Stellaris

Stellaris

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Building Cap Removal
   
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15 Dec, 2018 @ 2:24pm
14 Mar, 2019 @ 6:01pm
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Building Cap Removal

Description
DEPRECIATED FOR 2.3.
This will mod will still work for 2.3, but I suggest you switch over to this version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1764782339

Due to various issues, this mod is officially depreciated. A 2.3 version of the mod will be uploaded soon(tm) that'll also be aimed at avoiding the issues that occur when other mods edit the same buildings.

This mod removes the 1 per planet limit on 6 buildings, allowing you to fill a planet with these buildings. As a rule, these tweaks are made to allow specific civcs/authorities/ascenscion perks to get the most out of their unique buildings.

After all, why wouldn't a hive have multiple spawning pools?

Buildings changed:
  • Noble Estates
  • Bureaucratic Complexes
  • Cloning Labs
  • Spawning pools
  • Machine assembly plants
  • Robot assembly plants

Updated to version 2.2.6

Compatability:
Any mod that does not edit the following files will work with this mod
  • 01_pop_assembly_buildings
  • 02_government_buildings
  • 07_amenity_buildings
18 Comments
Cookiesnm1lk 14 Jun, 2019 @ 6:30pm 
@half-Phased you're a wonderful person. thanks a lot.
Half Phased  [author] 14 Jun, 2019 @ 12:29pm 
The 2.3 version of this mod now removes the cap on Gene Clinics. From now on, I'd like to request that future feature requests and bugs are posted here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1764782339
Cookiesnm1lk 10 Jun, 2019 @ 8:43am 
well that and it gives bio pops the same amount level of bullshit as machine pops. see, when you let the robot building facility be repeatable you gave easy access to pop growth AND amenities. gene clinics are the bio version of that, NOT cloning facilities. and it's what i was hoping to build multiple of in the first place.
Half Phased  [author] 10 Jun, 2019 @ 8:32am 
That's one I'd not thought of needing to be made into a repeatable building. I guess it would help a lot with filling out encumenopolises.

Going on the "to-think about" pile for the 2.3 version of the mod.
Cookiesnm1lk 10 Jun, 2019 @ 8:12am 
any chance you could add gene clinics to the list of things that this uncaps?
Half Phased  [author] 13 Jan, 2019 @ 3:05am 
The mod should function with 2.2.2, given that it only deletes 5 lines of scripting to remove the build limits.

The main reason for not updating it so that the launcher doesn’t scream at it is that the mod tools fail to recognise this workshop entry when I try to update and wants to create a new workshop listing. Once I have free time I’ll knuckle down and find a way around that and then it’ll be officially 2.2.2 compatible and allow organics to build as many robot factories as they like.
STROM 12 Jan, 2019 @ 3:06am 
I like your mod,could you please update it to the 2.2.2,thanks
GreatDevourer69 1 Jan, 2019 @ 6:00am 
Hey can we have temples decapped too?
艾尔 31 Dec, 2018 @ 10:56pm 
Thank you very much
Half Phased  [author] 29 Dec, 2018 @ 1:40am 
Yeah, robotics factories for organics were an oversight. Gonna sort that out.