Stellaris

Stellaris

Repeated Systems Survey (beta)
99 条留言
snky  [作者] 10 月 30 日 下午 2:22 
Hello! Work on the mod is still ongoing. Unfortunately, I can't devote much time to development due to other pressing matters, and the mod itself is very complex, which is why I haven't been able to finish it. Sorry for getting your hopes up so early.

There is already some visible progress in development.
knieger 10 月 28 日 上午 5:27 
Hi, I would just like to let you know that I really liked your mod and would be happy if it gets the update you spoke of!
BlackLuck 9 月 22 日 下午 2:06 
@snky that is awesome, brother! here, take my points :D
snky  [作者] 9 月 22 日 上午 8:38 
I have started working on a new version of this mod: it will feature a more convenient system for exploring planets, without the need to create projects. Scientific ships will only need to fly up and remain in orbit to continue exploring planets.

However, due to the significant changes, I will need a lot of time for development.
As soon as I finish development, I will leave a link to the new mod here.
maxguh 8 月 26 日 下午 8:34 
It seems to be working in 4.x
maxguh 7 月 10 日 下午 8:37 
Patiently waiting for an update. Thx.
BlackLuck 5 月 28 日 上午 1:22 
yes, I am interested in renewing this mod in my playlist also
huskerfan6767 5 月 25 日 上午 3:05 
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 5 月 20 日 上午 5:35 
Does it still work in 4.0 ?
snky  [作者] 2 月 3 日 下午 7:07 
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 月 2 日 上午 1:35 
I have a question though. Does elapsed time play any effect between scans?
huskerfan6767 2 月 2 日 上午 1:09 
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  [作者] 1 月 26 日 上午 9:19 
nope :c
Wishin' I was fishin' 1 月 25 日 下午 12:18 
So, does it work in 3.14?
maxguh 2024 年 11 月 3 日 下午 12:37 
This mod is so cool! Please keep updating it if needed. Much appreciate your work!
Overlord 2024 年 10 月 15 日 上午 3:51 
This is cool, i hope this get worked on
肥贱客 2024 年 10 月 5 日 下午 10:43 
OH!This is just what I am looking for!
snky  [作者] 2024 年 6 月 13 日 上午 8:18 
@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 2024 年 5 月 31 日 上午 2:16 
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 2024 年 5 月 13 日 上午 12:29 
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 2024 年 5 月 8 日 上午 11:39 
На новой версии видимо не работает (
garvins 2024 年 5 月 7 日 上午 7:56 
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 2024 年 4 月 8 日 上午 2:42 
Pope Vader the First 2024 年 3 月 31 日 下午 5:26 
Does the AI use this mod?
snky  [作者] 2024 年 3 月 27 日 下午 12:00 
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  [作者] 2024 年 3 月 27 日 下午 12:00 
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 2024 年 3 月 23 日 下午 4:39 
i am intrested in how this mod developes, it´s a good idea an a much needed one att that.
Cubile Oddity 2024 年 3 月 18 日 上午 4:13 
really good idea i am always frustrated by how quick you explore the ENTIRE planet from orbit
snky  [作者] 2024 年 3 月 18 日 上午 3:41 
@ShinyNobody, Archaeological digs only. For anomalies from other mods it will be necessary to make patches
ShinyNobody 2024 年 3 月 13 日 上午 11:21 
Will it find mod added anomalys and stuff?
Space_Void 2024 年 3 月 5 日 上午 11:07 
But I am very interested in this mod.
Space_Void 2024 年 3 月 5 日 上午 11:07 
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  [作者] 2024 年 2 月 27 日 下午 1:16 
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  [作者] 2024 年 2 月 27 日 下午 1:12 
@Xherdos
I've added a new edict that disables the creation of projects
Xherdos 2024 年 2 月 15 日 下午 12:02 
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 2024 年 1 月 25 日 上午 10:28 
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 ';,†,;' ;,,; 2024 年 1 月 17 日 上午 2:03 
Ну я вчера партию начал и пока не дошёл до технологии пере-изучения.
snky  [作者] 2024 年 1 月 17 日 上午 2:00 
@†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 ';,†,;' ;,,; 2024 年 1 月 17 日 上午 12:31 
А как работает с сейвами? Будет работать или новую начинать?
snky  [作者] 2024 年 1 月 16 日 下午 1:53 
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 2024 年 1 月 16 日 上午 5:04 
Installed mods are UI Overhaul Dynamic, StelllarStellaris, AI Game Performance Optimisation Fix 3.10 and Merge AI Species
snky  [作者] 2024 年 1 月 15 日 上午 9:19 
@JeeKTan
Can I get a list of your mods? I'm surprised that my mod can conflict with others.
JeeKTan 2024 年 1 月 15 日 上午 9:17 
@snky

Edit: Mod is working after re-ordering the mod to be loaded first before anything else.
Rage000 2024 年 1 月 15 日 上午 8:49 
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  [作者] 2024 年 1 月 15 日 上午 8:04 
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 2024 年 1 月 15 日 上午 7:38 
Mod is not working. Placed a science ship in the star and already researched Subspace Sensors yet nothing happens.
Velaroz 2024 年 1 月 15 日 上午 1:16 
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  [作者] 2024 年 1 月 15 日 上午 12:11 
@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 2024 年 1 月 14 日 下午 6:03 
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 2024 年 1 月 14 日 下午 4:26 
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.