Stellaris

Stellaris

Building Cap Removal 2.6+ [LEGACY]
41 Comments
Half Phased  [author] 7 Dec, 2022 @ 11:09am 
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 Aug, 2021 @ 8:41am 
doesnt work anymore
Skill Less 3 Aug, 2021 @ 11:19am 
@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  [author] 2 Aug, 2021 @ 4:41am 
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 Jul, 2021 @ 1:42am 
It actually works now
n3uva 30 Jul, 2021 @ 3:02pm 
can you update this for 3.0+? this no longer works on the current version
Half Phased  [author] 1 Apr, 2021 @ 6:18am 
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 Apr, 2021 @ 6:11am 
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 Feb, 2021 @ 1:32am 
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 Feb, 2021 @ 10:30pm 
I tried both a new game and adding it on a save and neither seemed to work for me:(
Half Phased  [author] 1 Feb, 2021 @ 2:33pm 
I believe that this mod currently works on 2.8, the paradox launcher likes to flag mods as out of date and non-functional based on version ID, rather than whether or not they actually function.
♡ Emanilla ♡ 1 Feb, 2021 @ 8:26am 
any chance of this coming to 2.8?
Grove of Blackweir 11 Sep, 2020 @ 11:20am 
Heya! I disabled all my other mods and I am still unable to build more than one robot building plant per planet
NeutronPulsar 4 Sep, 2020 @ 3:21am 
i figured it out. still thank you for the fast response. It was a problem with upkeep modifiers stacking too high. Now i have the problem, that i cant build more than 1 Machine Assembly Plant per Planet. Could you please look into that?
Half Phased  [author] 1 Sep, 2020 @ 2:57am 
It’s hard to see how the mod could be responsible for that, Building Cap doesn’t have any files that relate to starbases at all, just planetary buildings. I’d suggest disabling building cap and reopening the save. If the problem persists, I can’t help this week as I’m on holiday, but I can take a look at it when I get back.
NeutronPulsar 1 Sep, 2020 @ 2:36am 
I started using the mod midway through a campaing. Now all my Star Bases cost 1000s of alloys. Besides adding the mod nothing changed. Could you please look into that?
Half Phased  [author] 22 Aug, 2020 @ 10:34am 
On the side of the user, hopefully no. The AI should build just one copy of each building group and be done with it. The reason for this is that the AI would otherwise spam building after building and would break its economy.
Father Karl 22 Aug, 2020 @ 10:28am 
Does this affect AI?
Angle 6 Jun, 2020 @ 6:12pm 
Yeah I installed this alongside several other mods, it doesn;t seem to work. Any advice on hwo to check which mod it might be conflicting with? The assembly plants don't look any different from vanilla. Maybe I have one changing the art? :/
Skill Less 2 Jun, 2020 @ 1:06am 
@Half Phased You could do as I adviced last year, then people whould have much less trouble. >.>

Add custom buildings with same icons and effects without amount restriction whould make this mod compatible with many other stuff. Why don't u do this ?
princess69420 15 May, 2020 @ 6:36am 
this mod doesn't work at all.
princess69420 11 May, 2020 @ 5:37am 
no matter where i put it in the mod order, the Robot Assembly Plants are still limited to one per planet. why?
Allein 7 May, 2020 @ 1:40pm 
ah yes, breeding world. As a hivemind, just fill a low-habitability planet with nothing but spawning pools and just watch as you get more pops than you could possibly have a use for
Half Phased  [author] 27 Apr, 2020 @ 2:01pm 
Pushed out an update for the AI, using Yagami's tip. Hopefully this fixes it.
Half Phased  [author] 25 Apr, 2020 @ 3:10pm 
@Yagami... how did I not think of that?

That probably is it. Thanks for the tip!
Yagami 19 Apr, 2020 @ 10:40am 
Hi!

If i read corretly the code, if the ai upgrading its machine assembly plant the building condition become true again. Maybe something like this would be better:
modifier = {
factor = 0
OR = {
has_building = building_machine_assembly_plant
has_building = building_machine_assembly_complex
}
}
If this is deliberate, my comment is void.
TidusFFX1997 17 Apr, 2020 @ 7:36pm 
Fair enough Though I can't wait to Have one on Every Planet so My Galactic UN feels like the inter Planatery Alliance I'm Running it as :)
Half Phased  [author] 17 Apr, 2020 @ 4:46pm 
Right, here we go. @TJS184, yeah I could set the cap to 5 or so and that would fix the AI spamming out the buildings. But that's the lazy method, the "I can't be bothered to do this properly approach". So, if fixing this isn't quick and easy, that'll probably be the approach I take, until I have the time to dedicate to fixing it properly.

@bgq97, that sort of change will be the "uncapped" variant of the mod, where I take the caps of everything. Namely as this is *sort of* balanced (it's borderline, but it doesn't actually offer stacking production bonuses), where as taking the caps of other buildings is asking for trouble. Embassies are definitely in the *asking for trouble* category.

But... when I do it, I'll probably take of the capital planet only restriction as well, so feel free to have worlds with 15 tier 2 embassies and send out envoys to every empire in the galaxy. But that'll happen after I'm sure that standard building cap is working properly.
TidusFFX1997 16 Apr, 2020 @ 8:56am 
I'm Stuck between a Rock and a Hard Place I like this Mode and the Sensible Limitations it adds But I want to Build Multiple Embassies
TJS184 5 Apr, 2020 @ 8:01pm 
So essentially yes the AI may still *try* to spam it but they can't go to the extreme and it still gives players some more wiggle room with planet builds than what would normally be offered
TJS184 5 Apr, 2020 @ 7:59pm 
perhaps instead of building cap removal it should be just an increase to maybe 5 or so instead of one because then you can still build more than 1 but the AI can't spam it because do we really need more than 5 robot factories on a world for robot output?
Raider1 5 Apr, 2020 @ 1:45pm 
@Half Phased take your time! Real life comes first :)
Half Phased  [author] 3 Apr, 2020 @ 4:20pm 
Trying to figure out a way to fix AI spam. Being ill for a week didn't help with that and now I have 3 uni deadlines about to smash into each other.

Aka; fix coming soon (tm!).
Raider1 3 Apr, 2020 @ 11:35am 
I LOVE the idea for this mod. Has the AI spamming issue been resolved??
efimevgen98 2 Apr, 2020 @ 4:30am 
Oh my. NOW I understand why devs make this limitations. My ecumenopolis was filled with robots before I could make living districts for them...
Not Ela 29 Mar, 2020 @ 11:50pm 
Suggestion: Create a different building that does the same thing as Assembly Plants and make it unbuildable by AI.
Not Ela 29 Mar, 2020 @ 11:49pm 
Sector AI still spams Robot Assembly. It is building nothing but Robot Assembly in some instance.
Lekelokobs 27 Mar, 2020 @ 1:41pm 
This mod is so good. And to celebrate that I've created a whole planet dedicated for cloning near-extinct species! (Also another of for mass fabrication of pops, where 1 robot is created per month.)
Half Phased  [author] 23 Mar, 2020 @ 9:20am 
New version of the mod, just tweaking how new AI weights are applied to attempt to deal with the AI spamming Robot and Machine Assembly Plant.
Not Ela 23 Mar, 2020 @ 2:26am 
Warning this mod result in AI sector spamming up Robot factory
Prand 19 Mar, 2020 @ 12:07pm 
Great mod :Gifting: