25 jun @ 18:15 
@I Darkstar X That would take hours for all the icons alone and I would still then have to write the new entries for the buildings and then test them all as well as creating more work in future when this mod will almost inevitably need to be updated, all for a single DLC origin that in my opinion isn't even that fun to play.

@conmkchar The alloy foundries and civilian industries now boost alloy/consumer goods job output at the cost of increased mineral upkeep, I will double check but it sounds like they're working as intended.
conmkchar 22 jun @ 18:30 
It seems that with the new patch the alloy foundry and civilian industries create a mineral deficit two months after they are built even if you have enough minerals.
I Darkstar X 1 jun @ 7:37 
Would it? Just invert the colors and/or mirror the image and/or put the symbol for the unique resource in the corner.
Sidewinder Fang  [skapare] 24 maj @ 10:49 
@TheVoidGenome It would be possible, however it would take an inordinate amount of time and effort as there would have to be custom sprites made for the individual buildings and that's a lot of work for a single rather niche origin.
TheVoidGenome 23 maj @ 22:08 
is it possible to make a version specifically for wilderness, the 3 strategic resource buildings for wilderness origin will not upgrade considering the fact that they are different. thanks in advance!
Hebrux 23 maj @ 12:33 
This mod is so GOATED
Saxon  [skapare] 20 maj @ 18:55 
The mod has been updated thanks to the valiant effort of Sidewinder Fang. Never forget that the worm loves you. Always.
Lancer_Vance 8 maj @ 10:40 
Good luck and I hope the new update doesn't make things too difficult. This mod is a must-have for me for when getting to end-game, normal factories/refiners can't keep up.
tilarium 4 maj @ 12:00 
Pretty much every mod is going to be killed with the 4.0. Glad to hear you guys are planning on getting this one updated as you can. Take your time, might be quick and easy or hard and overly complicated