stellaris ancient refinery. It's just so ridiculously overpowered I have to restrain myself from using it. stellaris ancient refinery

 
 It's just so ridiculously overpowered I have to restrain myself from using itstellaris ancient refinery  They eliminate the need for gas wells, mote traps, crystal mines

Because every Archaeo Weapon is Rare and has a low weight-chance, TA's 1. Sends a diplomatic command from the target to the player. A video showcasing Ancient Cache of Technologies, a mod made by Chirumiru ShiRoz!SBTG is not included in this video btwChiru's Patreon page: and Fortress planet designations are not useful. They act as 1 of each in a single slot and then buff other ones you build on that planet. The PD weapon, the X slot weapon and the Titan weapon are top tier weapons. . Nanite Transmutation. Paradox Interactive, the game company that knows how to lobby its delegates, today announced that the fourth expansion pack for Stellaris: Console Edition will be available on June 17th, 2021. 02. Cheap to build, only 50 artifacts and not much upkeep. Hover the mouse over the picture of a field (right below the. They eliminate the need for gas wells, mote traps, crystal mines. Ancient One Echoes from the Deep +4 Society Research An ancient being, living deep beneath the waves, is the dominating life force on this planet. 1 alloy = 4 energy, and 1 consumer good = 2 energy. The Ancient Refinery just does it with twice the efficiency. Augur of the Shroud +10 It speaks, but not in words. Crystal/mote/gas refinery/feature building x 1 or x2 (depending on how many planets you have, can get 1 more of them) Fill the rest with buildings that generate jobs that are useful or meet the planet's bonuses/needs (theatres, precincts/psi corps, clone/assembly, temples, or split focus a little into a sub-resource) Splitting planet focus. Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. The other option is just any small-ish (<15 size) planet with poor natural resources, as labs need only building slots. Should at least be a bit harder to acquire. Stellaris Archaeological Site ID List. EXCLUSIVE AVATAR AND GALAXY FORUM ICONShow your love for Stellaris on the Paradox Forums and other social networks. 1 From Gateway Sent 3. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. These buildings will produce 3-4 rare resources compared to the 1 you'd get normally. And I've gotten the tech in 4 separate games since the latest DLC was released. 3. Also, it has to be upgraded; just a dinky little outpost won't do. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. building_planetary_shield_generator. Issues that involved displayed text are often high priority as well - as Stellaris is available in ten different languages and translators need time to do their jobs, we have limited. It's a bit of a shame. You can build a Refinery anywhere (regular planets, habitats, ring worlds, whatever). 0] How do you get more territory without building a starport in every system?. 9. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. 3 updated if you find the first league. TechnologyJob List. 8. 建筑分类:工厂建筑. Cheap to build, only 50 artifacts and not much upkeep. . 72 items. There are still secrets in that tomb, but the game decides that I think that "wE DoN'T hAVe TImE FoR ThIS. Should at least be a bit harder to acquire. The Broken Gates. UI Overhaul Dynamic (required!) 3. The first, while more efficient kinda saves me on having an extra world classification to manage and the less classifications you have to manage the better. This small mod makes all planetary rings in stellaris far more visible. 0) Number of years since game start is greater than 10 (×2. And I've ♥♥♥♥♥♥ the tech in 4 separate games since the latest DLC was released. Enter the name of a technology to filter the entries in the table. ago. Said planet is an ocean world which, already, knocks habitability down as my species is Alpine-preference. Exploration is one of the first priorities of any spacefaring empire. This command will research the technology type with the specified ID. Refinery Drone +2 The management and operation of exotic gas refineries is handled by these drones. I think they're overpowered what about you. Yes, a science director provides 6x3 research (that's 1. Ancient Caretakers Species. A nebula is gas and dust. Example Cybrex has a moderately spammable starbase utility building, adding +150% mining station output. Yeah, going in to 2. Immensely strong, but sadly an empire unique. It's one step on the ladder to spiral out of control. However, none of it shows up in the values listed in the ship designer; you have to create the ship then inspect it, and you will see that. " We do have time for this, now get your ass back in that hole and don't come back until you've finished digging up this ancient tomb. ) 1- An archaeo-weapon build can be worth pursuing, but it's a gamble. They eliminate the need for gas wells, mote traps, crystal mines. This mod is not Iron Man compatible! If you would want a ZoFE like experience, it is recommended to use Dawn of Ascension (DoA) which has built in compatibility with this Mod. My main concern is that you only produce 1 job per refinery. It's just so ridiculously overpowered I have to restrain myself from using it. building_crystal_plant. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. Stellaris designer seems to want to stick with Upgraded Buildings = Rare Resource costs shenanigans, and it would be kind of silly to do this for the buildings that produced said resources, probably why we didn't have an upgraded refinery from the start of 2. For a rare ancient tech you need to buy DLC for? Completely ok. - Fallen Empires idea. For Patch 2. I've retrieved the Precursor Databank randomly from Fallen Empires after researching all of the delta, enigmatic, tech. honestly I just close my eyes and click the crisis arrow at the start of a game. Subscribe to downloadAcquisition of Technology. I’ve added six technologies in total which unlock two upgrades for all three types of refineries. The system is guarded by 3 Fallen Empire fleets, each made up of 1 titan, 5. 2 hit) paraded in front of us when we research the tech only to have it locked behind an event that you probably will only see every couple games. You can only build a collection facility (which has minimal upkeep) on planets with gas deposits. Refinery world means strategic resource buildings. Ancient Refinery as research option with +25% progress and randomly one of: Hostile Environment Adaptation +150 of each strategic resource and 48x society output (1000 ~ 1000000) Secrets of Life; Uninhabitable planet Asteroid Blast Door: small minor artifacts reward (10, 30, or 50) small minor artifacts reward (10, 30, or 50)A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Build elsewhere: use hydroponics + silos. Aesthetic Cinematic Gameplay (required!) 4. It was last verified for version 3. 03. - More Galaxy setup option. 3. clone_army_digsite. Let's play STELLARIS: Distant Stars & the 2. Stellaris: Warhammer 35M . ( and my highest alloys per month was around 200 in 3225 one game) Im playing a megacorp right now and honestly dont know what im doing. New traits are defined in a separate. Fixed an issue where AI would be unable to build any buildings if they desired to build the Ancient Refinery but did not have access to any minor artifacts;. I think they're overpowered what about you. They eliminate the need for gas wells, mote traps, crystal mines. Explorer (Subclass) subclass_scientist_explorer. So this adds a few reliable minor artifacts, but I keep it balanced by attaching it to the ancient refinery. I think they're overpowered what about you. Extraction technologies and refinery technologies have different colors and tier numbers. I have simply renamed and retextured. Stellaris: MCR The Expanse Ships. While researching new technologies in Stellaris, you'll encounter research variants known as "rare technology". Download and read on epub, mobi (Kindle) and PDF. The Zenith of Fallen Empires 4. Image 5: The archaeological site titled 'Ancient Robot World'. • 3 yr. 0I'd like to research specific technologies without using the finish research and research all technologies commands. The bonuses don't show up in the ship designer, but they work. It's a pretty nice savings. A searchable list of all Stellaris Archaeological Site IDs for use in console commands on Windows, Mac and Linux (Steam). ) #8. Dec 11, 2018; Add bookmark #1 Before I put it in as a bug report, I want to make sure it is a bug first. Fixes . Legacy of the Ancients is DLC 2. If one were interested in getting around that, you could remove that has_ancrel line at the bottom; that should do the trick. At first, they were a bit sluggish and not really useful, but ever since Federation DLC, Habitats are really a good thing to have for. So the district gives 120 energy per month. The biggest upgrades for sure are the precursor buildings, the Zroni storm caster, the first league headquarters thing, the cybrex mining stations, the irassian ship yards, the yuht detection thing. It's definitely annoying to have a superior refinery building (something we've been salivating for since 2. Mod adds upgrade to tier 2 for refinery and extraction buildings. In general, a planet needs at least three districts to end up as a particular designation. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. About This Content. It's vanilla, or rather. – Upgradable Refinery BuildingsYes, they’re still useful for trade and as a fort. 8. 5% is nice when you have 12 factories pumping out crystals, gas or motes. 5 Known Precursor Real Space 3. - Lost Refinery: a Gigastructures habitable gas giant with exotic gas deposits (scalable by population) and a mote source (from a building, also scales with population). Unity and Amenities as well. When you have 4 research labs at T1 providing 8 science jobs you can change that in-place to 2 T3 labs and 2 refineries supporting 16 science jobs. I've played quite a few games but never noticed minor artifacts before. Technology. 3 patch. You can only get 1 building slot for every 5 pops on the planet, and refineries only give 1 job each, so by definition they can only make up a maximum of 20% of all jobs on the planet. The area provides access to several key points, including: terraforming capabilities, uplift capabilities, genetic modification capabilities,. Enter the name of an archaeological site to filter the entries in the table. TechnologiesUpgraded refinery probably isn't going to be a thing. com] "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. And I've gotten the tech in 4 separate games since the latest DLC was released. The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo. . Stellaris Tech Trees. Cheap to build, only 50 artifacts and not much upkeep. 2522). All the other weapons need ascension perk + rubricator to be viable in late game. Trait (scientist) ID. They'll do well if you put them on a refinery world, but they're also still. just found out ancient driller drones dont benefit from arhceo engineers perk Reply More posts you may like. Economy infrastructure in Stellaris. Ancient Giga-Cannon Archaeotech Version (Don't Know Archaeo Name) The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Synthetic Crystal Plants: Repeatable. Most sites have a 67% chance to leave a deposit of minor artifacts when the excavation. Dark Matter Drawing. Thread starter neokio; Start date Feb 13, 2021; Jump to latest Follow Reply. That sounds like a bug. Buying Guide to Stellaris DLCs. 4 items. A complete and up-to-date searchable list of all Stellaris. 50, vs Gamma lasers at 6. Refinery worlds are underwhelming so don't bother specialising. 4. The answer is yes. It can however be used without ACOT if you so desire. True. And I've ♥♥♥♥♥♥ the tech in 4 separate games since the latest DLC was released. Always get the unbidden here, and I don’t like choosing as it allows me to prepare. Stellaris: Titan Interdictor Module . BrigadierBill Dec 8, 2018 @ 8:43pm. I'll post a link here when it's on the workshop. It's just so ridiculously overpowered I have to restrain myself from using it. Gas extraction wells are only available if the planet has a feature with gas resources. Higher level scientists will roll more often with better chances for a breakthrough (progressing the digsite). 9. Cheap to build, only 50 artifacts and not much upkeep. Stellaris: Stellaris: Reborn Ii (1/4). Cheap to build, only 50 artifacts and not much upkeep. I usually use planets with many City districts for research and other personnel-intesive tasks, and planets with mostly resource districts for refineries. With the importance of Volatile Motes, Exotic Gases, and Rare Crystals to virtually every empire, why not make a Refinery District which works a lot like the Industrial District. Other than that, it's leave them there until they find something. A popular example from Sci-Fi literature would be Coruscant, the Capital of the Galactic Republic and later the Galactic Empire in Star Wars. R5: Ancient Caretakers gave me a mission to colonise Rippigaur II, as pictured. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. Baol Organic Plant - F(armers) tier. . After the Gatekeepers turn hostile, kill them and take control of the system. 4 Extended Vanilla Palette UI Overhaul Dynamic + Tiny Outliner v2 (Compatibility Patch) Tiny Outliner v2 UI Overhaul Dynamic Starnet AI Plentiful Traditions 2. 4, Limitless Stellaris is the new iteration for Stellaris 3. 3) Build an Ancient Refinery on every planet with a spare slot (1 of each refinery jobs and +40% strategic resource output) 4) Precursors offer various uses. It's just so ridiculously overpowered I have to restrain myself from using it. Habitat refinery questions. Second best archaeotech building, and a great way to improve your refinery worlds to keep your ecumenopolis spam fed. Megastructures are colossal constructions. I finally unlocked the ancient refinery which then caused the upgraded versions of the specific buildings to appear. The process of developing planets is an essential one if you want to have a steadily growing economy. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. Ancient Relics is the 4th story pack for Stellaris. I think they're overpowered what about you. Vultaum has a research building with +2 physics output from researchers. Found a faction called "Mineral Extraction Operation". Authors description: Ancient Cache Of Technologies: Extra Defines And Changes. I think it would be better as a tech boost or maybe access to several special techs like the shields and such that you may not be able to use right away but help out in the late-mid game. The following lists the various Strategic Resources: Alien Pets - Allows for the construction of a Xeno Zoo, which raises happiness by 10%. In Stellaris, players take control of an interstellar civilization on the galactic stage and are tasked with exploring, colonizing, and managing their region of the galaxy, encountering other civilizations that. File should be placed in the root Stellaris folder in your My Documents. The pass kicks off with Federations, an expansion. Stellaris. The game caps you at 5 boxes per run, but there's way more outcomes then that, not even counted the hundreds of "nothings" you'll get. It simply isn't showing up as an option. Ten millennia ago, the galaxy had glimpsed apocalypse when Ascended Empires waged war and brought death to a mighty civilization. And I've gotten the tech in 4 separate games since the latest DLC was released. Gotten two ships in various systems. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. Explorer (Subclass) subclass_scientist_explorer. Stellaris Real-time strategy Strategy video game Gaming. 5) Has Fanatic Xenophobe Ethic (×0. How does Ancient Tomb work with regards to the gaia worlds, does it "just" remove the colonization restriction from the gaia worlds that are there, and if so, does i remove it for everybody, or just the lucky owner of. So, to sum up, Research Institutes are rarely building-slot-efficient, but are very pop-efficient. The bonuses don't show up in the ship designer, but they work. 9 that merges the various incompatible game rules and scripted triggers added by mods. It's just so ridiculously overpowered I have to restrain myself from using it. 异星天然气精炼. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. • 15 days ago. Worst case scenario, you buy the stuff. It is a add-nearly-everywhere building, and absolutely worth the building slot on anything but a dedicated unity/trade/refinery world. 75) Has Xenophobe EthicStellaris technology list and IDs cheat. It's not a building, it's a module. Build elsewhere: use hydroponics + silos. [diplo] [id] reverse_diplo action_invite_to_federation 01. In the long run the refinery is the only way to mass-produce gas, but the extraction tech will at least provide access to gas so the upgraded research lab can appear on your tech list and gas becomes available at the market. 0 unless otherwise noted. Leaders can have multiple veteran classes via traits but the UI will only display the first one. 1 Draco City Ship. Ancient Mining Drone Processing Hub. Fully researched Repair Ancient Ship Starlight II and Ancient ships Structure Analysis. A gas extractor requires a deposit of gas to build on a planet (noted on the planetary features on the left side of the interface); the gas refinery is what converts minerals into rare gases, and can be built anywhere (once you have the tech). And I've gotten the tech in 4 separate games since the latest DLC was released. It's just so ridiculously overpowered I have to restrain myself from using it. DLC 2 content starts with Project Glory research that is unlocked after finishing Rise by sin, by virtue fall. too short range for titans to risk their lives going in close and getting killed The rest are pretty useless and expensive even the above ones arent cheap mind. PROS. g. 0. Looks. 10. The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. Preferably planets that also get a boost to job resources. Stellaris. PeerawatZ/ShiRoz Stellaris Mod Collections. This mod, which was creatively titled. 50%: Triggers ship event Special Project Completed (anomaly. It was announced on 2019-05-14 [1] and was released on 2019-06-04 [2]. 2 The Sentinels 5 Other expansion sites 5. And I've gotten the tech in 4 separate games since the latest DLC was released. This is the only type of multi-stage Megastructure you can build more than once. Dakota Aug 11, 2020 @ 7:19am. Tier 2: +3 jobs, 6 energy & 1 strat resource upkeep. Toggle theme. It's just so ridiculously overpowered I have to restrain myself from using it. More. Another good option is a Relic World. Kha'lanka Crystal Plants:. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. In a system with one energy deposit a habitat gave me like 75ish. I think they're overpowered what about you. Organic Molecule Drawing: +6 food (+8 if Gestalt Consciousness) Exotic Compound Extraction: +1 Volatile Mote, Exotic Gas, and/or Zro, randomly. Their main benefit is adding more refininery jobs, making refinery worlds a viable planet specialization: Tier 1: +1 job (base game), 3 energy upkeep. It's just so ridiculously overpowered I have to restrain myself from using it. Barbarian_Lord Machine Intelligence • 2 yr. UI Overhaul Dynamic (required!) 3. Use the main version of ESC NEXT if you are playing later versions of Stellaris! GitHub: ESC NEXT git repository [github. Cheap to build, only 50 artifacts and not much upkeep. With proper combination archeotech weapons and modules in ship are. The way I see it is that each Refinery district produces 0. EDIT: It is better with the Archeotech Engineers ascension perk, it gives +5 archeoengineer jobs. You. Image 5: The archaeological site titled 'Ancient Robot World'. . 1 Answer. otherwise just Hyperion spam, all other ships that aren't War barges, hyperions, gatekeepers, or the Herculian are just garbage. Business, Economics, and Finance. It's just so ridiculously overpowered I have to restrain myself from using it. Turns out it was a single corvette. Precursors are long dead galactic empires predating even the fallen empires and the curators. It's just so ridiculously overpowered I have to restrain myself from using it. I figure if I don't specialize the planet in one thing, I'll specialize it in another, so making a refinery world means trading off a world with a +5% research, alloys, etc that I can always use for a resource bonus I'll only find useful 5% of the time. That fixed a lot of problems. Excavate their derelict cities and ships to unearth the truth. < 1 2 3 4 > Showing 16 - 30 of 52 comments Ryika May 30 @ 12:12pm Originally posted by TcT Goth98: Yea. Hunter-Seeker Drone +1 -20. Hydroponics Bays produce 5 food, and increase orbital research and. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. They are built around stars in order to harvest their energy. Aesthetic Cinematic Gameplay (required!) 4. The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. See more ideas about fallen empire, paradox interactive, ancient swords. #2. You don't have to do anything specific other than that, this technology is just rare. They're a no-brainer in refinery worlds. They eliminate the need for gas wells, mote traps, crystal mines. You can find all of the site IDs at SteamsteamappscommonStellariscommonarchaeological_site_types. Stellaris: Ancient Relics Story Pack is a new story pack for Paradox Development Studio’s iconic sci-fi grand strategy game, Stellaris. And I've gotten the tech in 4 separate games since the latest DLC was released. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Tech names have been adjusted to fit more into the spirit of Star Trek. The event in the last image happens within 30 days. 2. Created by Fugasas. Drbees1 • 4 yr. The total bonus is -10% refinery job upkeep, +10% refinery job production, +1 job per refinery building. Subscribe to download. A building represents a collection of facilities scattered across a world that create jobs that generate different kinds of resources that are not suitable to large-scale resource gathering. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. It's just so ridiculously overpowered I have to restrain myself from using it. The wait time was random and the event was talking about how I wanted to bask in the glory of the Fallen. For example the ancient laster (Cavitation Collapser), resembles normal lasers. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. Ancient Refinery as research option with +25% progress and randomly one of: Hostile Environment Adaptation +150 of each strategic resource and 48x society output (1000 ~ 1000000) Secrets of Life; Uninhabitable planet Asteroid Blast Door: small minor artifacts reward (10, 30, or 50) small minor artifacts reward (10, 30, or 50)From the stellaris wiki, it looks like one of the new unique systems the toxoids expansion + update added. Fixed an issue where AI would be unable to build any buildings if they desired to build the Ancient Refinery but did not have access to any minor artifacts;. Research Archeotechnology. Most stellaris youtubers upload only like 10-20 minute vids which are nice for entertainment but all the guides are outdated by years when i looked it up. r/Mechwarrior5. Then, the planet has two modifiers - Hostile Fauna and Hazardous Weather - both giving 10% debuffs to habitability. Legacy Wikis. Before you could have 3 or 8 fort habitats and each one would have to be invaded because of FTL inhibitors. It's just so ridiculously overpowered I have to restrain myself from using it. The biggest upgrades for sure are the precursor buildings, the Zroni storm caster, the first league headquarters thing, the cybrex mining stations, the irassian. Welcome to the Limitless Stellaris collection. Like ministry of production, or alloy forges, or consumer factories as a no-brainer in industrial worlds. May 16, 2018 @. D. File must be called ' [insert file name here]' without the brackets. Nebula refinery gives no visual indicator that it's working. ago. Ancient Refinery as research option with +25% progress and randomly one of: Hostile Environment Adaptation +150 of each strategic resource and 48x society output (1000 ~ 1000000) Secrets of Life; Uninhabitable planet Asteroid Blast Door: small minor artifacts reward (10, 30, or 50) small minor artifacts reward (10, 30, or 50)The Merger of Rules 3. Explorer (Subclass) subclass_scientist_explorer. Stellaris: MCR The Expanse Ships. New buildings produce two times more resources, but the upkeep is also doubled. r/Stellaris. Cheap to build, only 50 artifacts and not much upkeep. And so on. And I've gotten the tech in 4 separate games since the latest DLC was released. . Weapons correctly deal 33% more damage. Fixed an issue where AI would be unable to build any buildings if they desired to build the Ancient Refinery but did not have access to any minor artifacts;. I think they're overpowered what about you. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. The return on minerals and energy is really good though. All boosts permanent and monthly, per Refinery. Build in nebula system: use nebula refinery + hydroponics. tech_mine_dark_matter. Archaeotechnologies allow players to recreate ancient technologies and buildings for powerful and unique effects, turning the secrets of the past into the weapons of the future. Titans. Issues that involved displayed text are often high priority as well - as Stellaris is available in ten different languages and translators need time to do their jobs, we have limited. building IDs. Society research area is composed mainly of the fields: Biology, Military Theory, New Worlds, Statecraft and Psionics. Questionable. You need to use the following mod loading order: 1. The lower-slots. At first, we were intimidated by. Energy grid and mineral hub are a waste, since you should only have industrial districts, and eventually convert l convert to ecumenopolis. 0) Number of years since game start is greater than 15 (×2. Description: Recently, we stumbled upon an ancient forge that was far more advanced than anything we had ever seen before. systems in nebulas (can have the nebula-refinery to produce some extra minerals) (all the stuff connected to enclaves needs the leviathan-DLC) #2. You can build a Refinery anywhere (regular planets, habitats, ring worlds, whatever). Full video here: Cache of Technologies on Steam (with all base submods): in enclave system: use enclave-specific building + hydroponics.