Stellaris

Stellaris

Upper Limits V4.0+
68 条留言
cristobalripoll 10 月 2 日 下午 1:47 
update please?
Ice_Queen_Kallen 9 月 25 日 下午 10:56 
update when?
Starskel 9 月 23 日 上午 10:39 
+1 need update Ty !
AshaTking 9 月 23 日 上午 12:21 
Please Update I neeeed this mod :(
Guluere  [作者] 9 月 18 日 上午 6:51 
And making them be produced from buildings causes it to become just another random resource that players needs a building for. The original most solid plan was a 1 use megastructure that turns star into star core by destroying said star and illunia from a black hole; destroying it in the process as well. But that became the most difficult to add, as it meant custom models, textures and players needing the dlc to build megastructures, so it will stay like this for a long time.
Guluere  [作者] 9 月 18 日 上午 6:46 
Star Core hasn't found solid use, and its production method also feels a little lazy as its meant to be something that is difficult to obtain. Illunia has Illunia Lining which looks great, but its production is also basically the same as Star Core. I had originally wanted to make them be created from specific events, but that feels terrible as it meant its production was too chaotic and random.
Lord Orion 9 月 17 日 下午 7:04 
I just found the star core reactor. Lol. Was using the auto built ships and it wasn't being added. Switched to manual designs.
Lord Orion 9 月 17 日 下午 7:00 
What is the star core used for? I clicked out of the original window and am only realizing some game years later that idk what it is used for I have just been collecting it. Same for the other metal.
end3r_en3rgy 8 月 9 日 上午 6:38 
Damn good mod for adding some nice bonuses to your stellaris game i recommend this fully
Guluere  [作者] 8 月 5 日 上午 7:37 
@Andromeda Around the time when they were being added, I became busy with collage assignments, and now I am working a full time job. While I will still come back to update the mod to the latest Stellaris version, I haven't found the motivation to adding things into the mod again. The localization of those buildings are in fact inside the mod even, with the names of the tech and buildings. With the 4.0 Stellaris version update, the way buildings are used have been changed, and I have been meaning to change them to do something different that fits the Stellaris structure.
Andromeda 8 月 5 日 上午 5:49 
Hi @Guluere! I was wondering why is there no Engineering research equivalent to the Controlled Environmental Zones and Super Computer Hubs?
Mkanoar 8 月 2 日 上午 11:48 
I was here
winasc 7 月 9 日 上午 5:45 
Hi klaus zu kohlstamm

Before using this mod, I also experienced the same issue with Hive Worlds and Machine Worlds.
I think it might be caused by another mod or a load order issue.
Guluere  [作者] 7 月 1 日 上午 8:34 
@Klaus zu Kohlstamm Most likely not my mod because it doesn't change anything about districts and you are the first one to say it crashes., but you could try to clear mod caches and do a fresh download of the mods. Because a lot of the people have been having issues with mod caches after 4.0. Not just for this mod.

Those things are called zones, not specialization.
Klaus zu Kohlstamm 7 月 1 日 上午 6:14 
District specalisation. Instead of districts like mining, energy and food i get three unspecialized nexuses and if i click the specialisation button for these districts the game crashes. In the base game maschine worlds i only get one unspecialized nexus and this district is not specializable from the beginning
Guluere  [作者] 7 月 1 日 上午 5:03 
@Klaus zu Kohlstamm What do you mean by specialization?
Klaus zu Kohlstamm 6 月 30 日 上午 12:13 
I don't know if it's just me, but whenever I activate the mod and try to build a specialization on a machine world, the game crashes. It is irrelevant whether I have activated other mods or whether the world was created from the origin or terraformed. Am I missing a fix, or something else?
Guluere  [作者] 6 月 25 日 上午 5:48 
Added.
卡尔文迪斯梅特 6 月 25 日 上午 1:37 
I made a new Chinese localization translation is here.Could you please add a link?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3108330591
Guluere  [作者] 6 月 24 日 上午 2:31 
No, the additions from this mod is original.
to be happy do 6 月 23 日 上午 11:48 
Does this conflict with Additional Vanilla Weapons/Components Revived https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3173319652 ?
Guluere  [作者] 6 月 19 日 下午 5:34 
upper_research_building_eng is missing because I haven't added it yet.
Guluere  [作者] 6 月 19 日 下午 5:33 
The new resources requires another mod for it to show up, its a vanilla issue. And the only way to keep compatibility on displaying those new resources that mods add is to have 1 single mod make them show up, you can search for it.
matu0081 6 月 19 日 下午 3:09 
Have been playing this mod on the latest version of the game (4.0.x) and everything seems to be working well except that I cannot see the 'new' resources anywhere. I've gotten to the new tech tier but there are no new strategic resources anywhere in the UI or in the systems with which I can use to build the new components. Am I missing something obvious here?
Nikola M 6 月 19 日 下午 1:55 
nevermind you need multiple of those buildings to keep up with the repeatable scaling scaling
Nikola M 6 月 19 日 下午 1:17 
also, you might wanna put a one per planet limit on the research boost job buildings
Nikola M 6 月 19 日 下午 12:37 
the upper_research_building_eng.txt file is missing from the mod files

(i assume there should be such a building file as there is a working one for physics and society research)
Guluere  [作者] 6 月 18 日 上午 5:24 
@AdamMarkIV I checked just to make sure, but all of these issues are unrelated to my mod, you are probably confusing a lot of the issues or things that isn't an issue as one.
AdamMarkIV 6 月 18 日 上午 1:22 
If you guys have a discord server for bug reports, I could give you more detailed info
AdamMarkIV 6 月 18 日 上午 1:21 
Are some of your buildings also planet-type restricted maybe?
AdamMarkIV 6 月 18 日 上午 1:19 
@Guluere when I build Galactic Commerce Hub, it gets instantly removed from the planet/demolished (regardless of the district).

Also, Whenever I research Society tech called "Perfect Society", it gets re-added to tech pool and I don't have it in researched list.
Guluere  [作者] 6 月 17 日 上午 2:41 
Some buildings are zone restricted, so you should do you own research instead of asking here. @AdamMarkIV
Guluere  [作者] 6 月 16 日 上午 6:41 
Nope
Professor Cupcake 6 月 16 日 上午 4:39 
"Engodding"?

Perhaps the word "apotheosis" is what you were after?
Guluere  [作者] 6 月 16 日 上午 3:15 
For example, rare resource jobs doesn't exist anymore. If you have looked at the buildings that does that now, it mostly just makes manufacturing jobs now make them based on every 100 jobs. Which is just a modifier, not more jobs.
Guluere  [作者] 6 月 16 日 上午 3:11 
So, its very different from pre 4.0, if you are expecting to spam buildings, that's not how it works anymore.
Guluere  [作者] 6 月 16 日 上午 3:10 
They basically made production more spread out. So you are not meant to just build a bunch of upgraded version of building X, you need to set zones and build the districts. Buildings almost acts more like modifier providers and not job providers.
Guluere  [作者] 6 月 16 日 上午 3:08 
@AdamMarkIV
Machine Empires doesn't use consumer goods.

Uplink node has no upgrades anymore, the buildings that originally it upgrades to now separately gives planet_bureaucrats_upkeep_mult and pop_coordinator_bonus_workforce_mult, so you are completely incorrect and doesn't get the new system.

If you need more unity production, you need to set zones and build districts.
AdamMarkIV 6 月 15 日 下午 7:34 
Hi, I think with your mod, machine empire cannot build past tier 1 unity building (Uplink Node), the are no upgrades to this building, only supporting buildings.

Also, Machine empires cannot build your modded advanced trader buildings.
Guluere  [作者] 6 月 11 日 上午 2:13 
Fixed
armchair.oneironaut 6 月 10 日 上午 6:45 
i uh found a missing number in your common/technology/tier/00_tier file, line 81. Error message says there's a bracket with no pair, but the error was fixed by adding the '6' that was missing from the next line referring to previously_unlocked. i am not a programmer, i could be super wrong but it seems weird based on context of the lines above and below it that do have prev unlocked values. it made the error go away so uh yeah
Guluere  [作者] 6 月 9 日 上午 5:40 
Fixed devs having removed job_alloy_drone_add for hive minds, causing public forge to no longer work. Now replaced with job_fabricator_add (Same as vanilla)
RiscoUK 6 月 8 日 下午 9:55 
I apologize on that day in addition to the update of your mod was also update 4-15, which broke scripts of events in other mods I did not notice it immediately and thought that the reason is update of your mod sorry
GeneralSmooch 6 月 7 日 下午 1:14 
fixed my issue
GeneralSmooch 6 月 7 日 下午 12:50 
for some reason evry time i start the game with this activated i load into a world and unpause it crashes shortly after???
Guluere  [作者] 6 月 6 日 下午 9:23 
Fixed Bio Structorizer not actually showing up.
Fixed Bio Synergy not working because of syntax change.
Spiritouspath 6 月 6 日 下午 8:21 
alright awesome thanks for the quick response
Guluere  [作者] 6 月 6 日 下午 7:08 
Its working. Its not tested with Biomass from the new dlc, but its mostly a lack of naming correction for when you play biomass.
Spiritouspath 6 月 6 日 下午 6:54 
so just want to confirm is this mod working with 4.0+ or is it experiencing some issue's?
Nikonastra 6 月 6 日 上午 1:00 
it seems...partially working, and yes its DLC. anything that has a default job is transferring it properly to the appropriately named equivalent, but some things are certainly a little misaligned. by and large it is working, at least for the 2 hours i put into it as of writing this comment at 1 in the morning; ill tinker further tomorrow.