Stellaris

Stellaris

(Legacy) Upper Limits V2.6+
119 Comments
Guluere  [author] 7 Mar, 2021 @ 12:59am 
This is a very old version of the mod, the current version is 2.8+
Hlalakar 6 Mar, 2021 @ 11:59pm 
I want to second an earlier suggestion. I would love to see a list of the techs so I know if it work well with my current mods balance wise.
Pitlos Tails 13 May, 2020 @ 12:08pm 
oi mate just for referance its legacy
Guluere  [author] 12 May, 2020 @ 3:04am 
Hello, the mod has been updated for V2.7 of Stellaris.
Current Version: Upper Limits V2.7+
cuddlekitten42 7 May, 2020 @ 10:04pm 
the AI interacts with the galactic market, so ridiculous surpluses on a high mineral world would still be useful elsewhere for example
running mono-resource worlds helps since the AI might actually try to stack buffs with glavius, like mining/generator world
Guluere  [author] 30 Apr, 2020 @ 2:15pm 
Yes
TurtleShroom 30 Apr, 2020 @ 1:13pm 
Indeed, which is why I am curious as to why they spam your buildings in those surpluses. Is your Mod compatible with the Glavius AI Mod?
Guluere  [author] 30 Apr, 2020 @ 12:46pm 
I don't see the problem here, if the AI is running surpluses, this means that they are doing well.
TurtleShroom 30 Apr, 2020 @ 12:44pm 
The simplest explanation is that the AI spams it in multiple slots even when running huge surpluses.
Guluere  [author] 30 Apr, 2020 @ 12:37pm 
Can you use the bug fixing and discovery discussion and be more specific?
Like, what empire is that AI, this usually comes down to the weight I gave to it, but I need more info like, if the AI is okay with it like that or not/what the actual problem is, it's pretty normal and actually makes sense to specialize a planet.
TurtleShroom 30 Apr, 2020 @ 11:25am 
I still don't understand why this Mod causes the AI to spam everything. Does it work with the Glavius AI?

For example, I went a hundred years and checked on the AI. I found planets with nine Building Slots open, and five of them were your Solar Power Building. Why?
Lord Dogmann 29 Apr, 2020 @ 3:01pm 
Hello mate, do you have by chance a list with the techs your mod brings to the game? Maybe pin it in the description? It would be nice to see if there is too much overlap between this and other similar mods, at least for me. Cheers!
Guluere  [author] 28 Apr, 2020 @ 10:13pm 
Nanites has a use in my mod, maybe you should go find out what.
greenche 28 Apr, 2020 @ 12:11pm 
Yes it was me again, what about alloys and dark matter? or alloys and lots of energy and minerals? I just don't see why intentionally keeping this building useless is a good thing. Like literally the only thing it can be used for as is would be for the nanite repair module, nothing else.
Sizano 27 Apr, 2020 @ 4:45pm 
@guluere btw I now got acces to the nanite buildings but only after getting literally every nanite related tech including the default nanite transmuter.
Sizano 27 Apr, 2020 @ 4:40pm 
@guluere well, how about not dark matter but a LOT of energy and alloys? would kinda make sense for the production of nanites it would be suitably expensive yet help bootstrap ones economy up into post scarcity in the late game and give one reason to build the dyson sphere and matter decompressor megastructures in addition to the usual districts.
Guluere  [author] 27 Apr, 2020 @ 10:51am 
Oh, it's you, the same person.
Guluere  [author] 27 Apr, 2020 @ 10:43am 
The point of it being circular is to prevent people from turning useless materials like dark matter to a lot of useful ones. Because you aren't the first person who suggested specifically dark matter.
greenche 27 Apr, 2020 @ 9:16am 
just for flavour, you should not use nanites to build crystals, motes, and gasses, and then gasses, crystals, and motes to build nanites. i'm not arguing they should be cheaper, i'm arguing they should not be circular. the only other use for nanites other than making the rare resources is repair modules on ships, and those are rare and only triggered by events, so that leaves this building completely useless otherwise. the mod looks very promising, but if you just set it to use dark matter or something else rare instead of these resources it wouldn't be cheaper, just not circular anymore.
Sizano 26 Apr, 2020 @ 4:07pm 
@Guluere sounds good. I think your mod is really promising and I like it a lot so far:)
Guluere  [author] 26 Apr, 2020 @ 2:23pm 
That's because a lot of those buildings needs Standard Automation, I plan on changing some tech requirement as well as adding more that leads to it instead of a building needing many techs.
Sizano 26 Apr, 2020 @ 10:36am 
@Guluere Not sure if others have already reported my problem, but despite all other buildings working after having researched them whenever I research the nanite related buildings they never show up in the building selection for me to actually build them...
Guluere  [author] 25 Apr, 2020 @ 10:03am 
Yes
efimevgen98 25 Apr, 2020 @ 9:38am 
Maybe you will remove supercomputer station or change it effects? Now, when there is administrative offices it's pretty useless.
Alzara 23 Apr, 2020 @ 9:52am 
Ahhhhh ok ty Guluere!
Deajay 23 Apr, 2020 @ 9:35am 
Is there any plan to add a visual tech tree? or any notes on the techs it adds? Would be really helpful, thanks.
Guluere  [author] 23 Apr, 2020 @ 7:23am 
Nope, that's not it, dark matter drawing is the vanilla for exploiting existing dark matter from black holes.
Pretty sure you need Standard Automation.
Alzara 23 Apr, 2020 @ 7:11am 
Dark Matter Drawing, right? If so, then yes!
Guluere  [author] 21 Apr, 2020 @ 5:21pm 
@Alzara You need to have the right tech. Do you have the right tech?
Alzara 21 Apr, 2020 @ 3:13pm 
I cannot construct gravity condensation labs on any planet... even on worlds with 120 pops and all upgrades! Why is this?
Guluere  [author] 18 Apr, 2020 @ 11:17am 
Yes, I will be buffing them soon.
Pox 18 Apr, 2020 @ 10:20am 
do super computer stations serve a purpose now that bureaucrats are a thing? The technicians provide a tenth of the admin cap
Guluere  [author] 18 Apr, 2020 @ 8:51am 
Please use the discussion.
Jameskiro21 16 Apr, 2020 @ 12:52pm 
Huh, never gotten those, because I always go for Spark of Genius for my Scientists. But one time, I got an event that led to one of my scientists getting Industry, which was what lead me to getting the Nanite Armour.
Guluere  [author] 16 Apr, 2020 @ 9:36am 
@Jameskiro21 No, similarly, quantum computer tech from my mod also must require you to have computing expertise. Originally, there is also a tech called DNA studies for social.
Jameskiro21 13 Apr, 2020 @ 3:14pm 
Guluere, I suggested a week ago to change the necessary trait to get Nanite techs to be more than just Industry, can you please implement this?
ludi1989 13 Apr, 2020 @ 4:24am 
@Guluere, I owe you, thanx a lot!
Guluere  [author] 13 Apr, 2020 @ 3:58am 
There is also a need for nanorobotics and nanite programming too, respectively.
Guluere  [author] 13 Apr, 2020 @ 3:56am 
Nanite builder and it's hub needs standard automation.
ludi1989 13 Apr, 2020 @ 3:18am 
I have researched nanites and nanites hub but still I don't see these buildings in buildings menu... any solution to that? :)
Darkgills 12 Apr, 2020 @ 2:44pm 
what does this do
Jameskiro21 6 Apr, 2020 @ 7:00pm 
Just confirmed, it was industry.
Jameskiro21 6 Apr, 2020 @ 12:11pm 
To get the nanite techs, you require a Scientist with a certain trait (I forget what it is), can we change this so that a Spark of Genius, Erudite, Curator, Sapient AI Assistant or Maniacal give it too?
Guluere  [author] 6 Apr, 2020 @ 3:51am 
@Gorehuchi Sure, I like your changes to the words, it makes so much more sense because of it, could you add me as friend and we can talk more? It was nerfed in V2.5, originally, the +40% was the starting value, and it decreases as the population went up.
Hyperlane 6 Apr, 2020 @ 12:33am 
@Guluere Glad you like them! It's mostly just knowing synonyms and a little techno-babble.
Anyways, feel free to use/change them if you'd like. If you want I can do your techs and components too, though tbh I only use your buildings so I'd have to find the original files again.
Btw, how long has the zro growth building been nerfed? Slideshow still has it at +40%
Guluere  [author] 5 Apr, 2020 @ 10:26pm 
@Gorehuchi Actually, pretty good, I've always struggled with naming and wording some of the stuff because I don't know how to word them properly.
Guluere  [author] 5 Apr, 2020 @ 4:31pm 
@Gorehuchi, I would have to look at those rewrites.
Hyperlane 5 Apr, 2020 @ 4:13pm 
I really enjoy your mod, especially the teleporter gate and buildings that offer extra uses for special resources, though being able to so easily make those resources at a 1:1 market cost ratio didn't feel right with me, so I adjusted some things. Anyways, I noticed a typo here and there and decided to rewrite the building descriptions and some of the names. I mean no offence by this, but was wondering if you would like my copy of your localization file with the rewrites?
Guluere  [author] 5 Apr, 2020 @ 3:56pm 
@greenche It is meant to be, because the nanite factory was never meant to be a way for people to just be able to produce more of the usual resources, it was meant to be either you use nanite, or you don't.
greenche 5 Apr, 2020 @ 12:02pm 
nanite factories should use dark matter or something else, because in the late game you can use nanites to make crystals, motes, and exotic gasses. so it's a bit circular and makes that useless since you spent so much rare resources making the nanites that using the nanites to make those resources is a loss. Please use resources that are not those ones.