Stellaris

Stellaris

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Lunar Prospecting
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1.136 MB
22 Jul, 2022 @ 3:48am
9 May, 2023 @ 6:51pm
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Lunar Prospecting

Description
"At Deep Rock Galactic, we pride ourselves on having obtained practical dominance of the most lucrative belts of the Outer Rim. While our foolish and cowardly competitors generally regard these systems as too volatile or high-risk, to us they are home. "
Deep Rock Galactic Corporation – Deep rock Galactic

Attenntion
This mods primary features have been added to the base game as of patch 3.9 and its secondary features are broken, I may consider revising it in the future but for now it is discontinued and should be disabled.

Introduction
Have you ever looked out from the observation deck of your orbital habitat, at the vast mineral reserve orbiting tantalisingly out of reach on some nearby moon, dreaming of securing that wealth and prosperity for you and your people? Well dream no more, for your natural satellite assets are finally within reach with Lunar Prospecting.

Basics
So how does it work? Well, first you’ll need to construct a space port on your habitat through the planetary decisions, this will provide some small benefits in the form of amenities and open up the potential for large scale orbital mass transit.

After that activating the Lunar Prospecting decision allows you to survey any moons orbiting the host planet for usable resource deposits, once this is done you can construct a new district to harvest said resources. It will also add any strategic resource deposits to the habitat, allowing you to construct mines for them. Please bear in mind that the results of the prospecting are dependant on the deposits on moons orbiting the planet, the decision does not create resources, it simply catalogues them.

Don’t worry if you make a mistake or you find new deposits later, resource districts can be demolished and the moons resurveyed later for an additional cost, existing resource districts from planetary deposits or orbital surveying can also be removed and the mod will even remember which ones you had if you wish to rebuild them later.

Special thanks to President Memes for helping to write the Lunar Prospecting decision. The concept is theirs; the resulting spaghetti code is my own.

Districts
Mining district
Mining districts require a mineral or alloy deposit on a nearby moon and allow you to mine said minerals onboard the habitat.

Energy district
Energy districts require a nearby energy deposit (gestalts still get them by default) on a nearby moon to allow the habitat to build energy districts.

Research district
Research districts require a research deposit or a rare resource deposit (Living metal, Zro, Dark matter or nanites) on a nearby moon to allow the habitat to build research districts.

But that’s not all, the mod adds three new habitat districts with their own features and requirements.

Salvage district
The salvage district requires an alloy deposit on a nearby moon and lets you mine it with scrap miners for alloys and (fewer) minerals, alloy deposits also still grant access to the mining district if you’d prefer to just mine minerals from them.

Hydroponics District
The hydroponics district allows you to grow food and requires a normal star in order to be built, it cannot be built on habitats around pulsars, neutron stars or black holes due to the excessive radiation and/or lack of natural light, it is also not available to empires who do not use food.

Administration district
This district comes in several flavours for standard, spiritualist, hive minded and machine empires however they all function identically, housing bureaucrats or their analogues to produce unity for your empire, Administration districts can only be built if the planet the habitat orbits or a nearby moon is colonisable.

Integration
But wait, there's even more, I have recently put great effort into overhauling and integrating my Space Elevators mod to include the new districts from this mod, as well as reworking and rebalancing the existing ones. When used in combination with Lunar Prospecting you can construct a space elevator on a planet and gain bonuses dependent on the districts on any orbital habitat above that planet, and with lunar prospecting you'll have access to more districts than ever, all with their own bonuses.

Compatibility
This mod doesn’t overwrite any vanilla files and should be compatible with most other mods, however there may be issues with other mods that change habitat districts. I will update this with any reported issues and fix where possible, if you have any feedback or questions feel free to leave them below.

Special thanks to everyone at the Stellaris Modding Den [discord.gg] for all their help
Banner art belongs to Leon Tukker [www.artstation.com]
66 Comments
ArutamSartek 13 May @ 12:30pm 
Whenever I update my economy merger mod I remember this mod, of course there is no rush for an update but does all features still work for 3.12?
Sidewinder Fang  [author] 20 Apr, 2023 @ 9:34am 
@huskerfan6767 I've never seen or heard of anything like that happening and frankly I don't see how its even possible since most of my mods don't even touch any megastructure code, they're mostly limited to decisions and deposits. The only exception is Orbital Infrastructure which does a very minor overwrite to orbital rings.
huskerfan6767 20 Apr, 2023 @ 7:27am 
Sidewinder, have you ever had anyone tell you this mod may write in structures that don't list with a icon or a proper name. For example on_build_start or on_resources? I get a incomplete megastructure that is about 6 or 7 different ones. That give no description or anything. All that shows up are the prior type names I stated. Your mods that only one left in my mods that even refers to megastructures. I am at a total loss on this. and the AI spams them in their systems by the thousands.
Cytrix, Holder of Pasta 1 Apr, 2023 @ 10:46am 
most likely mod conflict, i tend to be bad with that, thanks for the answer tho, i'll keep it in mind for the future
Sidewinder Fang  [author] 1 Apr, 2023 @ 8:31am 
@Meme Darg You can't create a new district type or demolish one if there's buildings or districts being built in the build queue. if its not that then its a mod conflict since I've tested it just now and the mod works as intended.
Cytrix, Holder of Pasta 29 Mar, 2023 @ 8:00pm 
having an issue with the districts, all of em just say "Does NOT have construction of building:" and then has no building listed, even with everything disassembled they're still not usable
ThePionier 12 Feb, 2023 @ 8:04am 
Hello! @Sidewinder Fang
Thanks for the hotfix/patch.
It doesn't have to be directly related to your mod, it can also very well be that the last patch from Stellaris did something. We know that Paradox likes to make mistakes itself! :D
Sidewinder Fang  [author] 11 Feb, 2023 @ 6:39am 
Yea, no idea what was causing that but I've applied a temporary patch that should work well enough until I can root out the issue.
Sidewinder Fang  [author] 10 Feb, 2023 @ 4:52am 
@ThePionier Thanks for letting me know, I'll look into it
ThePionier 9 Feb, 2023 @ 8:10pm 
Good morning! @ Sidewinder Fang
I just noticed that the administration districts or the server districts for machinen empire don't give any jobs on the habitats.