Stellaris

Stellaris

Building Cap Removal 2.3+
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)
76561198233617104 20 Oct, 2019 @ 6:59am 
Thanks! ^-^
Half Phased  [author] 20 Oct, 2019 @ 3:38am 
Yes it should work for 2.4. The launcher is just pedantic about version numbers.
76561198233617104 19 Oct, 2019 @ 5:04pm 
Does this work for 2.4?
Zenith 11 Oct, 2019 @ 5:55am 
MY MECHANICAL WARRIORS SHALL BLOCK OUT THE SUN!
THERE IS NO ESCAPE.
ONLY DEATH FROM DROWINING IN WARMACHINES.
Raxacoricofallapatorius 2 Sep, 2019 @ 9:38am 
I fill encumenopolis easily, the clerks are all slaves from raiding bombardment!
Half Phased  [author] 1 Sep, 2019 @ 3:35am 
Hahaha, that’s pretty much the reason why I made this mod, so that it’s possible to actually fill an encumenopolis.
Raxacoricofallapatorius 31 Aug, 2019 @ 8:55pm 
Time to make planet baby maker.
Half Phased  [author] 26 Jul, 2019 @ 10:31am 
It's good advice, yes. I'm currently got a lot of stuff on my plate, so my free time is more focused on myself. Eventually I'll try to make the change.
Skill Less 26 Jul, 2019 @ 9:57am 
@Half Phased, did you read my comment before? Isn't this a good advice? :)
Half Phased  [author] 14 Jul, 2019 @ 1:47am 
Yeaaaahhh... no.

While this mod doesn’t have the most... “refined” design document, uncapping the resource buildings is not something I’ll do, namely as it gets problematic really, really quickly. 4 of the T2 plants would double resource production, 8 would triple and 12 would quadruple. It’d lead very, very quickly to a case of runaway production.

In the end, I have to think, well, where is the line. The line is at buildings that either don’t directly affect production or in a minor way (and the bureaucratic complex really, really does sit on this line). Think of it more as a I need to fill this encumenopolis NOW, or a roleplay aid (I want a planet for my nobles). It’s not “I built an empire on 12 square feet”.
Sniggledorf Fumpledink 13 Jul, 2019 @ 11:11pm 
one more thing and the waste magement buildings
Sniggledorf Fumpledink 13 Jul, 2019 @ 11:11pm 
can you also change the food, minerals, and power buildings, please
Skill Less 25 Jun, 2019 @ 10:13am 
I can offer a tip to remove compatibility issues: Make copies of the buildings and set their potential to build that they are only buildable if the vanilla counterpart already exists.

Then, your mod is with any other mod compatible. You won't believe how many modders touch these buildings (for side effects)..
Cookiesnm1lk 17 Jun, 2019 @ 2:35pm 
*sigh* if only stellaris let you mess with the load order of mods, then i could fix this easily.
Half Phased  [author] 17 Jun, 2019 @ 2:00pm 
Machine assembly plants are in the file 01_pop_assembly_buildings, not the amenities file. Hive mind spawning pools are under in amenities like clinics.


The only solution I can offer is a compatibility patch with the other mod, since due to the way stellaris modding works, only one overwrite to anything vanilla is possible. While I could rename files and this mod to get around that and ensure that building cap removal loads such that it takes priority, that'd just lead to the other mod missing functionality.
Cookiesnm1lk 17 Jun, 2019 @ 10:59am 
hmmm.. but it's only the gene clinics that are not working.... and the file you listed sounds like it would include the machine assembly plants since those produce amenities. so why would the gene clinics be the only thing that isn't being effected? puzzling.
Half Phased  [author] 17 Jun, 2019 @ 2:39am 
After testing, I have to ask what other mods are you using? If another mod modifies the same buildings as this mod then one will overwrite the other.

It may not explicitly modify the gene clinic, it may just be modifying the file: "07_amenity_buildings".
Cookiesnm1lk 16 Jun, 2019 @ 10:44pm 
@half phased gene clinics are still capped.