Stellaris

Stellaris

Building Cap Removal
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.
艾尔 28 Dec, 2018 @ 6:17pm 
Can't Organisms Use Multiple Robot Factories
martinrhan 27 Dec, 2018 @ 6:37pm 
it only removed building caps for gestalt, when i play a mechanist empire, i want to build more machine assembly ,but the cap was still there
Robocreator223 26 Dec, 2018 @ 4:59pm 
while playing robots, I finally learned why they added the cap
26 pop growth a month on my capital, and I just ship pops to my other 10+ colonies, 550 pops ~year 100
Mr Blue 17 Dec, 2018 @ 9:53pm 
Imagine 10 cloning vats
Rough 17 Dec, 2018 @ 5:47pm 
Ha! Now my nobles can create more nobles, allowing the elites to further oppress the peasants
Half Phased  [author] 17 Dec, 2018 @ 12:27pm 
Further question: what other mods are using? If they edit similar files it would probably explain it.
Half Phased  [author] 17 Dec, 2018 @ 11:21am 
Okay, which buildings aren’t working?
LeonBrown001 17 Dec, 2018 @ 11:02am 
not working