Stellaris

Stellaris

Collect All Resources 2.1.3
59 条留言
mjtapper19 2019 年 12 月 14 日 下午 7:02 
Khaine Incarnate, I agree.
Mosley was right 2019 年 5 月 5 日 上午 4:03 
Thanks for preserving the old version! 2.2 is not Stellaris.
CatDoge 2018 年 12 月 26 日 下午 5:01 
Thank you for keeping the mod up while the tile system lasted.
Jason.  [作者] 2018 年 12 月 8 日 下午 5:03 
After having taken a look at it I don't see how to be up to date the mod, the resource system to completely was reviewed it has nothing to do with the old one, the same for the tile system

I don't see how to update it at this time :pcry:
Jason.  [作者] 2018 年 12 月 8 日 上午 6:57 
I'll see to make an update make version 2.2.1, but currently the file to changed quite a bit ^^ :2016snocone:
I will inform you of a possible update in the evening (French time) or tomorrow ^^
Galaxar7 2018 年 12 月 8 日 上午 5:16 
update please to 2.2.1 ver
Jason.  [作者] 2018 年 5 月 29 日 上午 3:55 
Np ;)
The Fighting First 2018 年 5 月 28 日 下午 10:59 
thank you for update :)
Thyran 2018 年 4 月 23 日 上午 10:51 
Thanks for the explanation. Based on my sector AI experiences, I thought that the AI didn't factor in any tile bonuses if the need in the empire was large enouigh for other resources.

Then again. Sector AI could be following different algorithm for all I know.
Jason.  [作者] 2018 年 4 月 23 日 上午 8:10 
Partie 1:
To be honest, no.
It does not benefit greatly from it because at the base the AI thinks in the following way(According to me) :
A square where there are only 2 minerals the AI will put something in relation with the basic resource present in this square, because the basic game does not allow us to collect two different resources on the same square, unless you colonize a planet and that this one has a square with two resources in the basic game either you keep the square with these two resources empty without building but with a population in the square, to collect these two resources,
The AI, unlike you, will install a building, depending on the resources it needs most, so it loses one of the two resources to keep only one
Jason.  [作者] 2018 年 4 月 23 日 上午 8:10 
Partie 2:
Whereas with the mode, if we take again the example of the square with two resources, even if the AI poses a building it recovers both resources. Unfortunately, it will not have the intelligence to do like us, i.e. place an energy building on a square with 4 minerals, for example, to recover both minerals and energy credits.

It won't kill your game, it will help you a lot, nothing more, the AI won't benefit as much as you will.

I hope I've managed to be clear enough
Thyran 2018 年 4 月 23 日 上午 6:45 
I would imagine that the AI benefits from this mod greatly
谪仙 2018 年 4 月 4 日 上午 2:46 
Thanks!
Lightning "Tempest" Rafales 2018 年 4 月 3 日 下午 3:43 
Make the game easier; and make me lazy and think less.....BUT, I like it
Jason.  [作者] 2018 年 4 月 3 日 上午 9:05 
Updated for 2.0.2
谪仙 2018 年 4 月 2 日 下午 9:16 
Please update to 2.02!!! Please!!!
y4wgmoth 2018 年 3 月 7 日 下午 10:39 
Anyone have any idea if it would be possible to create a mod that makes the AI realize it can collect all resources? So that with this mod enabled the AI doesn't only build farms on food tiles, etc.?
Edge 2018 年 3 月 4 日 下午 5:46 
This is the best mod.
If i didn't find it, this was going to be the first mod i wrote.

Observations:
a) Everyone gets a few more resources per planet.
b) I tend to end up with (unity buffed) hydroponic farm on each tile next to the capital.
Both could be solved by a mod removing adjacency from the capital.
Jason.  [作者] 2018 年 2 月 27 日 上午 11:29 
Ahah, don't worry. I thank you ^^
Asteyr 2018 年 2 月 27 日 上午 10:02 
Ah, I just re-subscribed and checked. It looks good now, yes! And my apologies for going on your nerves with updating it :D
Jason.  [作者] 2018 年 2 月 27 日 上午 10:00 
It is already in a common file
Jason.  [作者] 2018 年 2 月 27 日 上午 9:44 
Okay, Tell me again if I've forgotten a change, I took the updated file and I just modified it.
Asteyr 2018 年 2 月 27 日 上午 8:54 
Maybe there is a language barrier, but you mean you only changed the lines I gave as an example earlier? Because, there is a lot more than those lines, that changed. I suggest you take the 2.0 updated file directly from the game directory, replace the outdated file in the mod with it and change the "collect_if_wrong_building = " line in it. Otherwise strategic resources like, for example, Living Metal would stop working. I apologize if I understood you wrong and you did that already - just making sure :-)
Jason.  [作者] 2018 年 2 月 27 日 上午 7:47 
I changed the lines
Jason.  [作者] 2018 年 2 月 27 日 上午 7:25 
I confess to having simply put the mod in 2.0.0, I'm not really the stellaris news anymore, I didn't have that the lines had been modified.
I'll make the change within the day in that case.
Asteyr 2018 年 2 月 27 日 上午 12:33 
Hi Joe. You apparently used an old version of the strat_resources. Line 75 should read: base_income = 3, Line 131 refers to ship_hitpoints, which is now ship_hull and ship_armor, Line 144 refers to "ship_shield_hp_mult" which is now "ship_shield_mult" and so on. Maybe check again? Thanks :D
Jason.  [作者] 2017 年 12 月 21 日 上午 2:51 
Updated
andrewjohncaspermeyer 2017 年 12 月 20 日 下午 7:15 
does not work with 1.9.1, please update
Jason.  [作者] 2017 年 12 月 14 日 下午 3:10 
The game becomes a little easy yes, it allows you not to lose resources when creating a building, on a slot that gives you various resources. But yes, to get back to your question, it makes the game a little easy.
glosy w twojej glowie 2017 年 12 月 14 日 下午 2:41 
Isn't game to easy with such change?
CrazyB0T 2017 年 12 月 8 日 下午 10:31 
Update this mod. Pleace
ZJK 2017 年 11 月 16 日 上午 3:06 
@Joe Le Fifou - Any capacity to make a compatability mod for ExOverhauls suite of mods and this one? It feels wrong to me not having this mod working for my games, currently.
Jason.  [作者] 2017 年 11 月 13 日 下午 1:22 
No problem :)
NewAgeKid52 2017 年 11 月 13 日 下午 12:11 
Can I try to make a version of this mod but with increased base energy and minerals? I will credit you and Yandersen for it.
Jason.  [作者] 2017 年 11 月 13 日 上午 11:34 
Honestly, I don't know if it's possible. even if it were possible I admit that I do not have a great motivation to make a second version now
NewAgeKid52 2017 年 11 月 13 日 上午 10:16 
Is it possible if you could make a version of this mod to collect all tile resources, plus increase the base income of energy and minerals? Like increase base income of energy and minerals to 12 each? And if possible add in base food increase to 5? That would be helpful when using it with mods that add civics that reduce energy generation or reduce mineral production, or mods that give trait that lower food production and not be in the negative when you start a game. Thanks :)
Jason.  [作者] 2017 年 11 月 11 日 下午 4:56 
@H4shX - Yes, no problem
H4shX 2017 年 11 月 11 日 下午 4:16 
@MrGx - Can we (SRT) include this Mod and Credit the Original Author and You into our Union Project ?
Interstellar 2017 年 10 月 31 日 下午 5:36 
Thank you so much!:steamhappy:
Jason.  [作者] 2017 年 10 月 30 日 下午 3:33 
it should work now
Jason.  [作者] 2017 年 10 月 30 日 下午 3:30 
I will update
Interstellar 2017 年 10 月 30 日 下午 3:16 
doesn't work now:Hire:
Tex 2017 年 10 月 12 日 下午 3:35 
Thank you so much!
Jason.  [作者] 2017 年 10 月 12 日 上午 9:49 
The AI also has that. But from what I've seen in a game between AI, it does not use it as smartly as us, it will use it without wanting, I think, if a slot with two minerals it will take both resources , but if a slot has a mineral, it will place the building corresponding to the minerals on the slot

I leave you a screenshot available among the other captures above
Jason.  [作者] 2017 年 10 月 12 日 上午 9:02 
I have finished the update, all should work perfectly
Tex 2017 年 10 月 12 日 上午 6:58 
Please update for 1.8.2
kellynorty 2017 年 10 月 12 日 上午 6:17 
Do the Ai also get this ?
tzubidu 2017 年 10 月 11 日 下午 11:25 
will this get updated for 1.8.2?
Jason.  [作者] 2017 年 10 月 11 日 上午 12:50 
I'm happy for you :2016snocone:
kellynorty 2017 年 10 月 10 日 下午 4:00 
wow JUST WHAT I WANTED!!:steamhappy: