ENDLESS™ Space 2

ENDLESS™ Space 2

Unlimited Resource Cap (Deprecated)
50 Comments
Drgnfyre  [author] 22 Nov, 2019 @ 4:53am 
Please See
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1832780188

I've stopped playing the game on a regular basis. :(
Tanstaafl 19 Nov, 2019 @ 7:35pm 
This mod causes fatal errors if I use either the sandbox or most of the akron mods with it. It didn't have that problem before (though I had stopped playing this game for about 6 months) I have all of the DLC's except for Celestial Worlds, Penumbra and Harmonic Memories.

"The database of type 'Amplitude.Unity.Gui.GuiElement' failed to add an element because its name was either null or empty." & "The database of type 'HeroSkillTreeDefinition' failed to add an element because its name was either null or empty."
OfficialDelcos 14 Aug, 2019 @ 11:09pm 
It caused a different problem before, breaking hacking. Mostly due to a change in the files since a certain patch. They changed how hacking works in the file itself, and as this mod still uses the old file, that makes hacking slow down to unplayable levels.

I looked at it, and uploaded a fixed version since well, Drgnfyre hasn't been online in 74 days now, figure he won't be updating it anymore.
드로우달스 14 Aug, 2019 @ 1:18am 
Mod won't work after this new patch.
OfficialDelcos 12 Aug, 2019 @ 9:20am 
Since the author of this mod is MIA, and the mod no longer works as it breaks hacking, I've updated it and published it, though without the science surplus part.

If people want that to be added, I can make another version that includes that.
ShadowOfGaia 9 Aug, 2019 @ 6:32am 
This mod doesn't work with Penumbra. I went through each mod disabling one by one and found this mod stops the hacking and sets the timer to infinity. Great mod but doesn't work with the latest update.
Tanrice 27 Jul, 2019 @ 1:50am 
not work for now……very ridiculous for Penumbra
Ender 3 Jun, 2019 @ 8:24am 
Is this mod work correctly now?
Drgnfyre  [author] 19 Feb, 2019 @ 12:40pm 
updated. Yes, this mod will pretty much break with every update, due to the way I have to copy over the new SimulationDescriptors[Empire].xml and then make 4-5 changes to the file.
Tonatsi 27 Jan, 2019 @ 8:04am 
The issue is likely bandwidth, a similar issue happened with KEII when the Supremacy expansion came out. Just stop posting that it is broken, it should be fixed eventually.
SH@KE^^ 27 Jan, 2019 @ 6:09am 
+ now it's broken fix pls man
Dreacon 24 Jan, 2019 @ 6:47pm 
This mod seems to have been broken by the Penumbra update. Been loading my mods one at a time to see which work and this one caused the red crash screen to come up.
willyckh 18 Dec, 2018 @ 6:57pm 
This is a wonderful mod. I cannot start any new game without this!:steamhappy:
G. Netzer 1 Dec, 2018 @ 11:54pm 
Sorry for the late reply, have been on holidays. Just started a new game and your mod works again perfectly fine. Thanks a lot for your work! :-)
Drgnfyre  [author] 23 Nov, 2018 @ 10:34am 
Updated - let me know if that doesn't work.
G. Netzer 23 Nov, 2018 @ 6:11am 
@ Drgnfyre Hi, sadly this mod crashes the game again with the latest DLCs. Update would be highly appreciated. Thanks! :-)
Tonatsi 22 Aug, 2018 @ 12:26pm 
great
Drgnfyre  [author] 22 Aug, 2018 @ 12:09pm 
Updated.
Tonatsi 22 Aug, 2018 @ 5:17am 
I can confirm a new bug with the recent supremacy expansion. When attempting to use this mod, I found a lot of "cannot apply property 'CanUseHonor' to #Empire0" Which probably means that the mod doesn't know what to do with the Hissho Keii resource when either the Supremacy pack isn't active or you are playing a non-hisshp faction.
Pakonir 7 Aug, 2018 @ 5:58am 
Please update
Drgnfyre  [author] 22 May, 2018 @ 9:14am 
@TJMTG - Sorry, that's beyond the scope of my abilities / this mod.
@endersblade - I looked at the mod you mentioned and it didn't have the SimulationDescriptors[Empire_mod].xml file - was it another mod perhaps?
TJMTG 21 May, 2018 @ 8:51pm 
Would you be able to add the shorthand for thousand (k) so the display does not look cluttered? e.g. 876 = 876, 1000 = 1K, 1756 = 1K+
endersblade 8 Apr, 2018 @ 2:56pm 
There IS a way for you to make this compatible with all mods (minus any that specifically modify the same sections as this one). I was looking through my other mods to see if any of them would be incompatible, and I ran across one that has a SimulationDescriptors[Empire_mod].xml file. Inside this file is nothing but the sections the mod removes and the sections that the mod author added.

I don't know if there is something further that needs to be done in order to make the mod function, as I don't make mods for this game at all. The name of the mod in question is Wrath of the Righteous, in case you either wanted to disassemble it yourself or ask the author how he did it.

I'm also betting this would make it function through patch updates as well, or at least make it slightly easier to keep the mod up to date. Just a thought.
G. Netzer 8 Apr, 2018 @ 5:26am 
Awesome. Thanks a bunch! :-)
Drgnfyre  [author] 2 Apr, 2018 @ 2:39pm 
Updated for game version 1.2.23
Mr C 20 Mar, 2018 @ 8:35am 
Please update this amazing mod!!!!
G. Netzer 15 Mar, 2018 @ 7:58am 
I can confirm, as of the latest patch this mod crashes the game.
Any chance this can get updated, as this is one of the more useful mods.
The Guy with Lag 12 Mar, 2018 @ 5:08pm 
i have a local version of your mod which works, so reverting back to a previous version of this mod could help.
The Guy with Lag 12 Mar, 2018 @ 5:05pm 
i can confirm with over 2 hours of testing:
WITH LATEST UPDATE:
OverColonization Rebalance
Unlimited Resource Cap
Mods now crash the game, red secreen error during game load.
The Guy with Lag 12 Mar, 2018 @ 4:57pm 
This mod now with latest patch prevens the game from starting, red screen appears during loading.
This is not the only mod this new patch fucked me up.
mrmike_49 11 Mar, 2018 @ 11:26am 
does using this mod disable achievements?
Enchanteur 25 Jan, 2018 @ 11:22pm 
Well, I don't mod ES2, even it's look same as EL, there is more differences I was thinking and it need to learn, but I saw the file, and no, there is no other way because you have to set the value inside the empire class. So each time there is a game update, you will have to check carefully if Amplitude didnt make a change in the empire class file. And if they made a change you will have to update your mod to current version of the game.
After modding months and months EL, I don't know if it's possible to do a so simple thing than a "set property" somewhere and change the value outside the class afterwhile (it could be the solution you need). It's why I'm working on a big last mod on EL and maybe I will stop modding after. There is too many things I don't understand, I work half blind, copy-paste/change vanilla code without knowing what it mean, and do what I can do, rather than what I would like to do most of the time.
Drgnfyre  [author] 25 Jan, 2018 @ 12:39pm 
@Enchanteur - if there is another way to make the changes without replacing the entire file, I'd be willing to implement that instead.
Drgnfyre  [author] 25 Jan, 2018 @ 12:38pm 
Updated for game version 1.2.4
Enchanteur 11 Jan, 2018 @ 7:45pm 
Really nice idea. It's a litlle problematic to change existing class however, and it can easely conflict. I never changed any existing class while moding endless legend for a simple reason : each time Amplitude do a game update, they can change class if they need it. Then the mods doing that become obsolete or using an old class making game crash.
Cheesy Jesus 3 Jan, 2018 @ 2:31pm 
I fixed it, save file issue
Drgnfyre  [author] 2 Jan, 2018 @ 12:45pm 
@Cheesy Jesus - not sure why that would be. I copied the empire file and make changes only to the resource and science surplus caps. Would you have another mod running that might affect this? Does it say where your manpower is going if you hover over the manpower icon at the top?
Drgnfyre  [author] 2 Jan, 2018 @ 12:44pm 
@The Outer God - Not sure if that is adjustable or not, but when you start a game, you can hit the "+" symbol under game speed and turn off 'score' as a victory condition - then I would think you could go as many turns as you cared to.
The Outer God 31 Dec, 2017 @ 7:23am 
Is it possible to make mod that makes the game truly endless with no speed limit? Me and some other people find 600 turns quite limiting.
Cheesy Jesus 29 Dec, 2017 @ 9:47am 
Everything else goes up, but manpower now stagnates.
Drgnfyre  [author] 25 Dec, 2017 @ 4:09am 
@harrylstuff - it sounds like you have it enabled, but this mod doesn't actually add any resources, it just raises the maximum limit of any resource you can have.
Many people in the late game have complained they are capping out their resources because they have enough planets producing things.

You may want to look at some of the Arkon mods, or there is another one called 'more traits' that lets you make a custom faction and many of the traits will enhance your dust production.
harrylstuff 25 Dec, 2017 @ 2:37am 
How do you enable this? I clicked the box in the mod list, but am still going bankrupt...once i'm in the game how do you enable the mod?
Drgnfyre  [author] 23 Dec, 2017 @ 3:52am 
Not sure how to change the size of the window - I imagine it's hard coded.
Usually when I get over 999 of a resource, I'll just go sell it on the market.
Se - Ko 23 Dec, 2017 @ 12:00am 
How can I increase the size of the resource window ? The numbers go beyond the window that is not very pleasing to the eye :)
The Guy with Lag 22 Dec, 2017 @ 3:40am 
if anyone wants to deal with the same issue see the comments on no inflation mod. The author made a tutorial.
The Guy with Lag 20 Dec, 2017 @ 5:43pm 
Sadly this mod is not compatable with "no dust inflation" mod. The one that loads after is in effect. The former is not in effect. Both modify the empire class so im not sure how to fix it. i tried switching arround in mod load orders, it didnt help.
Not sure how this and richer loot are compatable while both also override empire class. Any help?
Timmeh 20 Dec, 2017 @ 9:01am 
Ok, I referenced this mod in the description of mine.
I might just add these changes to mine as well, since I can't really think of any reason to keep the resource caps.

Will let you know if I make the change.
Drgnfyre  [author] 19 Dec, 2017 @ 12:28pm 
Your "Richer Loot" mod is what got me to actually make this into a mod - was using modified game files originally, but then your mod came along and stomped on that. :)
Figured I'd just make the changes as a mod, and incorporate your research surplus into it as well. (well, yours times a lot.. )
Timmeh 18 Dec, 2017 @ 5:48pm 
My "Richer Loot" mod uses it, but only to change the maximum research surplus value to 999.
So if this mod does that too, then it will be compatible.
The Guy with Lag 17 Dec, 2017 @ 2:03pm 
This is awesome, that cap always bothered me for long games where i would have huge stacks.
But i do use lots of mods.
what kind of mods would actauly use SimulationDescriptors[Empire].xml ?