Stellaris

Stellaris

(Legecy) Upper Limits V2.5+
99 Comments
Dustreaper 21 Apr, 2021 @ 1:39am 
@MrQuacker https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2365002877/ not fully updated (2.8) but mod author says i will mostly work and will update later.
MrQuacker 20 Apr, 2021 @ 2:46pm 
update it please
6double 3 Apr, 2020 @ 7:16pm 
Minor note, the title of this mod should probably be "2.5" not "2.5+" if it isn't compatible with 2.6
Guluere  [author] 21 Mar, 2020 @ 7:21pm 
Crusaderjack 21 Mar, 2020 @ 5:43pm 
This is compatible with federations right?
Guluere  [author] 21 Mar, 2020 @ 9:21am 
Use Bugs and Adjustments. And give info about why something happen, what other mods...etc.
HolyMolyOllyPoly 12 Mar, 2020 @ 9:54am 
Understandable. Good luck with everything.
Guluere  [author] 12 Mar, 2020 @ 9:36am 
Currently busy with college stuff, will fix and work on stuff when my sem break rolls around.
Dustreaper 12 Mar, 2020 @ 9:34am 
What does this mean?

Mod Menu :
.git\FETCH_HEAD
.git\HEAD
.git\config
.git\description
.git\index
.git\info\exclude
.git\logs\HEAD
.git\logs\refs\heads\master
.git\logs\refs\remotes\origin\master
.git\refs\heads\master
.git\refs\remotes\origin\master

It overwrite these mod menu's files.
HolyMolyOllyPoly 10 Mar, 2020 @ 2:10am 
I think the Solar Fields building is bugged. It says the requirements for building it are:

SOLAR_SYSTEM:
_____All must be true:
__________System Star:
____________All must be true:
Is Class A Star
Is Class B Star
Is Class F Star
Is Class G Star
Is Class K Star
Is Class M Star
Is Class T Brown Dwarf
Is Class M Red Star
Is Neutron Star
Is Pulsar

So apparently I can only build it in a freakshow solar system that has every type of star in it, lol.
The especially weird part is that it doesn't happen in every solar system, only in 2/9 of the ones I have so far.
Guluere  [author] 26 Jan, 2020 @ 1:44am 
There, it should be fixed.
Saul Goodman 25 Jan, 2020 @ 1:03pm 
you have to up date the mod.
Guluere  [author] 17 Jan, 2020 @ 1:24am 
Please use the Bugs and Adjustment discussion.
Battlespark 16 Jan, 2020 @ 10:41pm 
Does this mod add or change anything for the zro resource? I did the research on my empire, and it had a listing of a industry "space powderization labs" and i cant build it on any planet. Im trying to track down the mod and see if im just putting it in the wrong load order or what.

If not, no worries, ill find a source of Zro, if i have to light the universe on fire lol.
Guluere  [author] 8 Jan, 2020 @ 6:43pm 
Most mods should work well with this.
Bedge 8 Jan, 2020 @ 11:34am 
@Guluere do you recommend any mods to use with this
Guluere  [author] 1 Jan, 2020 @ 9:37pm 
*Edit Looking at how vanilla reacts to Shield Generator, on how the codes are done, I will do the same, the AI will not build the building at all.
Guluere  [author] 1 Jan, 2020 @ 9:23pm 
@B1-268 The code is correct, nothing is wrong with it and it shouldn't be doing that. This problem stems from the way how the vanilla AI interaction is hardcoded into the game in the first place.
Which is why I need to add a do not spam destroy build or destroy in.
Lord Yoda 1 Jan, 2020 @ 1:15pm 
The bug with the automated anti space missiles is really fucking up the AI. you should just remove the anti space missiles so the can use their build slots without endlessly wasting minerals while being stuck on a loop of building and destroying the same buliding over and over again
Big_Daddy 31 Dec, 2019 @ 10:54pm 
Hey. This is gonna sound weird, but does this mod have a researchable technology that allows you to create or destroy hyperlanes? I am trying to find out which mod that I have adds this in so I can ask how to use it, but I have like 27 mods installed and no idea which one adds it in.

If it is: How do I use it? I researched it and I'm not quite sure how to use it.
If it isn't: Sorry for wasting your time ;c


Hey I have the same mod, the building that can create/destroy hyperlanes will be in your mega structures. You will have to build 2 of them, 1 is listed as the sender and then the receiver, build the sender first and then the receiver in the star system you wish to disconnect
Cryptid 29 Dec, 2019 @ 5:10pm 
@ NathanS48 two mods do this that I know of, the cheaty one is Otter Editor, the other through technology.. gigastructural engineering.
NathanS48 29 Dec, 2019 @ 12:19pm 
Hey. This is gonna sound weird, but does this mod have a researchable technology that allows you to create or destroy hyperlanes? I am trying to find out which mod that I have adds this in so I can ask how to use it, but I have like 27 mods installed and no idea which one adds it in.

If it is: How do I use it? I researched it and I'm not quite sure how to use it.
If it isn't: Sorry for wasting your time ;c
Guluere  [author] 28 Dec, 2019 @ 7:28am 
@Delryn That has nothing to do with anything then.
Guluere  [author] 27 Dec, 2019 @ 9:51pm 
It might be vanilla where the AI would demolish it themself without the destroy_trigger doing it. If so, it would be hardcoded.
Guluere  [author] 27 Dec, 2019 @ 8:25pm 
I tested that and saw the IA do the same thing too, not sure why, might be a vanilla bug.
Thomus 27 Dec, 2019 @ 6:01pm 
Hello, AI builds "building_auto_missiles" and destroys it over and over, it's annoying :/ (When 3 building slots free). I checked the code but everything looks good, vanilla bug ?
Vincenator 20 Dec, 2019 @ 2:36pm 
Thonks
Guluere  [author] 18 Dec, 2019 @ 4:54pm 
Yes
Vincenator 18 Dec, 2019 @ 1:17pm 
Is this compatible with ESC and Guille technologies
ParaNautic 15 Dec, 2019 @ 9:47am 
Nice update.
Guluere  [author] 13 Dec, 2019 @ 7:16am 
@Ahmiran Ah! Thanks for pointing out my mistake.
Ahmiran 13 Dec, 2019 @ 1:50am 
Hi, I think I found a bug in your 02_scripted_variables_component_cost.txt file at lines 405-407. This makes level 1 defectors have no power cost.
nicebagdad 22 Nov, 2019 @ 10:41am 
could I combine this mod with Ultimate technologies?

is there also a link with detailed descriptions of what you have added, because I don't know if I should combine them or if it makes this mod redundant.
CenturionsofRome 17 Nov, 2019 @ 12:20pm 
So when are you going to reduce the number of techs needed to get to T6 and T7?
Guluere  [author] 16 Nov, 2019 @ 3:09am 
They do. But, not an upgrade of the vanilla ones, because that would cause problems with conflicts.
Locutes666 16 Nov, 2019 @ 2:46am 
I honestly feel that many of the buildings offered should require strategic materials in their every day runnning cost and should not be a completely new building but an upgrade to the vanilla ones.
Guluere  [author] 16 Nov, 2019 @ 1:23am 
Discover things yourself.
Excalibur11 15 Nov, 2019 @ 10:42pm 
features i mean
Excalibur11 15 Nov, 2019 @ 10:41pm 
Is there a place to see all the changes?
Guluere  [author] 12 Nov, 2019 @ 6:33am 
I will reduce the tech requirement for the later tiers instead.
ianjlafferty 12 Nov, 2019 @ 3:09am 
Ok, so the solution is either to lower the amount of techs needed for the higher tiers or to add more tier 6's.and 7's This is because each area needs to have the number of lower tier techs reached before the next tier unlocked.
ianjlafferty 12 Nov, 2019 @ 2:07am 
I know I have enough tier 6's just trying to see why I can't get it. Going to see if I can't force it in a new game by using the console commands. There doesn't seem to be anything wrong with the code of the tech though, so maybe its something wrong on my end.
Guluere  [author] 12 Nov, 2019 @ 2:02am 
It might be easier to just mash techs that just give modifiers, but that's not how I roll.
Guluere  [author] 12 Nov, 2019 @ 2:01am 
I need to work on adding more tier 6.
ianjlafferty 12 Nov, 2019 @ 1:58am 
Thats fine, take the time you need, just found it odd that I couldn't get the tech to pop up.
Guluere  [author] 12 Nov, 2019 @ 1:48am 
Hmm, yeah, there is somethings that I need to refine and fix. I am busy with college work, so, this might have to wait a bit.
ianjlafferty 12 Nov, 2019 @ 1:32am 
I have at least 4 tier 6's and the pre-req techs for it I know i have 4 in the engineering category and some in physics, most of the rest of the tier 6's are gated behind artificial physics for me.
Guluere  [author] 12 Nov, 2019 @ 1:24am 
It's tier 7, with a requirement that you have researched 4 Tier 6.
ianjlafferty 12 Nov, 2019 @ 12:09am 
I can't seem to unlock artificial physics as a tech. I appear to meet all of its pre-reqs.
Guluere  [author] 7 Nov, 2019 @ 9:26pm 
Works fine in 2.5