Stellaris

Stellaris

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Building Cap Removal 2.3+
   
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8 Jun, 2019 @ 4:53pm
14 Mar, 2020 @ 6:42pm
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Building Cap Removal 2.3+

Description

This mod removes the 1 per planet limit on 7 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
  • Gene Clinics
  • Machine assembly plants
  • Robot assembly plants
This mod is compatible with other mods that DO NOT change the above buildings. If another mod does change those buildings, then one of the will overwrite the other, and either building cap or the other mod will not work.

In this case, there is nothing I can do to help (currently). The only advice I can give is to change your mod load order until the mod you want to work is working.

Is this too restrained? Too balanced? Too not completely off the wall stupid? Well, then, Building Cap Removal UNCAPPED is for you. It's far more liberal in the caps it removes from buildings. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2021540290
28 Comments
Half Phased  [author] 13 Mar, 2020 @ 6:06pm 
For those who asked for it; here is a version of Building Cap Removal that affects most buildings in the game. I warn you, it's stupidly broken. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2021540290
Cookiesnm1lk 6 Dec, 2019 @ 9:05am 
kay
Half Phased  [author] 6 Dec, 2019 @ 7:32am 
I should have replied to this weeks ago, but oh well.

Changing autocthon monuments is a bit of sticking point, namely as I have to ask the question, what is the impact?

For autocthon monuments, I don’t think it’s that much. What you get is more unity and society research, both of which can be gained from either holotheaters and society labs, so there’s other ways to get these resources. Okay, that’s fine, but none of the other buildings the mod changes affect resources (that much, I’ll admit, changing bureaucratic complexes really sits on the line).

But at the end of the day, there’s ways to get around the cap of one autocthon monument per world and the upgrades the autocthon monument gets are powerful enough, so I don’t think I’ll be changing autocthon monuments without a strong argument for it. The effects (in this case, resources) they give can be obtained in other ways and they have rather powerful upgrades (compared to clinics)
Cookiesnm1lk 12 Nov, 2019 @ 2:10pm 
any chance of getting autochthon monuments uncapped?
Cookiesnm1lk 6 Nov, 2019 @ 1:52am 
huh... so now it's at the bottom of the list... bottom is first... for whatever bloody reason. ANYWAY, BCR is the first mod loaded now... but alas, gene clinics remain limit 1. ah well.
Cookiesnm1lk 2 Nov, 2019 @ 8:35am 
huh. alrighty. thanks.
Half Phased  [author] 2 Nov, 2019 @ 6:04am 
CookiesnM1lk, another mod is modifying the same buildings as building cap removal. It's changes to the gene clinic overwrite my changes, and while there is a work around, but as I've stated below it'll take far more effort that originally thought to pull off.

In the mean time, you can try changing the position of building cap removal in your load order so that the changes it makes are in effect, however, this will stop the other mod from working.
Cookiesnm1lk 1 Nov, 2019 @ 6:27pm 
gene clinics have stopped being unlimited for me. strange.
Half Phased  [author] 30 Oct, 2019 @ 3:24pm 
That would be a much harder undertaking than what the mod currently does (currently it redefines the buildings with one line of scripting missing, the line that defines the limit). What I can do (and will be included once the new launcher is working) is to lower the AI's priority of it to 0 after the first one (I did lower the priorities after the first building anyway, but this makes it clear it's not enough.)

Changing the caps on buildings on the fly is, I believe, theoretically feasible, looking at other mods on the workshop. The issue is is that would require a custom menu in game... and a lot of scripting.

Ostensibly, I want to say yes, I could do it. Fact is, with my free time, I couldn't deliver it. Reworking the mod so that it adds a copy of each building as a way to deal with other mods overwriting my simple edit will take a lot more effort that I first imagined. I can't begin to estimate how much extra work it would be to do this cap changing.
76561198233617104 30 Oct, 2019 @ 12:59pm 
I've noticed that almost every empire tends to build almost only gene clinics, leading to a heavy lack of consumer goods. Is it possible to add an options for how many can be built on each planet, or maybe options for which of the buildings in the description have no limits? (So for example you can keep the gene clinic cap but have cloning labs have no cap)