Stellaris

Stellaris

Upper Limits V4.0+
68 Comments
cristobalripoll 2 Oct @ 1:47pm 
update please?
Ice_Queen_Kallen 25 Sep @ 10:56pm 
update when?
Starskel 23 Sep @ 10:39am 
+1 need update Ty !
AshaTking 23 Sep @ 12:21am 
Please Update I neeeed this mod :(
Guluere  [author] 18 Sep @ 6:51am 
And making them be produced from buildings causes it to become just another random resource that players needs a building for. The original most solid plan was a 1 use megastructure that turns star into star core by destroying said star and illunia from a black hole; destroying it in the process as well. But that became the most difficult to add, as it meant custom models, textures and players needing the dlc to build megastructures, so it will stay like this for a long time.
Guluere  [author] 18 Sep @ 6:46am 
Star Core hasn't found solid use, and its production method also feels a little lazy as its meant to be something that is difficult to obtain. Illunia has Illunia Lining which looks great, but its production is also basically the same as Star Core. I had originally wanted to make them be created from specific events, but that feels terrible as it meant its production was too chaotic and random.
Lord Orion 17 Sep @ 7:04pm 
I just found the star core reactor. Lol. Was using the auto built ships and it wasn't being added. Switched to manual designs.
Lord Orion 17 Sep @ 7:00pm 
What is the star core used for? I clicked out of the original window and am only realizing some game years later that idk what it is used for I have just been collecting it. Same for the other metal.
end3r_en3rgy 9 Aug @ 6:38am 
Damn good mod for adding some nice bonuses to your stellaris game i recommend this fully
Guluere  [author] 5 Aug @ 7:37am 
@Andromeda Around the time when they were being added, I became busy with collage assignments, and now I am working a full time job. While I will still come back to update the mod to the latest Stellaris version, I haven't found the motivation to adding things into the mod again. The localization of those buildings are in fact inside the mod even, with the names of the tech and buildings. With the 4.0 Stellaris version update, the way buildings are used have been changed, and I have been meaning to change them to do something different that fits the Stellaris structure.
Andromeda 5 Aug @ 5:49am 
Hi @Guluere! I was wondering why is there no Engineering research equivalent to the Controlled Environmental Zones and Super Computer Hubs?
Mkanoar 2 Aug @ 11:48am 
I was here
winasc 9 Jul @ 5:45am 
Hi klaus zu kohlstamm

Before using this mod, I also experienced the same issue with Hive Worlds and Machine Worlds.
I think it might be caused by another mod or a load order issue.
Guluere  [author] 1 Jul @ 8:34am 
@Klaus zu Kohlstamm Most likely not my mod because it doesn't change anything about districts and you are the first one to say it crashes., but you could try to clear mod caches and do a fresh download of the mods. Because a lot of the people have been having issues with mod caches after 4.0. Not just for this mod.

Those things are called zones, not specialization.
Klaus zu Kohlstamm 1 Jul @ 6:14am 
District specalisation. Instead of districts like mining, energy and food i get three unspecialized nexuses and if i click the specialisation button for these districts the game crashes. In the base game maschine worlds i only get one unspecialized nexus and this district is not specializable from the beginning
Guluere  [author] 1 Jul @ 5:03am 
@Klaus zu Kohlstamm What do you mean by specialization?
Klaus zu Kohlstamm 30 Jun @ 12:13am 
I don't know if it's just me, but whenever I activate the mod and try to build a specialization on a machine world, the game crashes. It is irrelevant whether I have activated other mods or whether the world was created from the origin or terraformed. Am I missing a fix, or something else?
Guluere  [author] 25 Jun @ 5:48am 
Added.
卡尔文迪斯梅特 25 Jun @ 1:37am 
I made a new Chinese localization translation is here.Could you please add a link?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3108330591
Guluere  [author] 24 Jun @ 2:31am 
No, the additions from this mod is original.
to be happy do 23 Jun @ 11:48am 
Does this conflict with Additional Vanilla Weapons/Components Revived https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3173319652 ?
Guluere  [author] 19 Jun @ 5:34pm 
upper_research_building_eng is missing because I haven't added it yet.
Guluere  [author] 19 Jun @ 5:33pm 
The new resources requires another mod for it to show up, its a vanilla issue. And the only way to keep compatibility on displaying those new resources that mods add is to have 1 single mod make them show up, you can search for it.
matu0081 19 Jun @ 3:09pm 
Have been playing this mod on the latest version of the game (4.0.x) and everything seems to be working well except that I cannot see the 'new' resources anywhere. I've gotten to the new tech tier but there are no new strategic resources anywhere in the UI or in the systems with which I can use to build the new components. Am I missing something obvious here?
Nikola M 19 Jun @ 1:55pm 
nevermind you need multiple of those buildings to keep up with the repeatable scaling scaling
Nikola M 19 Jun @ 1:17pm 
also, you might wanna put a one per planet limit on the research boost job buildings
Nikola M 19 Jun @ 12:37pm 
the upper_research_building_eng.txt file is missing from the mod files

(i assume there should be such a building file as there is a working one for physics and society research)
Guluere  [author] 18 Jun @ 5:24am 
@AdamMarkIV I checked just to make sure, but all of these issues are unrelated to my mod, you are probably confusing a lot of the issues or things that isn't an issue as one.
AdamMarkIV 18 Jun @ 1:22am 
If you guys have a discord server for bug reports, I could give you more detailed info
AdamMarkIV 18 Jun @ 1:21am 
Are some of your buildings also planet-type restricted maybe?
AdamMarkIV 18 Jun @ 1:19am 
@Guluere when I build Galactic Commerce Hub, it gets instantly removed from the planet/demolished (regardless of the district).

Also, Whenever I research Society tech called "Perfect Society", it gets re-added to tech pool and I don't have it in researched list.
Guluere  [author] 17 Jun @ 2:41am 
Some buildings are zone restricted, so you should do you own research instead of asking here. @AdamMarkIV
Guluere  [author] 16 Jun @ 6:41am 
Nope
Professor Cupcake 16 Jun @ 4:39am 
"Engodding"?

Perhaps the word "apotheosis" is what you were after?
Guluere  [author] 16 Jun @ 3:15am 
For example, rare resource jobs doesn't exist anymore. If you have looked at the buildings that does that now, it mostly just makes manufacturing jobs now make them based on every 100 jobs. Which is just a modifier, not more jobs.
Guluere  [author] 16 Jun @ 3:11am 
So, its very different from pre 4.0, if you are expecting to spam buildings, that's not how it works anymore.
Guluere  [author] 16 Jun @ 3:10am 
They basically made production more spread out. So you are not meant to just build a bunch of upgraded version of building X, you need to set zones and build the districts. Buildings almost acts more like modifier providers and not job providers.
Guluere  [author] 16 Jun @ 3:08am 
@AdamMarkIV
Machine Empires doesn't use consumer goods.

Uplink node has no upgrades anymore, the buildings that originally it upgrades to now separately gives planet_bureaucrats_upkeep_mult and pop_coordinator_bonus_workforce_mult, so you are completely incorrect and doesn't get the new system.

If you need more unity production, you need to set zones and build districts.
AdamMarkIV 15 Jun @ 7:34pm 
Hi, I think with your mod, machine empire cannot build past tier 1 unity building (Uplink Node), the are no upgrades to this building, only supporting buildings.

Also, Machine empires cannot build your modded advanced trader buildings.
Guluere  [author] 11 Jun @ 2:13am 
Fixed
armchair.oneironaut 10 Jun @ 6:45am 
i uh found a missing number in your common/technology/tier/00_tier file, line 81. Error message says there's a bracket with no pair, but the error was fixed by adding the '6' that was missing from the next line referring to previously_unlocked. i am not a programmer, i could be super wrong but it seems weird based on context of the lines above and below it that do have prev unlocked values. it made the error go away so uh yeah
Guluere  [author] 9 Jun @ 5:40am 
Fixed devs having removed job_alloy_drone_add for hive minds, causing public forge to no longer work. Now replaced with job_fabricator_add (Same as vanilla)
RiscoUK 8 Jun @ 9:55pm 
I apologize on that day in addition to the update of your mod was also update 4-15, which broke scripts of events in other mods I did not notice it immediately and thought that the reason is update of your mod sorry
GeneralSmooch 7 Jun @ 1:14pm 
fixed my issue
GeneralSmooch 7 Jun @ 12:50pm 
for some reason evry time i start the game with this activated i load into a world and unpause it crashes shortly after???
Guluere  [author] 6 Jun @ 9:23pm 
Fixed Bio Structorizer not actually showing up.
Fixed Bio Synergy not working because of syntax change.
Spiritouspath 6 Jun @ 8:21pm 
alright awesome thanks for the quick response
Guluere  [author] 6 Jun @ 7:08pm 
Its working. Its not tested with Biomass from the new dlc, but its mostly a lack of naming correction for when you play biomass.
Spiritouspath 6 Jun @ 6:54pm 
so just want to confirm is this mod working with 4.0+ or is it experiencing some issue's?
Nikonastra 6 Jun @ 1:00am 
it seems...partially working, and yes its DLC. anything that has a default job is transferring it properly to the appropriately named equivalent, but some things are certainly a little misaligned. by and large it is working, at least for the 2 hours i put into it as of writing this comment at 1 in the morning; ill tinker further tomorrow.