Stellaris

Stellaris

[Legacy] Upper Limits V2.7+
76 Comments
VMacWolfV 22 Jan, 2021 @ 8:48pm 
@Guluere I appreciate the update! Honestly you had no obligation to update so thank you for doing so. It's crazy how there are so many entitled people in the comments. I'm petty, I probably would've removed the mod if i was the mod author. I wouldn't blame you if you don't update in the future. Life gets busy.
Guluere  [author] 17 Jan, 2021 @ 6:30am 
Hello, I have updated the mod, you can find the new version here.

Current Version: Upper Limits V2.8+
Purple Moss Clump 15 Jan, 2021 @ 2:43am 
Been using Legacy 2.3 until this gets fixed. Doesn't seem to be any issues with it (that I've been able to notice)
Emperor Cheesius Secundus 10 Jan, 2021 @ 6:26pm 
there are a lot of modders in college. Go figure.
Guluere  [author] 10 Jan, 2021 @ 6:25pm 
I have finished remaking the computer stations, and plan on updating things soon. But, when the semester break came, I decided to take up a job. So, I have been busy.
Victor Saltzpyre 10 Jan, 2021 @ 2:59pm 
sorry to be a broken record, but

Update required, this mod must NOT become buried
PotatoCat 10 Jan, 2021 @ 8:52am 
sorry to be a broken record, but

Update required, this mod must NOT become buried
Rsbrock20 21 Dec, 2020 @ 11:55am 
sorry to be a broken record, but

Update required, this mod must NOT become buried
azure_wolf_22 7 Dec, 2020 @ 4:37pm 
sorry to be a broken record, but

Update required, this mod must NOT become buried
Emperor Cheesius Secundus 3 Dec, 2020 @ 9:12am 
Any chance of an update?
Wrath_of_Janos 29 Nov, 2020 @ 12:33pm 
please Update
Guluere  [author] 18 Nov, 2020 @ 7:43pm 
@mharmless Hahaha, likely a code typo, I will have to check that one out. It is meant to require the power district.

@Beast-Storm Those buildings takes 2 techs, the way Stellaris is set up, regardless of which one was the last required tech, it would show up as it would unlock the building even tho it doesn't it's the reason why one of the things I need to do was to add individual techs that unlocks each of them separately.
Beast-Storm 17 Nov, 2020 @ 1:37pm 
The Nanite Factory and the Dark Matter Production Facilities don't show on my building roster after researching the Tech..... do they require other techs for them to work or is this a bug???

I am aware your in the last month of your semester so... take your time and stay safe, Qapla'
MHarmless 16 Nov, 2020 @ 11:33am 
The Power Divider building, which adds 1 artisan job and 1 energy credit for each generator district (max 10), appears to require a mining district in order to be built. Several of my worlds had it, others didn't. After taking notes figured out that only mining planets had it available. Built one mining district on my industrial world and sure enough, power divider became available.

Building it provided the 10 energy and 10 jobs as expected, so it isn't entirely keying off mining districts, just requiring one to be built at all. Demolishing the mining district had no impact on the already built power divider.
Guluere  [author] 3 Nov, 2020 @ 6:24am 
It still works with 2.8, updates will be later when my semester is over which is in 1 month. Reaching the end of my college semester and there is tons of work.
Verrückter Wolf 1 Nov, 2020 @ 3:04am 
how i can use the fr trad ?
Cicero 31 Oct, 2020 @ 4:13am 
yeah i kinda want a 2.8 update
Natonorad 29 Oct, 2020 @ 9:35pm 
This is a good mod, hope it gets updated.
Killagenius 29 Oct, 2020 @ 7:04pm 
would this mod still work with the 2.8 update
Lycores 29 Oct, 2020 @ 8:47am 
Hello, im interetsed in this mod, but i have loaded tons of mod and if there is even no simple documentation about what does this mod do, i think i will hold back.
Guluere  [author] 25 Oct, 2020 @ 6:30am 
@Arelyon But yes, it should be compatible, like I stated in the description.
Guluere  [author] 25 Oct, 2020 @ 6:18am 
@Do'tasarr o Khajiit  Originally they had a useful purpose, but now, not so much, I plan on changing it, and have finished coding that.

@adecoy95 They were placeholder techs, but I've decided to remove them. That will be when I update the mod.

@Arelyon No, I haven't gotten around to it because there is a lot of stuff that is just not refined enough for me to like them, they are stuff that when I place into the mod thought was good, but now realise they could be better.

I have been spending most of the time I could mod to just refine stuff, and the ai stuff is the hardest to work on.
Do'tasarr o Khajiit 24 Oct, 2020 @ 11:21am 
Is this the mod that add Super Computer stations? its the only mod I have that doesn't say what techs/buildings it added.
The AI keeps building it and removing, crippling it very hard
Arelyon 17 Oct, 2020 @ 6:56am 
Do you have a list of the stuff this mod adds, I want to know if it is compatible with Additional Repeatable Techs [2.7.x].

By that I mean if they fir together because maybe the Additional Repeatable Techs don't fit with Upper Tech Limits.
adecoy95 13 Oct, 2020 @ 8:11pm 
the 100% kinetic attack speed techs are beyond broken, nothing crushes your game faster than a 300% fire rate. its one thing to snowball and get better tech , and then there is this.
Guluere  [author] 8 Oct, 2020 @ 3:48am 
@Kaytrox If you wish to report a bug of some kind, please use the discussion and give me more information than "This didn't work, I angry." Or I can't fix it.

Likely that because that building requires also another tech.
Guluere  [author] 8 Oct, 2020 @ 3:22am 
I am currently in college, please be patient.
Kay 25 Sep, 2020 @ 6:42am 
Unlocked Nanite Factory Building through Standart Automation, building does not show up and is unbuildable.

You dont get paid enough to write down what your mod actually does and if there are some hidden secret requirements that are mentioned absolutely nowhere, yes yes I understand.

.. sadly I understand, because your mods desription does a waay better job at getting your greed issues across than it does explaining what your mod is actually doing and how to use it.
That is sad.
Guluere  [author] 13 Sep, 2020 @ 10:00am 
@easte You need to have the proper technology, which is a lot more complex to gain than you think because it reaquires the tier 6 tech, standard automation.

I plan on making a full google slide that shows the pathing.
easte 6 Sep, 2020 @ 3:52am 
hello?
easte 19 Aug, 2020 @ 12:40pm 
How do you build the living metal vitalization lab?
Legatus 5 Aug, 2020 @ 10:35am 
Russian localization still in progress?
Guluere  [author] 24 Jul, 2020 @ 12:20pm 
No
PaulPlaysGams 24 Jul, 2020 @ 11:48am 
Does this have any compatibility issues with NCS2 - Season Five?
Guluere  [author] 5 Jul, 2020 @ 11:07pm 
While most people will largely dismiss some of the buildings, but their property is worth having if you just newly colonize a planet, besides that, it is helpful for some late game buildings. But I never gotten around to creating those.
Silverfishv9 5 Jul, 2020 @ 9:58pm 
As an addendum I want to make it clear the last post wasn't meant to come off as dismissing the mod, I do like the other buildings (especially the public forge), I just don't understand some of the reasoning behind them and wanted to know.
Silverfishv9 5 Jul, 2020 @ 9:34pm 
So I decided to look around at this mod after seeing it multiple times and I am... confused. Maybe its holdovers from pre-2.2 era, but in what reality are resources like Nanits/Living Metal and a building slot worth things like "planetary build speed" or "building/district cost"? Do they exist just to the AI might build them and waste its resources as a sort of soft-cheat? I'm so baffled by this that I need to understand.
zedr0n 24 May, 2020 @ 8:01pm 
@AngelRedX3, here's just an automatically generated tech tree directly from mod files, it's not pretty but I was testing my parser so here you go on Imgur: Tech tree [imgur.com]
Guluere  [author] 23 May, 2020 @ 2:09pm 
It currently does nothing, not until I add something worthwhile for the resource to be gained.
LightningSye 23 May, 2020 @ 11:38am 
So I started playing around and got super excited when I found the "StarCore" tech but I can not for the life of me find any or figure out what it does. Is there a tech it's used for or a building?
Guluere  [author] 23 May, 2020 @ 4:58am 
Nope.
Polstrong 23 May, 2020 @ 2:13am 
is there a tech tree somewhere ?
SnugglyPuffs 22 May, 2020 @ 10:17pm 
Looks interesting, do you have a list of new content? Thank you!
Wonton 18 May, 2020 @ 10:08am 
Thanks for ur work buddy
joakim.westergaard 18 May, 2020 @ 3:52am 
<Thumbs up>

Another thing, in upper_tech_phy.txt, under tech_singular_particle, you have some instances of "weight" that I think should be "factor".
Guluere  [author] 18 May, 2020 @ 3:46am 
@joakim.westergaard Depending on which scaling you choose to use, I would assume that mod has a different kind of value scaling than mine, but I wouldn't be changing the names of the cost decider thing.
joakim.westergaard 18 May, 2020 @ 3:40am 
Actually, concerning extra shop components I just found out that both mods use the same names fit a lot of shield costs. I don't know if it's intended (?) but if not I'm guessing the mood that takes priority will decide the costs. Or could easily be solved by changing the names I guess.
Guluere  [author] 18 May, 2020 @ 3:40am 
Some other minor changes in value.
Guluere  [author] 18 May, 2020 @ 3:39am 
braz_por local has been added as well!
Guluere  [author] 18 May, 2020 @ 3:38am 
Hey there, I've finally got the mod updated, added 3 new buildings, I will put the picture to be seen here! Soon!