Stellaris

Stellaris

Flexible Core Planet Cap & Resettlement Cost (2.8)
467 Comments
Song 10 May, 2024 @ 6:01am 
It seems that the mod has finally reached its end.
With the latest 3.12 update, when I select one of the edicts and then switch to the government tab, the game crashes. :(
The modifiers themselves still work though (tested via console).
Marlow Guy 19 Jan, 2024 @ 4:40pm 
Still use it for Ship and Starbase Caps :lunar2019piginablanket:
Sure, half the edicts are obsolete now - but I'm genuinely impressed by how long this remains a useful utility mod
obione69 10 May, 2023 @ 9:28pm 
hello, i was wondering if you may consider an update for this mod. it still works, but some of the edicts have changed over the years due to the update. like the administration cap.

if possible can you add a new option with the latest update to increase the leadership pool cap. which now imposes a penalty if you have more than 10 leaders.

thank you
obione69 26 Sep, 2022 @ 5:30pm 
@icarus yes and no. some features work, some dont. like the admin cap which has been changed some time ago.
Icarus 26 Sep, 2022 @ 7:34am 
Still works on 3.5.2
obione69 19 Mar, 2022 @ 7:50pm 
yes please please can you update this mod. they made changes and the admin cap doesn't work anymore
追丿忆 5 Mar, 2022 @ 10:53pm 
please update ,admincap is revise
Icarus 5 Feb, 2022 @ 11:59am 
It still works as of the 3.2 update
obione69 15 Dec, 2021 @ 1:39am 
mod is still working, thank god. id be lost without it..
UltiGen 24 Nov, 2021 @ 3:34am 
will it be updated to the new version?
Ghost Fox 21 Nov, 2021 @ 12:11pm 
...Huh. There's a "50envoys" modifier defined, but no event to apply it.
Armedwithpuns 4 Nov, 2021 @ 6:03pm 
was checking the traditions files, and adaptability has a node called appropriation, which reduces resettlement costs by 33%, and in the files this modifier is 'pop_resettlement_cost_mult' which is different from this mod's files: 'country_resettlement_cost_mult'
Armedwithpuns 3 Nov, 2021 @ 6:03pm 
ressetlement cost changes don't work in 3.1, I can see the modifier in my empire modifiers, but it doesn't change the cost at all. admin cap. increases do work tho
Laarryy1234 23 Apr, 2021 @ 10:49pm 
yes this mod works perfecly fine for 3.+, been playing with it seens the update got out and it works, it only needs an file update that makes so it says its update for 3.+
Cúchulainn 20 Apr, 2021 @ 9:50pm 
i too would like to know xD
mdk31 17 Apr, 2021 @ 1:47pm 
Anyone confirmed if this works on 3.0 Dick?
Tactical Wargamer (Richard) 16 Feb, 2021 @ 1:10pm 
IS this working now guys?
Legendarymarvin  [author] 10 Nov, 2020 @ 9:47am 
Sorry for the late note, I'll update the coming days, weekend at the latest!

Thanks for the note obione, I did actually not yet try to update.
obione69 31 Oct, 2020 @ 8:49pm 
@legendarymarvin i found out why the changes you made for the mod to be compatible was not working..

everytime i changed the ugc_682336292.mod to be supported to version 2.8.0 it kept reverting back to 2.7.1.

so i tried changing ugc_682336292.mod and descriptor.mod in the steam mod directory to be supporting 2.8.0 and now it works.. the game now shows it as compatible
obione69 29 Oct, 2020 @ 9:20pm 
ok, can confirm all functions are working in 2.8 so far.. will update if any problems..
obione69 29 Oct, 2020 @ 8:01pm 
any idea if this works with 2.8 update? i feel naked without this mod
echthesia 19 Sep, 2020 @ 6:47pm 
I think the issue with resetting envoys has something to do with the event that's supposed to remove the envoy modifiers having the same ID (995cores.17) as the one that removes the ship cap modifiers, and therefore being overwritten entirely.
HEWOLF 26 May, 2020 @ 1:48pm 
FOr some reason, when I start one of the options, it stops the next day. Ive tried this with all of the, Ive tried unsubbing and resubbing and nothing seems to fix it
Scuriva  [author] 20 May, 2020 @ 1:12am 
Thank you @Legendarymarvin :paperheart:
Legendarymarvin  [author] 20 May, 2020 @ 12:57am 
Mod updated, removed the +50 Envoy mission to prevent people ctding their game with it, it seems the game doesn't want that many envoys, adding up all the available options puts you on +38 which at least in my test did not crash.

The Reset for envoys does not work, it seems they are saved differently to other modifiers. Not sure what a possible solution for this might be (nor if it's needed that badly)

Not sure if the game will show it as compatible or not, for some reason Stellaris just ignores my edits to the .mod file and reverst them ... -.-

Other than that it seems to be working as intended, the new edict system does not seem to affect it.
Big_Bluntz 19 May, 2020 @ 3:12pm 
bug report: when you try to add too many enoys in a row through the edict, the game CTDs
Scuriva  [author] 19 May, 2020 @ 5:22am 
Hi, i had push a unstable version v2.7 : if players want to test it (local).
dakrist 13 May, 2020 @ 12:12pm 
Love the mod! I would second the 50 envoy problem. I'm also wondering if/when you plan on updating to 2.7. Keep up the good work!
Thunder 15 Apr, 2020 @ 9:26am 
Just getting back into the game a little (so it could be me), but I tried setting Resettlement to both 75% and 100% and did not see it having any effect. I am playing Assimilators with the cybord pop having the nomadic perk. At both resettlement settings the game still charged the full 100 and 75 energy per pop.
Legendarymarvin  [author] 10 Apr, 2020 @ 11:00pm 
I think it might be a localisation issue, if it still happens with the update I just posted, please tell me which language you are using when the crash happens. Thanks.
nikcha1313 10 Apr, 2020 @ 4:23pm 
It seems that the problem is even in hoovering over 50 envoys button. I got crashed after doing it. But then i have loaded and added +20 +10 and so on to increase number of envoys. But be careful not to hoover over 50 button.
Hurgar 7 Apr, 2020 @ 2:59pm 
I also have the same issue as Obione69. game crashes when you try to add 50 envoys.
obione69 28 Mar, 2020 @ 5:36pm 
i loaded into my game, tried the +50 envoys and instant crash to desktop. started up again, tried the +20 and it worked.. then tried to add another +20 and instant crash again..

there might be a hard-coded limit on how many you can have
Legendarymarvin  [author] 28 Mar, 2020 @ 5:42am 
how so obione? When you use the event? or at bootup?
obione69 28 Mar, 2020 @ 3:30am 
hey, i was so excited to see the +envoy option.. sadly its crashing the game :steamsad:
Poggle the Greater 25 Mar, 2020 @ 3:26pm 
Thanks for the continued updates! This mod rocks!

Keep up the great work! We appreciate you. :)
obione69 24 Mar, 2020 @ 1:39am 
is there any way to add more envoys to the list? i maxed out at 9 and its not enough
KäptnChaos 23 Mar, 2020 @ 8:08am 
Actually: the coreplanet-cap works - but the sectors wont build automatic buildings. It just "eats" all ressources, while starting a buiding 10 times and stopping (when ressources empty).
KäptnChaos 23 Mar, 2020 @ 5:03am 
Guys: follow the workarround from jakalth: Just look for the mod in ur documents folder. Open the mods with the windows editor. now u can see, which mod you choose. Just take this mod and change the bottom line from "1.2" to "2.6"
swiftdraw 22 Mar, 2020 @ 5:34pm 
I edited the descriptor.mod file in the steam workshop folder and in the Paradox Interactive document's folder. Its still showing 1.2.* and not working :/ Time to figure out how to manually install mods for this game.
Larry 22 Mar, 2020 @ 4:00pm 
how do i do the workaround
KäptnChaos 22 Mar, 2020 @ 1:23pm 
Thx, the workaround actually worked. just changed it in the editor in windows :D
jakalth 22 Mar, 2020 @ 11:26am 
This is a workaround since the mod tool keeps reverting the version number.
jakalth 22 Mar, 2020 @ 11:26am 
It's always fun when the mod tools break after a game update. I can confirm that, once the mod updates, changing this: supported_version ="2.6.*" Fixes the issue for now.
Scuriva  [author] 22 Mar, 2020 @ 6:06am 
I think the link to new version in github it's a good issue for the moment.
Legendarymarvin  [author] 22 Mar, 2020 @ 6:05am 
ah yes obione I am having the saem issue, the mod tools change the .mod file ... I don't know why. It is incredible frustrating.
obione69 22 Mar, 2020 @ 5:54am 
for some reason it reverted back to v1.2 in the file...
obione69 22 Mar, 2020 @ 5:54am 
i was able to get it working again by changing the supported_version="1.2.*" TO supported_version="2.6.*"
Scuriva  [author] 22 Mar, 2020 @ 5:53am 
The launcher v2 with more spy program is not good for the dev.
Legendarymarvin  [author] 22 Mar, 2020 @ 4:14am 
I'm not surpised, nothing I do with Mod Tools works these days, I have no idea why.
I have to wait for like 20 mins before I can even start them, because appearantly they can't start while the launche tries to update and the launcher tries to update for several minutes before failing anyway (without a way to stop it).
And when I get into the Mod tools sometimes it works, sometimes it succesfully uploaded, but nothing appears on the Steam Workshop.