Stellaris

Stellaris

Upper Limits V3.12+
72 Comments
Guluere  [author] 2 Jun @ 8:37am 
Guluere  [author] 30 May @ 8:31am 
@Voidlord Yes, almost like I copied their original science focus buildings.
Voidlord 28 May @ 9:02am 
i say less that they copied them, more that they brought back science buildings for each field
[BOO] Sylva 25 May @ 6:16pm 
Love your mod! Can't wait to re-enable it. :)
Guluere  [author] 20 May @ 8:47am 
For example, I might have to remove the extra tech mult for specific tech category buildings, as they added buildings that does something extremely similar. (Field Dynamics Center, Materials Workshop, etc.) As well as Hydro Fractor and Hydro-light fields.

Its actually scary how similar vanilla ended up adding as their replacements...
Guluere  [author] 20 May @ 7:43am 
I am working on an update for 4.0, and yes, this version breaks 4.0. Some techs and buildings are being made redundant as Vanilla decided to implement the same thing! Must have stolen from my mod. >:(

I will mostly get it in a state that isn't broken and make a release then. And include new things if I have the time.
DictatorDakota 19 May @ 11:04pm 
Any ETA for a 4.0 update?
davidjp15 18 May @ 5:24pm 
this breaks the ships on 4.0
Guluere  [author] 26 Mar @ 4:42pm 
Should know that most of the lore stuff, about how things works can't be changed. I've had a few people reach out on improving the desc, but changes the meaning of everything, basically turning the mod into their story.
Guluere  [author] 26 Mar @ 4:36pm 
@Setibear Feel free to add me on steam.
Setibear 26 Mar @ 8:11am 
i can lend a hand with editing the mod descriptions if you're still looking for someone
Guluere  [author] 24 Mar @ 8:00pm 
it*
Guluere  [author] 24 Mar @ 8:00pm 
@KeinNiemand I've pre calculated the bonuses and their costs, as the bonus gives only to the specific tech category, it's not actually that much more extra, but allows u to specialize Ur technology like how I used to be able to.
Szara 22 Feb @ 9:33pm 
Immortalization tech needs to be updated. Specifically, 'leader_lifespan_add = 80' should replace the old way of doing it, which was 'leader_age = 80'
KeinNiemand 13 Feb @ 10:11am 
I think this moddd gives a bit to many techs that buff research speed and/or scientist output (like the
KeinNiemand 10 Jan @ 11:04am 
Looking at files I think the check if an empire uses consumer goods is country_uses_consumer_goods
Guluere  [author] 25 Dec, 2024 @ 4:09am 
I will admit that some of the codes might be outdated and vanilla has a new better method that I should check to make sure, because there wasn't a provided check to see if a empire uses consumer goods, vanilla just straight up checks if you are a hive or not.
KeinNiemand 25 Dec, 2024 @ 3:00am 
For some reason I can't build public forge on hive worlds despite having mining districts the tooltip says
X Has mining district
✓ Does NOT have District: Astro Mining Bay
X Does NOT have District: Mining District

And while I can build Public Land I don't seem to getting any Brain Drone Jobs from it on hive worlds (pretty sure it worked fine on normal planets).

As for Power Divider can't you just check if the empire uses consumer goods instead of banning from hive outright? I know some CG stuff from other mods says it's only availible for empires that use consumer goods and that works fine for my consumer goods using hive so it must be possible to change the check for power divider into a check wheter or not the empire uses consumer goods.
Guluere  [author] 22 Dec, 2024 @ 10:55am 
I should also note it on the tech that its an upgrade and set the text that way too.
Guluere  [author] 22 Dec, 2024 @ 10:52am 
I had added text detailing what upgrades into the building, and what it upgrades to.
Guluere  [author] 22 Dec, 2024 @ 10:50am 
Because High Efficiency Photovoltaic adds solar fields, which is available for everyone. There really isn't a way to hide the Power Divider from showing on the tech, its why vanilla just makes a tech for buildings that needs to be hidden and hide the tech.
KeinNiemand 22 Dec, 2024 @ 9:36am 
Computing Super System did show up, I just didn't realize it's an upgrade to Simple Testing Grounds instead of it's own building.
I'm playing with Bug Branch which trough a specific combination of hive ethics gives hives the need for consumer goods, werid that that made the tech show up but dosn't allow building the building.
Guluere  [author] 22 Dec, 2024 @ 2:27am 
Power Divider mainly creates consumer goods, so by default I had it follow the way how the consumer goods building buildings behaved which is that hive can't build them. In the case of vanilla Stellaris, the tech doesn't even show up. I will have to play test a hive to see why the Computing Super System building doesn't show tho.
KeinNiemand 21 Dec, 2024 @ 1:39pm 
I unlocked Computing Super System has a hive but it didn't unlock the building it's supposed to unlock,
I also reasearch High Efficiency Photovoltaic and did not unlock Power Divider.
Not sure if ihis is a problem with the mod itself or if this is some weird mod interaction/conflict.
Guluere  [author] 11 Dec, 2024 @ 3:22am 
Yes.
gallezed 11 Dec, 2024 @ 2:03am 
is this still functional?
Dar4118 26 Nov, 2024 @ 3:47pm 
Yeah, I played the 3.0 one for three years before switching to this one. That is why I said 100 MB, really 120 MB.
Dar4118 26 Nov, 2024 @ 3:46pm 
Good job cutting the fat. From 100 MB to 20 MB.
Guluere  [author] 20 Nov, 2024 @ 6:16pm 
@Zarathustra Why do you think so? Its been a long time since that building being there and this is the first time someone said anything, and its from a person that looks like they are making something up.
Zarathustra 20 Nov, 2024 @ 6:45am 
A little worried about growing buildings tanking performance but this is interesting so far
Guluere  [author] 29 Oct, 2024 @ 4:31pm 
Yes, I have gotten reports saying the same thing. Including the subterranean mining district, these are both things I need to add checks for because they are inherently different districts. Lazy me will say that fishing isn't land and shouldn't count.
Nanao-kun 26 Oct, 2024 @ 9:03am 
Protected Lands doesn't seem to work with the Anglers civic?
Drex 25 Oct, 2024 @ 8:57pm 
is fine with RIG Unique Shipset 4.0 please? (sorry for my bad english)
Guluere  [author] 5 Oct, 2024 @ 9:36am 
@Aflack Should be, there haven't been any reports yet and seems stable.
Aflack 5 Oct, 2024 @ 9:25am 
I love how there's like 20 different versions of this mod, though gotta ask if this is compatible with 3.13
Knight.R 28 Sep, 2024 @ 11:36pm 
Save compatible with current version of the game?
Guluere  [author] 21 Aug, 2024 @ 8:58am 
Most likely that the subterranean mining district is not the same type of mining district. Stellaris dev does that a few times before, where they keep the icon and name the same but they are different.
when dt 21 Aug, 2024 @ 8:28am 
When playing with the origin subterranean, the public forge both wants "Has district: Mining District" and "Does not have district: mining district"
KeinNiemand 26 Jul, 2024 @ 3:36am 
I don't want an exact list of what's in the mod, I just want a very rough idea of how large this mod is so I can compare it against other tech tier adding mods and pick the best.
Guluere  [author] 26 Jul, 2024 @ 3:16am 
Can't say what's in the mod because discovery is part of Stellaris and a personal preference, you can always download it, load it and use console to unlock all techs to check on it. But knowing already will cause you to enjoy the game less IMO.
KeinNiemand 25 Jul, 2024 @ 12:43pm 
Can you give me a rough idea on how big/small this mod is? How many tiers of tech does it add? How mcuh does it add to every tier? Does it just add more ship components or does it provide more economic stuff like buildigs, modifier techs, ...
Is it just the basic (more tiers of existing stuff) or do the higher tiers unlock anything unique or orignal?
BleuSquid 30 Jun, 2024 @ 8:38pm 
Would it be possible to add support for the new cosmogenesis ship types? (cosmo_crisis_destroyer, cosmo_crisis_battlecruiser, and cosmo_crisis_titan). I got the Illuminator drive shortly after unlocking Riddler ships, and was sad to see they weren't supported.
Guluere  [author] 18 Jun, 2024 @ 5:07am 
Yes, the armor issue should be fixed in this version, but just to be safe, tell me if it is still broken. I did do testing, and the AI also seems to use the parts correctly too.
Demlock 17 Jun, 2024 @ 9:45pm 
Does this also have the fix for the no armor issue? My gaming community has been without Stellaris for a month because this mod was broken (it's our favorite, big kudos to your work).
Guluere  [author] 13 Jun, 2024 @ 10:06am 
The idea is that you are meant to abandon your old weak traits, and start using the stronger traits.
Guluere  [author] 13 Jun, 2024 @ 10:02am 
Currently, you can still use them even if you have other traits, but of course, the plan is to pick and choose which trait would make it not be available. Which is most likely just the common starter traits. Not the ones you are stuck with.
ANGRI 12 Jun, 2024 @ 11:30am 
Don't think i fully understand the trait technologies, if i have some traits that cannot be removed (let's say virtual or a trait from another mod that is unremovable) would that make it impossible for me to acquire the traits? For all i know i might just be stupid on this one hah
TheEnder22 9 Jun, 2024 @ 12:52pm 
@clay you need to download Universal resource patch
Tinax 9 Jun, 2024 @ 11:35am 
hi! I'd love a portrait mod of that thumbnail! she looks pretty o-o
anyone can make one?
clay 9 Jun, 2024 @ 7:34am 
its probably something on my end, but is there a way to see the resources added by this mod? the ones for illunia lining, and the reactor after dark matter? just wanting to know if i need to add another mod to see stuff, or if one of the ones i have is blocking me from seeing it.