Stellaris

Stellaris

Carrying Capacity
1.143 kommentarer
vanomorodellefake 10. jan. kl. 10:14 
Waiting for update, because vanila still is unbalanced in pop growth and machine pop assembling.
At least, version just for machines sounds pretty good.
NewDay 7. dec. 2024 kl. 13:10 
I want to believe in updating
starchitec  [ophavsmand] 12. maj 2024 kl. 9:58 
yeah, that is maybe the part of this mod that is still relevant, not a bad idea. I would need a simpler way to do it mechanically (the behind the scenes of this mod are a mess since it was implemented before paradox made capacity a thing)
Amentus 12. maj 2024 kl. 6:15 
Any chance of you making a version just for machines? I liked the planets weaning off of robot production instead of building at a constant and having to stop all robot production on a per planet basis.
Dr.Macari 20. feb. 2024 kl. 1:09 
The end of an Era. Your mod saved me and my friends a lot, it was essential for playing and balance, one of the best ones in workshop.
ThelianTech 2. jan. 2024 kl. 18:08 
Well thats understandable. but I loved this back in the day. and i still feel like this mod is still better than vanillas but i understand if you wont be updating this anymore. loved your work.
Veiden 29. okt. 2023 kl. 0:44 
Your version is better, please update.
starchitec  [ophavsmand] 27. okt. 2023 kl. 11:32 
I honestly use the vanilla version myself now, its good enough. I do wish paradox would lower base growth a bit, but beyond that, it has finally achieved enough of my goals from this mod
raw666 27. okt. 2023 kl. 11:28 
Seems to work with me but been debating getting rid in favor of paradox version.
Shifter 5. okt. 2023 kl. 12:12 
Update when ;-;
Shen The Fool 26. sep. 2023 kl. 22:41 
pls fix the mod, it is not compatible with the 3.9 update. As others have pointed out it crashes every time.
[CN]突击队队员 17. sep. 2023 kl. 2:42 
[17:36:35][effect_impl.cpp:1816]: Error in fire event effect at file: events/!!!00_a_vanilla_megacorp_overwrite.txt line: 35, could not find event: Breakthrough.88
[17:36:35][effect_impl.cpp:1816]: Error in fire event effect at file: events/!!!00_a_vanilla_megacorp_overwrite.txt line: 45, could not find event: MasterNature.1000
[17:36:35][effect_impl.cpp:1816]: Error in fire event effect at file: events/!!!00_a_vanilla_megacorp_overwrite.txt line: 55, could not find event: gpm_terraform.78871

get in there and fix it guys.
✙Ragnarow✙ 16. sep. 2023 kl. 8:44 
this mod crash my play list. It`s very cool mod,pls fix it.
Mike Louis 13. sep. 2023 kl. 14:54 
Finished debugging my mod playlist, and I can confirm patch 3.9 broke the mod.
Samodov 12. sep. 2023 kl. 16:57 
Can confirm crash on start.
Thank you for your hard work starchitec. I hope any continued development on this goes well.
The game is almost unplayable without this mod :runecrying:
Blackened25 12. sep. 2023 kl. 12:09 
Unfortunately 3.9 broke the mod, I now get a crash at 100% startup every single time. Hope its fixed soon, I enjoy this mod over the game's way of handling growth.
starchitec  [ophavsmand] 18. juli 2023 kl. 13:31 
Partially. Capacity comes from free housing and free districts. It wont know that your districts have higher capacoty until you build them, but it should pick up the extra free housing once built
Noah 18. juli 2023 kl. 13:27 
Is the capacity of planets fixed? I am using mods that give unique districts that provide far more than 10 housing etc. Would the carrying capacity get upgraded as I build them?
Vigilante 12. juli 2023 kl. 21:00 
genius
starchitec  [ophavsmand] 5. juli 2023 kl. 9:26 
It kind of is now. The problem is vanilla still gives you too much from base growth. Still its much better than when I first released this and there was no vanilla growth from pops
FunnelVortex 5. juli 2023 kl. 0:30 
I really don't understand why this isn't vanilla.
Jorgin™ 11. juni 2023 kl. 4:30 
how does this impact performance? It makes it worse or better?
Dath 10. juni 2023 kl. 5:51 
By the way, which file do I have to edit to reduce the growth constant from say 5% to 2-3% for a slight reduction in population?
Dath 10. juni 2023 kl. 5:42 
There's a typo I noticed in the planetary feature. Availible instead of available. Just a minor thing really, great mod otherwise!
Jameskiro21 26. maj 2023 kl. 2:24 
Might I suggest a compatibility patch with Gigastructural Engineering? Things like Birch Worlds and the different kind of Ring Worlds should be treated as Ringworlds, and not as a regular planet with the carrying capacity of 10 per district. A dirty patch that might fuck up other things would be to limit the 10 to the regular world class, and then leaving the 80 carrying capacity open to all different planet classes, outside the 15 for encumenopolises you've left.
Wakelessrex 1. maj 2023 kl. 5:51 
Awesome, thank you :)
starchitec  [ophavsmand] 30. apr. 2023 kl. 22:54 
The number that comes out of the formula multiplies any other source of growth. So if you are getting +10% from rapid breeders, but +50% from the formula, you will actually get +65% total, because rapid breeders ends up being multiplied by 1.5
Wakelessrex 30. apr. 2023 kl. 15:03 
Thank you for answering, and apologies for the clarification but I just want to make sure I understand.
This is the formula youre using for pop growth now yea?
N - N²/k-N/K
How does something like the "Rapid Breeders" Trait affect that formula?
Apologies if that is a dumb question
starchitec  [ophavsmand] 30. apr. 2023 kl. 7:41 
species traits get amplified by growth from the mod
Wakelessrex 29. apr. 2023 kl. 23:17 
Just asking to clarify but this mod makes it so Species traits that effect growth rate done do anything? In other words all biological pops grow at the same rate if the Carying capacity and population are the same?
starchitec  [ophavsmand] 16. apr. 2023 kl. 17:33 
Not really an easy way, would probably add a planet flag and have to add that to the trigger that gives infinite capacity. But honestly its not really set up for that, and at that high of pop counts my game slows to a crawl anyway
SmileyJ 15. apr. 2023 kl. 11:39 
So I have a question. Since "max" is set at 400 and with mods you can go a lot higher on certain planets.
What is an easy way to get unlimited? I tried to change the birch planet type to machine in the two places I found it the files, but that did not work.
Is there a way you can get it above 400? With event or simple redoing of the mod files?
starchitec  [ophavsmand] 3. apr. 2023 kl. 9:58 
Thats how it works now. Was easier to control on the planet modifier. One of the screenshots is very very old.
casi69 3. apr. 2023 kl. 3:36 
Hi,
is the growth per pop still in the mod ? I only get offset from the carrying capacity of the planet.
Seelenschwarz 23. feb. 2023 kl. 23:21 
Any chance for a planetary decision to set to limitless pop max ?
I'm using some mods to got more districts and slots.
starchitec  [ophavsmand] 28. jan. 2023 kl. 13:40 
Set logistic growth ceiling to minimum (1) that effectively disables it, otherwise you get bonus growth from both vanilla and the mod. Growth required scaling you can do whatever you want with, it reduces late game pops and encourages more use of subjects to reduce the penalty. I leave it at default most of the time.
Toiletnator 24. jan. 2023 kl. 23:17 
Hey, love the mod!
I've been using it long time ago and recently returned to the game, after many changes Paradox did. Have some questions because of it.
With Stellaris now having it's own game settings for pop-growth (although in more primitive way compared to how this mod handles things), what settings should I set ("Logistic Growth Ceiling" and "Growth Required Scaling") in order for them to not interfere with how mod balances things? Or is the mod disables these by itself and I shouldn't worry about them?
Sorry if this question was asked before.
starchitec  [ophavsmand] 8. jan. 2023 kl. 16:27 
This mod was made before pdx added logistic growth. The calculation is slightly different (it doesnt have a ceiling, zeros out entirely at 100% capacity, it also works with robot assembly, and the curve is more pronounced) . Still maintain the mod since some like this version more than vanillas
Angel 8. jan. 2023 kl. 13:35 
doesn't vanilla now have a growth curve setting? Logistic Growth Ceiling and Growth Required Scaling. How is this different?
starchitec  [ophavsmand] 1. jan. 2023 kl. 9:45 
Now synthetic ascension should work. Unfortunately wont work for old saves where you have already ascended. (you can probably fix by retriggering the event in console "event utopia.2551")
starchitec  [ophavsmand] 1. jan. 2023 kl. 9:40 
...synthetics dont get drone jobs? I dont think thats right. I did take a look and apparently I overwrote the synthetic ascension event so that it triggers a recount of pops on the planet (since it suddenly changes from bio pops to robot pops). Pops are recounted yearly anyway so tying it into the ascension event seems overkill (and adds to incompatibility). Removed that now so it should be fixed. Capacity numbers will probably be temporarily wonky right after ascension, but it should fix itself on the yearly tick.
波尔布特 1. jan. 2023 kl. 4:49 
hi auther

I had find the way to fix the problem of synthetic ascension, just change the carry_jobs file into:
planet_modifier = {
planet_jobs_simple_drone_produces_mult = 0.025
planet_jobs_complex_drone_produces_mult = 0.025
}
Darkcell28 17. dec. 2022 kl. 22:16 
Having the same issue. Synthetic Ascension did not work. Really strange
starchitec  [ophavsmand] 12. dec. 2022 kl. 22:38 
...that doesnt make sense to me either. Should have no effect on ascension, as this basically just keeps to itself, all the mod does is track the number of extra jobs to give synthetic empires.
OMNISCRONCHULON 11. dec. 2022 kl. 13:37 
This mod completely breaks synthetic ascension. Your founder species does not convert to robots and the assimilation citizenship does not get unlocked. I have no idea why would that be.
Ghost Fox 30. nov. 2022 kl. 16:02 
Of course they didn't, they just ran around spamming that demand.
Ozulus 30. nov. 2022 kl. 6:15 
@AzoorFox Did you try to use it?

Does it even need to be updated? I didn't notice any changes that could potentially break this.
AzoorFox 29. nov. 2022 kl. 17:25 
UPDATE WHEN???
starchitec  [ophavsmand] 1. nov. 2022 kl. 8:26 
It is.
GreatDevourer69 1. nov. 2022 kl. 5:23 
I would like to file a simple complaint: carrying capacity should be calculated based on free housing as part of it. That way, species with bonuses that reduce housing usage can actually enjoy the benefits of it, instead of plateauing when there's jobs and housing left.