Stellaris

Stellaris

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No Industrial Building Limit - Updated
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18 Mar, 2022 @ 3:00pm
4 Oct, 2024 @ 1:04pm
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No Industrial Building Limit - Updated

In 1 collection by Astren
astren's modlist
52 items
Description
NOTE: With the 4.0 update, this mod has been rendered obsolete. Unless Paradox adds in the building limits again for civilian industries and alloy foundries, I will not be updating this mod, thus it will only be compatible for 3.14.

This is an updated version of Austen's No Industrial Building Limit. All credit goes to Austen. If they want me to remove the mod, then I will.

This is my first mod, so I have no idea how to fix any bugs related to the AI. However, I did not notice any in my test runs. If there is a bug caused by this mod, though, please let me know and I will try my best to fix it if I got the time to.

NOTE: While this mod has not been officially updated to 3.9, it is still likely compatible with 3.9. I have not checked to see if 3.9 made changes to specifically the first/beginning level alloy foundries and/or civilian industries, but the chances that 3.9 did are extremely low. Please notify me if 3.9 has so I can update this mod, or if the fact that the launcher claims this mod is outdated bothers your CDO (OCD in alphabetical order like it should be xD) just ask me to update it and I will :D

Link to the original mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2458120244&searchtext=no+industrial+building+limit

Original mod description:
"OK guys so here's the thing, paradox add a limit for all planet except city-world, now you can only build 1 "industrial building" on each planet which gonna force you to use "Industrial District".
That really make me feels bad, maybe they want make gestalt stronger but that was the way not really comfortable.

This mod removed the limit of alloy foundries and civilian industries (I know I talked too much XD)"
41 Comments
Astren  [author] 10 May @ 10:39am 
So, with the new 4.0 update, this mod has been rendered obsolete and will no longer be updated.
Astren  [author] 27 Apr @ 4:30pm 
@DoopyV2 afaik, no, but such a thing is super easy to make ngl. All i do for this mod is remove one line of code for each building xD (Also, apologies, it's finals season atm, so i literally don't have the time to update this atm)
DoopyV2 27 Apr @ 6:20am 
Is there a mod that does this with normal mineral buildings?
Astren  [author] 11 Apr @ 4:18pm 
@policemam alright, gimme a sec to test the mod when i can, been busy as of late.
policemam 11 Apr @ 5:06am 
Sir. I'm test to last load your mod

but not working

i can't use this mod

so..i'm very sad...
policemam 11 Apr @ 3:48am 
thank you for your help
Astren  [author] 10 Apr @ 6:38pm 
@policemam Last i checked (a couple days ago, last i played the game), it was. I use this myself all the time. More than likely a load order issue, make sure this mod is loaded last. If that doesn't work, test it with only this mod working. If it's still not working, let me know and i'll look into it.
policemam 10 Apr @ 7:03am 
not working??
Astren  [author] 4 Oct, 2024 @ 1:06pm 
Mod updated, changed descriptor file so it matches the new version as well as updated the name to save time in the future for myself (I removed the version number in the name itself)
Astren  [author] 1 Oct, 2024 @ 5:13pm 
Yes you can, it won't break anything. Now, if you have multiple alloy foundries and/or civilian industries and you try to remove this mod, then it might break things. It should work on an already-existing save though if enabled mid-game. If not, let me know.