ENDLESS™ Space 2

ENDLESS™ Space 2

Reworked Luxuries
97 Comments
ecchikitty 30 May @ 6:29am 
Really just wanted all luxury items to exist somewhere in universe, Other intended changes were acceptable. But sets luxury requirements to 0, causes unique builds to error on completion. Fun start, but quickly makes game unplayable.
badassunicorn 9 Apr @ 1:09pm 
After some testing: sadly this mod leads to stuck games somewhere ~turn 30-40 with the 'AI pending' loop... any chance of a review/a rework?
xzye3 5 Feb @ 11:03am 
This mod appears to be responsible for breaking save games and active games.
Leopard_Fitz 19 Apr, 2023 @ 8:45pm 
This is really great mod love the changes, however it makes the new hacking feature takes forever to hack.
💖 Officer Hotpants 💖 2 Jun, 2021 @ 9:17am 
@weregamer:
Let me know if you figure it out. I've been trying off and on to figure it out for a long time, now. Hopefully that file list at the end will help one of us solve this.
weregamer 16 Mar, 2021 @ 2:36pm 
Oh foo. I just want to change the resource distribution, not modify the whole game. Looks like I'll have to do that myself if I want it.

``Kuma [sorry the actual characters are beyond my ken], could you point out which files hold that part of the changes?
DefinitelyNotARobot 8 Sep, 2020 @ 1:57pm 
This mod is likely responsible for my problems with food production being set to 0. It is also discontinued. Do not use.
paulgsavill 26 Aug, 2020 @ 12:11am 
I also had hacking increased to infinite turns. I wouldn't recommend using this mod.
LadyLeviathan 1 Feb, 2020 @ 5:54am 
Heads up, as of current this mod makes any hacking attempt take an infinite amount of rounds. If you have that issue this is the cause. Author says it's discontinued. RIP in pepperoni Reworked Luxuries.
steelcitynights 11 Mar, 2019 @ 6:17pm 
Hi, I used the mod before I read this comment. I see it changed files, so do I have to reinstall ES2 to get them back? TIA 8^]
`'Kuma  [author] 29 Jan, 2019 @ 12:19am 
Mod is dead, I won't update it, move over to https://steamproxy.net/sharedfiles/filedetails/?id=1467372500
HappyHead 26 Jan, 2019 @ 2:23pm 
PLZ update! TY
Nova Bushido 26 Jan, 2019 @ 12:43pm 
Hey @chimaeaUndying I also testing it and yea it seems to make hacking infinite on everything taken which is strange. Hopefully this can be fixed.
chimaeraUndying 24 Jan, 2019 @ 5:24pm 
From my testing, it seems like this mod interferes with the new DLC -- having it active makes all occupied (incl. minor and pirate) systems take infinite time to hack.
AuroraHertz 9 Jan, 2019 @ 8:34am 
Is this mod supposed to remove the reduced food from the "Gargantuan Population" trait? As it seems to do so.
TheCgaming || Conor 9 Dec, 2018 @ 11:44am 
`'Kuma Can you make a version of the mod where it justs adds all luxuries to the galaxy? I like the style of vanilla luxuries but restarting the game everytime for not having all the (or the correct) luxuries is a pain and it seems like there isnt a mod like that out there yet :)
Magma Dragoon 6 Nov, 2018 @ 7:15am 
you changed the t1 luxes from flat system bonus to per pop, and did the opposite for t2 despite the fact that per pop isn't as useful in the early game
for some reason t2 luxes are needed in greater numbers for system upgrades despite them being revealed later and having fewer turns to accumulate them
you've taken a broken mechanic and made it broken in a different way
//SlipperyPete:. 9 Oct, 2018 @ 7:51pm 
So this has no effect on tiny/small/medium galaxies?
`'Kuma  [author] 4 Oct, 2018 @ 10:42am 
It's already the case. The effects should be the same on both mods. The only change not ported over is the different regions for T1 luxuries and the fixed luxuries for boosting.
Alberich 4 Oct, 2018 @ 4:40am 
I mostly used it just for the more balanced "effects" not really the whole spawning luxuries stuff
would be nice if your two mods could ever be combined so they could work as one at some point.
`'Kuma  [author] 3 Oct, 2018 @ 9:59am 
They were never supposed to work in that order, because ES doesn't spawn all luxuries on certain map sizes and thus can cause crashes.
Alberich 3 Oct, 2018 @ 2:55am 
Seems to conflict with Enhanced Space 2 for some reason, appeared to work before about 1-2 weeks ago without any issues at all, was wondering you could take a look at it. Both mods used to work together just fine with reworked luxuries at number 1 and enhanced space no.2
Pongola 16 Aug, 2018 @ 1:55pm 
Could you apply the same fix to "Material Expertise" and the strategic ressources? They are still backwards and provide pitiful T1 Bonus and insane T2 Bonus. T3 seems normal.
`'Kuma  [author] 14 Aug, 2018 @ 1:19am 
Should hopefully be fixed now.
Discohydra 13 Aug, 2018 @ 3:57pm 
Rainy and Pongola are right, this happens with all of the individual resource tier-2 luxury bonuses for system development. Are you sure that tier-1 isn't support to be per-pop, and tier-2 is meant to be a flat bonus per system?
Boomy 12 Aug, 2018 @ 10:36pm 
Hey. I think something is really wonky with the way this version of the mod works. Tier 1 resources give pitiful amounts of resources for sector (like 2dust per sector) while tier 2 resources give tremendous amounts of resources (like 75dust per pop in sector) -> obviously, when talking about the dust-luxiries. The only ones that seem to be working "OK" or "as intended" are the superspuds line of luxuries (Trading) and Happyness (tho I cannot be sure since I almost never use them for tier improv).

Hope this helps debugging.
Pongola 12 Aug, 2018 @ 5:19am 
Hello Moon Bear,
I tested this mod and Enhanced Space 2 and @Walayimuna is right, the "per Pop" bonus is now for the system and vice vera. Got some crazy influence with +75 Inf per Pop what should have been +75 inf per System, so, no tooltip bug.
Could you fix the variables, i really dig this mod and dont want to miss it.
Enhanced Space 2 has too many changes to the vanilla game for my liking.
`'Kuma  [author] 9 Aug, 2018 @ 11:48am 
The tooltip is wonky but tier 2 are giving flat luxuries, and tier 1 per pop, just forgot to update the tooltips again because I changed how the effects are applied to ensure better compatibility for later updates.
Walayimuna 9 Aug, 2018 @ 5:44am 
Hello, you asked for examples of umbalancing

On your mod, void stones give +75 industry per population, and the craver % bonus from FIDSI is applied after that, so it becomes +187 industry per population.
`'Kuma  [author] 7 Aug, 2018 @ 8:48pm 
Finally updated, new level upgrade effects will be the same as this other mod https://steamproxy.net/sharedfiles/filedetails/?id=1467372500 cause i'm honnestly not motivated enough to maintain 2 seperate versions.
`'Kuma  [author] 6 Aug, 2018 @ 3:20pm 
"That's because it wasn't updated for Supremacy yet." < From an earlier comment.I modify some simdes that makes it not compatible with supremacy, until I update it.
Dragon_lord668 6 Aug, 2018 @ 3:18pm 
I have noticed, that for some reason, whenever I play this Mod as the Hissho my population happiness is permanently set to seditious. Regardless of my keii level. I am certain its this mod and I was wondering what might be causing that. Otherwise I love this mod and all that it does. Keep up the good work!
troopersmith1 5 Aug, 2018 @ 10:32am 
No worries, get it done when you can. I think I can speak for the rest of us when I say we really enjoy your work. If we didn't care, we wouldn't give feedback. Cheers
`'Kuma  [author] 5 Aug, 2018 @ 9:40am 
First of all, thanks for all the positive feedback :)

Secondly, just wanted to say it'll take me a few more days to update and I'm sorry for that, I'm finishing a big update for another mod first and my PC died just before Supremacy so I lost a few days.
Jiisharo 5 Aug, 2018 @ 9:29am 
After testing a few games without this mod since the supremacy expansion, I've realised again how good this mod is for the balance of the game. Base values for jadonix/dustcidious trees etc can just lead to ridiculous powercurves, whoever got them just won the lottery.

Moon Bear thank you a lot for your hard work, trying, and succeeding imo to balance the luxuries and make them all relevant. I understand less how the spawing probabilities afect balance but the values / benefits changes are a massive improvement over the base game.

Hoping to see the mod updated for supremacy when you have the time, cheers !
`'Kuma  [author] 4 Aug, 2018 @ 3:31am 
That's because it wasn't updated for Supremacy yet.
troopersmith1 4 Aug, 2018 @ 1:37am 
To clarify, it requires the resource even when playing as different races.
troopersmith1 4 Aug, 2018 @ 1:36am 
Seems that this mod conflicts with Supremacy, it is making all outpost require the Hissho resource to finish colonization. Only have the issue when this mod is in my load order.
`'Kuma  [author] 19 Jul, 2018 @ 7:22pm 
Mulzaro > Should be fixed, it was weird path shenanigans on the effects related to repair rate.
`'Kuma  [author] 19 Jul, 2018 @ 6:55pm 
Walayimuna > I don't see how that's relevant, if anything the mod nerfs the most OP Luxuries that are the tier 3 ones (60% > 20%), and that number doesn't mean anything anyway because you're not even mentionning what faction you're using (probably a custom one), what speed, etc... If you want to report an unbalance or a bug, I don't see how your message is supposed to help...

Mulzaro > I'm investigating.
Walayimuna 19 Jul, 2018 @ 5:20pm 
On another topic, this might be slightly unbalanced, as pointed by my system with 623.000 industry on turn 200
Mulzaro 19 Jul, 2018 @ 7:26am 
The repair bonus atleast from voidstones doesn't work and it still shows the default 10% repair rate. Tested if it was just a tooltip thing but doesn't seem like it. I think this might be the case with all the industry luxuries. Tested with vineships in hangar.
Black Jesus 17 Jul, 2018 @ 7:34pm 
Can I use this with Vodyani Rework, Rebalanced FIDSI, and Supreme Leader?
`'Kuma  [author] 9 Jul, 2018 @ 1:44pm 
@Mulzaro Should be fixed, thanks for the report.
Mulzaro 9 Jul, 2018 @ 5:52am 
I noticed Transvine has a weird effect on systems: +200% overpopulation effect per pop on planets and -50% overpopulation effect on top of that. I looked at the spreadsheet and the first bonus should be +2 approval per pop. I tested this with the Vodyani.
Liberty L. 31 May, 2018 @ 5:57am 
@Merreck I agree with that.
What's great about the mod is that it does put a lot of efforts to make luxury resorces spawn much less, annoying, I might say. Thanks to that, It's much easier to farm new games in order to get a galaxy that matches my expetations. However, the rebalancing on the effects and recipie costs doesn't work out so great, now most Tier 1 luxuries are identical to Tier 2 ones, only weaker effects, which made it a bit bland and useless. About the recepie costs it's pretty much just an annoyance it would have so much penalty if not using luxuries corresponding to system levels. Let's draw my conclusion and say that I'd like to restore to vanilla on effects and upgrade costs if there is someone who can help, I'll certainly appreciate it.
Merreck 8 May, 2018 @ 1:51pm 
being honest here im looking for a mod very similar to yours, but something too just make sure that no matter which or how my galaxy looks like atleast all luxuries show up with in it, perhaps the spawn rebalancing, and or changes too the system upgrade quantities would be welcome, but too be honest i dont want the new effects on the luxuries as it now is.
Pokemastuh 21 Mar, 2018 @ 1:54am 
I seem to be having issues where the ai locks up somewhere between turn 1 and turn 30 when using your mod and politics rework.
AwesomeTomas 18 Mar, 2018 @ 8:29pm 
I think I found a strange bug. The tier three happiness luxury (gems), applies the max population increase to all colonized systems. Not sure if this affects lost cities artifacts. So if you upgrade 4 systems with gems, all of your colonized systems get +4 max population. 14 pop gas giants are pretty good.
`'Kuma  [author] 25 Feb, 2018 @ 5:31pm 
I am unsure, I've ran the G2G mod and my mod, and only both, without any issue for a full playthrough on the latest versions. A diagnostics file could be useful to help me narrow down the cause. The 2 mods don't even conflict (they don't have any file in common).