Stellaris

Stellaris

No Industrial Building Limit - Updated
41 Comments
Astren  [author] 10 May @ 10:39am 
So, with the new 4.0 update, this mod has been rendered obsolete and will no longer be updated.
Astren  [author] 27 Apr @ 4:30pm 
@DoopyV2 afaik, no, but such a thing is super easy to make ngl. All i do for this mod is remove one line of code for each building xD (Also, apologies, it's finals season atm, so i literally don't have the time to update this atm)
DoopyV2 27 Apr @ 6:20am 
Is there a mod that does this with normal mineral buildings?
Astren  [author] 11 Apr @ 4:18pm 
@policemam alright, gimme a sec to test the mod when i can, been busy as of late.
policemam 11 Apr @ 5:06am 
Sir. I'm test to last load your mod

but not working

i can't use this mod

so..i'm very sad...
policemam 11 Apr @ 3:48am 
thank you for your help
Astren  [author] 10 Apr @ 6:38pm 
@policemam Last i checked (a couple days ago, last i played the game), it was. I use this myself all the time. More than likely a load order issue, make sure this mod is loaded last. If that doesn't work, test it with only this mod working. If it's still not working, let me know and i'll look into it.
policemam 10 Apr @ 7:03am 
not working??
Astren  [author] 4 Oct, 2024 @ 1:06pm 
Mod updated, changed descriptor file so it matches the new version as well as updated the name to save time in the future for myself (I removed the version number in the name itself)
Astren  [author] 1 Oct, 2024 @ 5:13pm 
Yes you can, it won't break anything. Now, if you have multiple alloy foundries and/or civilian industries and you try to remove this mod, then it might break things. It should work on an already-existing save though if enabled mid-game. If not, let me know.
Figaround 1 Oct, 2024 @ 12:55am 
Can I enable your mod on save?
Astren  [author] 30 Sep, 2024 @ 8:46pm 
I will try to update the descriptor file as soon as I can though. I do have to say, it is not a priority though given the mod itself is not out-of-date and will work. If it doesn't, either there's a compatibility issue between this mod and another, or the vanilla game itself is experiencing a bug. This mod's code is 1:1 identical to the vanilla game's outside of one single line that removes the building limit.
Astren  [author] 30 Sep, 2024 @ 8:44pm 
Btw, the descriptor file is what tells the mod launcher what version the mod is made for, so any mod can work despite the launcher saying the mod is out-of-date. The only reason why the launcher is saying that is because the descriptor file says the mod was made for x version, x being 3.12, 3.13, 2.9, whatever version a mod might be.
So, it's always good to test the mod out before actually asking for an update, and this goes for any other game too, not just Stellaris or paradox games. It saves us modders a lot of time from having to glance over "please update" comments, which are so prevalent in more popular mods. In fact, that's why many massive mods like Gigastructures have their comment section on their modpage off, it's to avoid those spam comments. Sorry for going on about this, I'm just trying to be informative here and just got done writing a lab report.
Astren  [author] 30 Sep, 2024 @ 8:40pm 
@Figaround I just scrolled through this file and compared it to vanilla, this mod will still work, the alloy foundries and civilian industries have not changed at all in the new update. The only thing "out-of-date" is the descriptor file. You can safely ignore the warning until I actually update the descriptor file, which might be done later this week, I got a lot going on at this moment, lots of homework and studying that needs to be done.
Figaround 29 Sep, 2024 @ 7:44pm 
Please update. :wftohappy:
Astren  [author] 9 Jul, 2024 @ 2:32pm 
Only advice i can give is general advice, like checking to make sure this mod is loaded last, or at least after any other mod that affects the first levels of the alloy foundries and civilian fabricators
Astren  [author] 9 Jul, 2024 @ 2:31pm 
@knightphantom420 I use this mod myself all the time, it still works in 3.12.5. I do not make legacy versions as i simply do not have the time to do so. So, unless you are playing on the latest version of the game, i cannot help you.
knightphantom420 9 Jul, 2024 @ 1:14pm 
not working in 3.12.3 aleast in my game
Astren  [author] 13 May, 2024 @ 6:45pm 
Just updated to 3.12
Astren  [author] 18 Sep, 2023 @ 5:01pm 
While this mod has not been updated, it will more than likely be compatible with 3.9 unless 3.9 made changes to the Alloy Foundry and Civilian Industries (not their upgraded counterparts, just the first level ones that you start with)
Astren  [author] 14 Aug, 2023 @ 3:43pm 
@Miesepeter123 I can, but I will make it a separate mod if I do. I just gotta find the motivation xD
Miesepeter123 14 Aug, 2023 @ 3:19pm 
Hi,

is it possible to remove the limits for mineral purification buildings and energy grids as well?
Astren  [author] 11 Jul, 2023 @ 3:02pm 
Yea, my mod only edits the beginning alloy foundry and civilian industry buildings, and only edits one line of code (or really, removes a line) while keeping everything else vanilla, so yea, trying to make this compatible with other mods isn't very difficult at all xD.
Cheddbuzz 11 Jul, 2023 @ 12:47pm 
it seems to be very compatible as well im playing with like 60 mods and it works fine as well
Astren  [author] 11 Jul, 2023 @ 9:30am 
@Cheddbuzz same here, hence why I updated this mod xD. I need to change the name in the descriptor file though so that it doesn't say 3.7 in the launcher, but I'm waiting until the next Stellaris update to do that.
Cheddbuzz 11 Jul, 2023 @ 12:27am 
dope always hated they changed it
Astren  [author] 21 May, 2023 @ 6:47pm 
No problem!
누베스 21 May, 2023 @ 5:11am 
This is what i want thanks
Astren  [author] 16 May, 2023 @ 12:50pm 
Turns out, I did need to update those buildings, only something minor though (missing a line involving crucible planets as you supposedly aren't supposed to build industrial buildings on those type of planets, similar to resort worlds)
Astren  [author] 16 May, 2023 @ 12:44pm 
Tbh, I did not really do that much work lol, I just copied the code for the two starting industrial buildings (not the upgraded ones), and removed the line that created a limit, hence why it will always work as long as Stellaris does not change the starting industrial buildings. Plus, the original mod is what helped me know what to do in the first place lol. I should double check the vanilla files and make sure nothing has changed though. Yk what, I'mma do that rq and maybe update the mod to forward any vanilla changes.
御坂老琴 16 May, 2023 @ 2:04am 
thanks for your hard work
Astren  [author] 15 May, 2023 @ 8:29pm 
The descriptor just has not been updated yet, but I can update that quickly
Astren  [author] 15 May, 2023 @ 8:29pm 
It still works, it should work until Stellaris directly changes factories and foundries.
御坂老琴 14 May, 2023 @ 2:02pm 
Will this mod still work now?
Astren  [author] 30 Mar, 2023 @ 11:42am 
Took a bit due to only having a backup file and not the original file thus having to do some troubleshooting to update, but I got the descriptor updated.
Astren  [author] 30 Mar, 2023 @ 10:56am 
Yea, the mod is working just fine. I will update the descriptor though so that it does not appear to be outdated in the game's launcher.
Bluetail 30 Mar, 2023 @ 10:55am 
It functions just fine last time I played with this mod a few days ago.
Astren  [author] 30 Mar, 2023 @ 10:52am 
@Figaround I'll do a quick test first to see if it needs an update, but as far as I am aware currently, this mod is not in need of an update. I will let you know how the test goes though.
Figaround 29 Mar, 2023 @ 6:31pm 
Planning to update?
Bluetail 7 Apr, 2022 @ 9:02pm 
Thank goodness, makes the Ringworld start empires so much more OP without this crap to quickly get a fleet going, I really don't know what goes on at Paradox but they seem to make alot of questionable game design, alot of companies do...
mrcoolize 19 Mar, 2022 @ 4:38pm 
Thank god someone finally made a mod for that