Stellaris
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Building Cap Removal 2.6+ [LEGACY]
   
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17 marca 2020 o 3:56
10 października 2020 o 8:16
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Building Cap Removal 2.6+ [LEGACY]

Opis
This version of the mod is now unsupported/out of date/obsolete. Upgrade to the new version here: https://steamproxy.net/sharedfiles/filedetails/?id=2898810762

This mod removes the 1 per planet limit on 6 buildings, allowing you to fill a planet with these buildings. As a rule, these tweaks are made to allow specific civcs/authorities/ascenscion perks to get the most out of their unique buildings.

After all, why wouldn't a hive have multiple spawning pools?
Buildings changed:
  • Noble Estates
  • Cloning Labs
  • Spawning pools
  • Gene Clinics
  • Machine assembly plants
  • Robot assembly plants

This mod is compatible with other mods that DO NOT change the above buildings. If another mod does change those buildings, then one of the will overwrite the other, and either building cap or the other mod will not work.
Komentarzy: 41
Half Phased  [autor] 7 grudnia 2022 o 11:09 
The mod will work right now, but is "failing successfully". What I mean by this is that it still performs its function, removing the caps on those buildings, but the buildings themselves will be broken, as in robot assembly plants won't be upgradable, clone vats won't be affected by biological ascension and chances are noble estates breaks extremely well with the new orbital ring building.

The less thought spent on cybernetic ascension and how *it* interacts with everything, the better. And the fact that AI weights seem to have shifted massively under the hood is also not good.

I'm working on a 3.6 version of this mod and should have it ready to go soon, I just need to make sure that there won't be a bomb in the AI (and preferably planetary automation logic) that will royally screw over it's economy and then I'll release it.

After that I'll update the "extreme" version. Then maybe I'll take a look at creating a mod to nerf/buff overtuned.
n3uva 23 sierpnia 2021 o 8:41 
doesnt work anymore
Skill Less 3 sierpnia 2021 o 11:19 
@half phased, well you can subscribe your own mod and take the files from the workshop content folder within your steam directory... this way i saved my published mod several times.

so you have nothing to rebuild ;)
Half Phased  [autor] 2 sierpnia 2021 o 4:41 
I've dug into the files for the game, looking at how 3.0 changed some buildings.

For this mod, technically, all a 3.0 update would be is a fresh coat of paint.

Since it seems to be working for the time being and I have other projects that I'm more interested in (and since I've had to do hard drive wipe since I uploaded this mod, I can't just open the files and change the version number to 3.0.X, I'd have to rebuild all the mod files to do so), I'll leave this as is for the moment, with a patch when it breaks, or maybe to slap that officially up to date sticker on for 3.1.
n3uva 31 lipca 2021 o 1:42 
It actually works now
n3uva 30 lipca 2021 o 15:02 
can you update this for 3.0+? this no longer works on the current version
Half Phased  [autor] 1 kwietnia 2021 o 6:18 
Thanks for the confirmation that this works on 2.8.

The AI spam building gene clinic was something I thought I’d fixed, but clearly not. The way building cap stops the AI spamming buildings is a to apply a build weight modifier of 0 if there’s a gene clinic or frontier hospital on the planet. If you have a mod that adds a tier beyond them (like additional vanilla buildings) that would be the reason why.

Other that is a bug.
76561198233617104 1 kwietnia 2021 o 6:11 
This works on 2.8, I can confirm.
I'm at 2443 years into a run.
However, the AI will sometimes fill a planet with gene clinics... is there a way to fix this?
Rundai 15 lutego 2021 o 1:32 
i can confirm, that the robot assembly plant have no limit but the mashine plant does have one. other building i have not testet
♡ Emanilla ♡ 1 lutego 2021 o 22:30 
I tried both a new game and adding it on a save and neither seemed to work for me:(