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I think I found out how to add resources to uninhabited planets!
Here is the exapmle of the code: effect orbital_deposit_tile={clear_deposits=yes add_deposit=d_rich_energy_deposit} /it added to the selected planet 2 energy resources
Instead of d_rich_energy_deposit you can use other names of resources which you can find in Stellaris/common/deposit/00_deposit.txt
Screenshots of the process: http://imgur.com/a/oo5JU
An update would nonetheless be appreciated, considering the addition of Yurantic crystals.
However, the event will no longer automatically exit after choosing one deposit. Instead, you will be redirected back to the main menu, where you can add more deposits or exit the event from there. You can still only build one type of station though, so you can't, for example, put a physics deposit and a mineral deposit on the same celestial body and expect to harvest both of them.
Effectively, these changes allow you to add multiple deposits of any type in any combination you want. As a reminder, all orbital deposits currently present will be removed when the event is triggered. I can't get around this, but you can easily add them right back.
@blockschip It allows you to do both. You can select both the type of deposit you want (mineral, energy, one of the researches, or strategic) and the size of the deposit (they range from 1 to 4 in size). These are the sizes allowed by the base game. As stated in the description, I'd rather not modify the game's deposits file as this could cause compatibility issues with other mods and future patches that alter this file. If you want more resources than that (greedy greedy you :P), see my response to Peter34.
@Nergui Thanks! I didn't set it as 1.2.* initially as I had heard that using a wildcard in the supported version caused (or at least used to cause) CTDs. I hope they've fixed that by now so I've changed it.
supported_version="1.2.*"
@big_love_india Thank you for bringing this to my attention! This is an issue with the localisation that must have been caused by Asimov. I will fix this right now as that pretty much makes the mod unusable.