Stellaris

Stellaris

Upper Limits V3.6+
156 Comments
Guluere  [author] May 25 @ 4:45am 
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 May 23 @ 12:52pm 
Anyone know if this is still compatible with 4.x.x?
Guluere  [author] Jun 3, 2024 @ 3:28am 
The 3.6 version will stay as is, as its not meant to be played in 3.12.
Guluere  [author] Jun 3, 2024 @ 2:14am 
Guluere  [author] Jun 3, 2024 @ 2:13am 
https://steamcommunity.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  [author] Jun 2, 2024 @ 10:26am 
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  [author] Jun 2, 2024 @ 9:47am 
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 Jun 2, 2024 @ 4:08am 
Damn this is sad. I loved this mod
mel8887 Jun 1, 2024 @ 3:03pm 
broken on 3.12.4 as well
IulianusTabernarius May 31, 2024 @ 10:41am 
can confirm the most recent update broke this mod, it crashes when I load the game
Ak Gara May 30, 2024 @ 3:24am 
todays update broke something :(
crashes to desktop when trying to load the game unless I disable this mod
Hebrux Apr 9, 2024 @ 10:56am 
could someone please upload the patches here?
Thank you and much appreciated!
Guluere  [author] Apr 8, 2024 @ 10:07pm 
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 Apr 8, 2024 @ 9:43pm 
does this mod still work with the latest version?
Hebrux Apr 3, 2024 @ 7:29pm 
has this fix been implemented in the mod?
Parciwel Mar 25, 2024 @ 4:06am 
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 Mar 25, 2024 @ 3:12am 
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  [author] Jan 5, 2024 @ 4:51am 
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 Jan 3, 2024 @ 1:53pm 
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 Dec 8, 2023 @ 11:36pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=3090242618&searchtext=

Functional update till author updates main version
ranma100 Nov 20, 2023 @ 7:20pm 
Someone just posted a mod to fix the no armor bug, so this mod is playable again
Silos Nov 9, 2023 @ 8:30am 
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 Oct 27, 2023 @ 10:52pm 
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 Oct 23, 2023 @ 2:54am 
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  [author] Sep 26, 2023 @ 8:40am 
Something like that will require a patch from the mods responsible for adding those higher tiers.
lass11 Sep 23, 2023 @ 1:42pm 
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 Sep 12, 2023 @ 9:13am 
@Guluere congratulations!
Guluere  [author] Sep 11, 2023 @ 2:43am 
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 Sep 10, 2023 @ 5:24am 
Dev limbo lmao
Heckerpecker Aug 26, 2023 @ 4:08pm 
sad Pepe
Guluere  [author] Aug 21, 2023 @ 5:02am 
Currently causes a bug that makes the armor and shield component not have stats
UyTheo Aug 20, 2023 @ 2:45pm 
does this work with 3.8?
Pitlord Jul 19, 2023 @ 8:44pm 
it worked thank you, and i was being dumb. I had to start a new game in order for the bug to stop
Guluere  [author] Jul 18, 2023 @ 10:29pm 
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 Jul 18, 2023 @ 5:57pm 
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  [author] Jul 18, 2023 @ 6:54am 
02_scripted_variables_component_cost
Pitlord Jul 18, 2023 @ 12:37am 
what file do you rename and be renamed to fix the missing armor and shield bug?
Guluere  [author] Jul 11, 2023 @ 5:28am 
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_ Jul 10, 2023 @ 6:24pm 
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_ Jul 10, 2023 @ 6:17pm 
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 Jun 16, 2023 @ 9:35am 
No issues for me playing with this and nsc2 and bunch of other mods.
Avenger12 May 27, 2023 @ 10:51pm 
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 May 27, 2023 @ 7:04pm 
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 May 27, 2023 @ 10:56am 
Not compatible with NSC2. No shields nor armor in AI ship designs.
Svechous May 15, 2023 @ 3:55am 
yeah, update please. It's useful and helpful mod
joakim.westergaard May 13, 2023 @ 6:19am 
Any experience with 3.8?
Guluere  [author] May 7, 2023 @ 10:37am 
As someone who is studying and almost finished with game dev, there is this methodology here.
"Release first, fix later."
Guluere  [author] May 7, 2023 @ 10:33am 
They sure have a lot of time on their hands, to go about dealing with OCD things like this.
Guluere  [author] May 7, 2023 @ 10:32am 
The 1A to A1 wasn't a joke, because that was what they did last version.
Guluere  [author] May 7, 2023 @ 10:32am 
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.