Stellaris

Stellaris

(Legecy) Upper Limits V2.5+
99 Comments
Dustreaper Apr 21, 2021 @ 1:39am 
@MrQuacker https://steamcommunity.com/sharedfiles/filedetails/?id=2365002877/ not fully updated (2.8) but mod author says i will mostly work and will update later.
MrQuacker Apr 20, 2021 @ 2:46pm 
update it please
6double Apr 3, 2020 @ 7:16pm 
Minor note, the title of this mod should probably be "2.5" not "2.5+" if it isn't compatible with 2.6
Guluere  [author] Mar 21, 2020 @ 7:21pm 
Crusaderjack Mar 21, 2020 @ 5:43pm 
This is compatible with federations right?
Guluere  [author] Mar 21, 2020 @ 9:21am 
Use Bugs and Adjustments. And give info about why something happen, what other mods...etc.
HolyMolyOllyPolly Mar 12, 2020 @ 9:54am 
Understandable. Good luck with everything.
Guluere  [author] Mar 12, 2020 @ 9:36am 
Currently busy with college stuff, will fix and work on stuff when my sem break rolls around.
Dustreaper Mar 12, 2020 @ 9:34am 
What does this mean?

Mod Menu :
.git\FETCH_HEAD
.git\HEAD
.git\config
.git\description
.git\index
.git\info\exclude
.git\logs\HEAD
.git\logs\refs\heads\master
.git\logs\refs\remotes\origin\master
.git\refs\heads\master
.git\refs\remotes\origin\master

It overwrite these mod menu's files.
HolyMolyOllyPolly Mar 10, 2020 @ 2:10am 
I think the Solar Fields building is bugged. It says the requirements for building it are:

SOLAR_SYSTEM:
_____All must be true:
__________System Star:
____________All must be true:
Is Class A Star
Is Class B Star
Is Class F Star
Is Class G Star
Is Class K Star
Is Class M Star
Is Class T Brown Dwarf
Is Class M Red Star
Is Neutron Star
Is Pulsar

So apparently I can only build it in a freakshow solar system that has every type of star in it, lol.
The especially weird part is that it doesn't happen in every solar system, only in 2/9 of the ones I have so far.
Guluere  [author] Jan 26, 2020 @ 1:44am 
There, it should be fixed.
Saul Goodman Jan 25, 2020 @ 1:03pm 
you have to up date the mod.
Guluere  [author] Jan 17, 2020 @ 1:24am 
Please use the Bugs and Adjustment discussion.
Battlespark Jan 16, 2020 @ 10:41pm 
Does this mod add or change anything for the zro resource? I did the research on my empire, and it had a listing of a industry "space powderization labs" and i cant build it on any planet. Im trying to track down the mod and see if im just putting it in the wrong load order or what.

If not, no worries, ill find a source of Zro, if i have to light the universe on fire lol.
Guluere  [author] Jan 8, 2020 @ 6:43pm 
Most mods should work well with this.
Bedge Jan 8, 2020 @ 11:34am 
@Guluere do you recommend any mods to use with this
Guluere  [author] Jan 1, 2020 @ 9:37pm 
*Edit Looking at how vanilla reacts to Shield Generator, on how the codes are done, I will do the same, the AI will not build the building at all.
Guluere  [author] Jan 1, 2020 @ 9:23pm 
@B1-268 The code is correct, nothing is wrong with it and it shouldn't be doing that. This problem stems from the way how the vanilla AI interaction is hardcoded into the game in the first place.
Which is why I need to add a do not spam destroy build or destroy in.
Lord Yoda Jan 1, 2020 @ 1:15pm 
The bug with the automated anti space missiles is really fucking up the AI. you should just remove the anti space missiles so the can use their build slots without endlessly wasting minerals while being stuck on a loop of building and destroying the same buliding over and over again
Big_Daddy Dec 31, 2019 @ 10:54pm 
Hey. This is gonna sound weird, but does this mod have a researchable technology that allows you to create or destroy hyperlanes? I am trying to find out which mod that I have adds this in so I can ask how to use it, but I have like 27 mods installed and no idea which one adds it in.

If it is: How do I use it? I researched it and I'm not quite sure how to use it.
If it isn't: Sorry for wasting your time ;c


Hey I have the same mod, the building that can create/destroy hyperlanes will be in your mega structures. You will have to build 2 of them, 1 is listed as the sender and then the receiver, build the sender first and then the receiver in the star system you wish to disconnect
Cryptid Dec 29, 2019 @ 5:10pm 
@ NathanS48 two mods do this that I know of, the cheaty one is Otter Editor, the other through technology.. gigastructural engineering.
NathanS48 Dec 29, 2019 @ 12:19pm 
Hey. This is gonna sound weird, but does this mod have a researchable technology that allows you to create or destroy hyperlanes? I am trying to find out which mod that I have adds this in so I can ask how to use it, but I have like 27 mods installed and no idea which one adds it in.

If it is: How do I use it? I researched it and I'm not quite sure how to use it.
If it isn't: Sorry for wasting your time ;c
Guluere  [author] Dec 28, 2019 @ 7:28am 
@Delryn That has nothing to do with anything then.
Guluere  [author] Dec 27, 2019 @ 9:51pm 
It might be vanilla where the AI would demolish it themself without the destroy_trigger doing it. If so, it would be hardcoded.
Guluere  [author] Dec 27, 2019 @ 8:25pm 
I tested that and saw the IA do the same thing too, not sure why, might be a vanilla bug.
Thomus Dec 27, 2019 @ 6:01pm 
Hello, AI builds "building_auto_missiles" and destroys it over and over, it's annoying :/ (When 3 building slots free). I checked the code but everything looks good, vanilla bug ?
Vincenator Dec 20, 2019 @ 2:36pm 
Thonks
Guluere  [author] Dec 18, 2019 @ 4:54pm 
Yes
Vincenator Dec 18, 2019 @ 1:17pm 
Is this compatible with ESC and Guille technologies
ParaNautic Dec 15, 2019 @ 9:47am 
Nice update.
Guluere  [author] Dec 13, 2019 @ 7:16am 
@Ahmiran Ah! Thanks for pointing out my mistake.
Ahmiran Dec 13, 2019 @ 1:50am 
Hi, I think I found a bug in your 02_scripted_variables_component_cost.txt file at lines 405-407. This makes level 1 defectors have no power cost.
nicebagdad Nov 22, 2019 @ 10:41am 
could I combine this mod with Ultimate technologies?

is there also a link with detailed descriptions of what you have added, because I don't know if I should combine them or if it makes this mod redundant.
CenturionsofRome Nov 17, 2019 @ 12:20pm 
So when are you going to reduce the number of techs needed to get to T6 and T7?
Guluere  [author] Nov 16, 2019 @ 3:09am 
They do. But, not an upgrade of the vanilla ones, because that would cause problems with conflicts.
Locutes666 Nov 16, 2019 @ 2:46am 
I honestly feel that many of the buildings offered should require strategic materials in their every day runnning cost and should not be a completely new building but an upgrade to the vanilla ones.
Guluere  [author] Nov 16, 2019 @ 1:23am 
Discover things yourself.
Excalibur11 Nov 15, 2019 @ 10:42pm 
features i mean
Excalibur11 Nov 15, 2019 @ 10:41pm 
Is there a place to see all the changes?
Guluere  [author] Nov 12, 2019 @ 6:33am 
I will reduce the tech requirement for the later tiers instead.
ianjlafferty Nov 12, 2019 @ 3:09am 
Ok, so the solution is either to lower the amount of techs needed for the higher tiers or to add more tier 6's.and 7's This is because each area needs to have the number of lower tier techs reached before the next tier unlocked.
ianjlafferty Nov 12, 2019 @ 2:07am 
I know I have enough tier 6's just trying to see why I can't get it. Going to see if I can't force it in a new game by using the console commands. There doesn't seem to be anything wrong with the code of the tech though, so maybe its something wrong on my end.
Guluere  [author] Nov 12, 2019 @ 2:02am 
It might be easier to just mash techs that just give modifiers, but that's not how I roll.
Guluere  [author] Nov 12, 2019 @ 2:01am 
I need to work on adding more tier 6.
ianjlafferty Nov 12, 2019 @ 1:58am 
Thats fine, take the time you need, just found it odd that I couldn't get the tech to pop up.
Guluere  [author] Nov 12, 2019 @ 1:48am 
Hmm, yeah, there is somethings that I need to refine and fix. I am busy with college work, so, this might have to wait a bit.
ianjlafferty Nov 12, 2019 @ 1:32am 
I have at least 4 tier 6's and the pre-req techs for it I know i have 4 in the engineering category and some in physics, most of the rest of the tier 6's are gated behind artificial physics for me.
Guluere  [author] Nov 12, 2019 @ 1:24am 
It's tier 7, with a requirement that you have researched 4 Tier 6.
ianjlafferty Nov 12, 2019 @ 12:09am 
I can't seem to unlock artificial physics as a tech. I appear to meet all of its pre-reqs.
Guluere  [author] Nov 7, 2019 @ 9:26pm 
Works fine in 2.5