Stellaris

Stellaris

Upper Limits V3.6+
156 条留言
Guluere  [作者] 5 月 25 日 上午 4:45 
Newest version of this mod is for 3.12, that one causes some ships to not show up. So this one probably breaks 4.0 too.
Hebrux 5 月 23 日 下午 12:52 
Anyone know if this is still compatible with 4.x.x?
Guluere  [作者] 2024 年 6 月 3 日 上午 3:28 
The 3.6 version will stay as is, as its not meant to be played in 3.12.
Guluere  [作者] 2024 年 6 月 3 日 上午 2:14 
Guluere  [作者] 2024 年 6 月 3 日 上午 2:13 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3260275957

The new version. It both fixes the issue with the crash as well as the scripted variables breaking the AI, haven't tested the variables fix. Should let me know if it is still broken.
Guluere  [作者] 2024 年 6 月 2 日 上午 10:26 
It took a while, but I've found the issue. In the latest version, they changed the formatting for finding the current leader trait from research_leader to is_specialist_subject_type. I will have to go though and replacing them.
Guluere  [作者] 2024 年 6 月 2 日 上午 9:47 
I am currently taking a look, if anyone knows what could be causing it, let me know asap. Its pretty bad to just have it crash.
Voidlord 2024 年 6 月 2 日 上午 4:08 
Damn this is sad. I loved this mod
mel8887 2024 年 6 月 1 日 下午 3:03 
broken on 3.12.4 as well
IulianusTabernarius 2024 年 5 月 31 日 上午 10:41 
can confirm the most recent update broke this mod, it crashes when I load the game
Ak Gara 2024 年 5 月 30 日 上午 3:24 
todays update broke something :(
crashes to desktop when trying to load the game unless I disable this mod
Hebrux 2024 年 4 月 9 日 上午 10:56 
could someone please upload the patches here?
Thank you and much appreciated!
Guluere  [作者] 2024 年 4 月 8 日 下午 10:07 
It should still work, but as others have said, it will break certain things in the game. There should be patches for those things people have uploaded.
saiyanslayer56 2024 年 4 月 8 日 下午 9:43 
does this mod still work with the latest version?
Hebrux 2024 年 4 月 3 日 下午 7:29 
has this fix been implemented in the mod?
Parciwel 2024 年 3 月 25 日 上午 4:06 
I've got a fix. the triggered planet modifier needs to be replaced with this:
triggered_planet_modifier = {
potential = {
exists = owner
owner = { NOR = {
is_machine_empire = yes
is_hive_empire = yes
}}
OR = {
num_districts = {
type = district_farming
value >= 2
}
num_districts = {
type = district_farming_uncapped
value >= 2
}
}
}
modifier = {
job_researcher_add = 1
}
}

and the produces section with this:
produces = {
trigger = {
OR = {
num_districts = {
type = district_farming
value >= 2
}
num_districts = {
type = district_farming_uncapped
value >= 2
}
}
}
food = 1
}
Parciwel 2024 年 3 月 25 日 上午 3:12 
I am currently using the branch made by theSlavicFox which is linked below. But the problem should also be here:
The protected lands (and possibly more buildings) do not work if you have the state element "angler". I do not specifically know why, I've tried to change a few things in the file (changing
owner = {is_regular_empire}
to the negative
Nor={
owner = {is_hive_empire}
owner = {is_machine_empire}
}
and tried to duplicate the regular empire part and change
owner = {is_regular_empire}
to
owner = {is_angler_empire}
(as in the vanilla farming district))
but that didn't worked.
Guluere  [作者] 2024 年 1 月 5 日 上午 4:51 
They currently do nothing, the progression for the resource production is only from tech, I didn't want to make another building that makes that, and events are difficult to keep a steady amount of it for everyone.
Its display needs another mod.
The Majestic Sea Pancake 2024 年 1 月 3 日 下午 1:53 
What do star cores do? I've had two runs with this mod, and not only is there only techs too acquire them as monthly income with no visible uses, I can't even see them as a collected resource anywhere. I only know I'm actually collecting them because I get the resource cap notification.
Crusaderjack 2023 年 12 月 8 日 下午 11:36 
ranma100 2023 年 11 月 20 日 下午 7:20 
Someone just posted a mod to fix the no armor bug, so this mod is playable again
Silos 2023 年 11 月 9 日 上午 8:30 
02_scripted_variables_component_cost in common\scripted_variables is what is causing "Auto-complete" (or whatever the AI & starbases use to fill components) to avoid filling in armor/shields components. Until it's corrected, renaming the file will allow AI to use components again.
Kipo 2023 年 10 月 27 日 下午 10:52 
I guess it's finally time to stop using this mod.. really sad to still see the armor bug around u.u Oh well good luck to you homie
Corrupturnip69 2023 年 10 月 23 日 上午 2:54 
currently having an issue on game start where my construction ships, science ships and defence platforms start the game with no armour or shield idk if its just a update change or what i turned off any mod that might be conflicting with your mod but the same thing happens
Guluere  [作者] 2023 年 9 月 26 日 上午 8:40 
Something like that will require a patch from the mods responsible for adding those higher tiers.
lass11 2023 年 9 月 23 日 下午 1:42 
hey uh i noticed that captial buildings tiers higher then vanilla ones make buildings and decisions that require the vanilla max tier not work anymore as it wants specifically as an an example the hive nexus
jetwge 2023 年 9 月 12 日 上午 9:13 
@Guluere congratulations!
Guluere  [作者] 2023 年 9 月 11 日 上午 2:43 
I am a game developer now, believe it or not. Haven't found the time to work on this mod. But I have plans that I hope I can get around to.
GlitchFling108 2023 年 9 月 10 日 上午 5:24 
Dev limbo lmao
Heckerpecker 2023 年 8 月 26 日 下午 4:08 
sad Pepe
Guluere  [作者] 2023 年 8 月 21 日 上午 5:02 
Currently causes a bug that makes the armor and shield component not have stats
UyTheo 2023 年 8 月 20 日 下午 2:45 
does this work with 3.8?
Pitlord 2023 年 7 月 19 日 下午 8:44 
it worked thank you, and i was being dumb. I had to start a new game in order for the bug to stop
Guluere  [作者] 2023 年 7 月 18 日 下午 10:29 
You can rename it to basically anything, if it didn't work, you should check if it is some other version or another mod.
Pitlord 2023 年 7 月 18 日 下午 5:57 
forgive my ignorance, but what should i rename that file to?
cause i tried lewisharrison141's method to add the UL to the file and it didn't work.
Guluere  [作者] 2023 年 7 月 18 日 上午 6:54 
02_scripted_variables_component_cost
Pitlord 2023 年 7 月 18 日 上午 12:37 
what file do you rename and be renamed to fix the missing armor and shield bug?
Guluere  [作者] 2023 年 7 月 11 日 上午 5:28 
That is a known issue, the fix is to rename 02_scripted_variables_component_cost.
One of the Stellaris update made changes to the names of the variables of the file.
Morvran_ 2023 年 7 月 10 日 下午 6:24 
loading last did not help. Im not going to spend time figuring out the conflict, but I do have NSC2 and that is a usual culprit
Morvran_ 2023 年 7 月 10 日 下午 6:17 
Was working great, but either latest round of updates from other mods or latest game update has caused some kind of issue. Took some narrowing down but this mod was the culprit. It was causing the Ship-designer to not add any armour or shields with auto-designed ships. This included AI.
Luke TasRook 2023 年 6 月 16 日 上午 9:35 
No issues for me playing with this and nsc2 and bunch of other mods.
Avenger12 2023 年 5 月 27 日 下午 10:51 
keep in mind before posting anything: this mod is OUT OF DATE with the current patch. the lack of armor/shields on things is known. it's not an issue with just nsc2. i would know, i pointed out on the discord a long time ago. maybe try reading the comments before posting "mod broken" comments
deadshift2010 2023 年 5 月 27 日 下午 7:04 
Love the mod, but I began to crash on a new game start with it. I was turning mods off and on to find the culprit and I found that as long as this one was disabled, it would load properly.
felidaette 2023 年 5 月 27 日 上午 10:56 
Not compatible with NSC2. No shields nor armor in AI ship designs.
Svechous 2023 年 5 月 15 日 上午 3:55 
yeah, update please. It's useful and helpful mod
joakim.westergaard 2023 年 5 月 13 日 上午 6:19 
Any experience with 3.8?
Guluere  [作者] 2023 年 5 月 7 日 上午 10:37 
As someone who is studying and almost finished with game dev, there is this methodology here.
"Release first, fix later."
Guluere  [作者] 2023 年 5 月 7 日 上午 10:33 
They sure have a lot of time on their hands, to go about dealing with OCD things like this.
Guluere  [作者] 2023 年 5 月 7 日 上午 10:32 
The 1A to A1 wasn't a joke, because that was what they did last version.
Guluere  [作者] 2023 年 5 月 7 日 上午 10:32 
Yes, you can rename it or delete it, when done that way, it will automatically use the vanilla values instead. This problem is most likely because Paradox, in their infinite wisdom, decided to rename the each scripted variables for components or removed them.
The change is usually something stupid, like capitalizing the first word because they originally forgot. Or changing 1A to A1, because they originally wrote it like that, and their OCD kicked in or something.