Stellaris

Stellaris

Necroids Bug Fix
28 Comments
Ajey  [author] 27 May, 2022 @ 1:01am 
*** PLEASE HELP ME: the only way the PDX devs will take a look and try to fix the annoying strike-craft bug is if enough people do upvote my bug report by clicking on the " ^ " sign and also post comments about how annoying it is - that's just what a PDX employee told me - this only takes a few seconds but it really helps a lot since i can't fix this bug myself and we need the PDX devs to take this bug report serious! please also tell your friends to do the same!
https://forum.paradoxplaza.com/forum/threads/stellaris-strike-craft-graphical-bug.1526982/ ***
Ajey  [author] 18 Apr, 2021 @ 7:18am 
*********************

I M P O R T A N T:
I just verified that with 3.0.1 the XL necroid turrets are working as intended. This mod is therefore obsolete and won't be needed anymore if you use Necroids and Stellaris 3.0.1.

However i will keep this mod on the workshop for people who are using Stellaris 2.8.*.

*********************
Bojangles 15 Apr, 2021 @ 7:28pm 
I didn't see anything about this bug being fixed in the 3.0.0 and 3.0.1 patchnotes unfortunately (unless i missed it).
Ajey  [author] 15 Apr, 2021 @ 1:09pm 
@RogueSkeptic

i haven't checked it yet. will check it in the upcoming days - right now i am busy with updating other mods. please note though that you can enable/disable this mod any time without any problems (also during save-games). in addition even if the bug will ever get fixed (or got fixed) it will never hurt you to use this mod. having said that i will definitely update this mod's description and post it here if and when this mod becomes unnecessary because the bug was fixed. i will let you know as soon as possible within the next days
RogueSkeptic 15 Apr, 2021 @ 12:45pm 
Is this mod still needed for 3.0?
Ajey  [author] 27 Mar, 2021 @ 5:58am 
@Arson with Lemurs ◕ω◕

i can keep this mod on the workshop if you want
Arson with Lemurs ◕ω◕ 27 Mar, 2021 @ 5:29am 
Thanks for the fix! When the devs update and fix it will you leave this mod for those on older versions or remove it? :o
Ajey  [author] 25 Jan, 2021 @ 8:15am 
@Edouy

not that i am aware of but you can test it yourself very easily => use juggernaut for necroids and if you see the the XL weapons not firing or firing from another place f.e. from the sun instead from the ship then you know you should use this mod to fix it ;) ... this mod is fully save-game compatible so it's easy to use whenever you need it
Ajey  [author] 19 Nov, 2020 @ 9:20am 
***This mod is fully compatible with 2.8.1. Unfortunately the turret bug was not fixed with 2.8.1. so i highly recommend to still use this mod with 2.8.1 Necroids***
Ajey  [author] 15 Nov, 2020 @ 5:20am 
@Samar3n

i know how to activate the beta but i am not using it because most mods are not udpated for 2.8.1 and i also do not update my mods for a beta patch. please keep in mind that a modder would have 2 x the work if he always had to provide the same mod for 2 different game versions. that's why most modders only publish their mods for the > main < version of stellaris and as soon as the beta patch get's officially released and therefore included into the main version of stellaris the mods will be updated :)
Samar3n 15 Nov, 2020 @ 2:09am 
In 2.8.1 they also fixed too much mods bug, just fyi, activate stellaris_test branch in Steam beta versions of Stellaris to use it.
Ajey  [author] 13 Nov, 2020 @ 9:03pm 
@Rosth

i did not try 2.8.1 yet and i am waiting for the full official release of the patch (out of beta) to check it out. as soon as the patch is released i will have to update all my mods anyway and in case this mod becomes unnecessary then i will just let everybody know either in the mod's description or comment section or simply remove the mod from the workshop :)
Rosth 13 Nov, 2020 @ 4:53pm 
Patchnotes for 2.8.1 say:
* Fixed a bug with a Necroid Battleship weapon slot.

Are they referencing this bug?
Samar3n 12 Nov, 2020 @ 9:39pm 
Thank you for info!
Ajey  [author] 12 Nov, 2020 @ 9:39am 
@Samar3n

that's a vanilla bug that is caused by using too many mods (first happened after 2.8.0 was released). PDX devs have been informed as far as i know. no mod in particular is causing this. it's just the amount of mods - as far as i know. let's hope the PDX Devs fix this soon
Samar3n 12 Nov, 2020 @ 8:59am 
Thanks for the mod, man, also appreciate your thoughts about this "DLC" garbage in reviews.
I have a lot of mods and game stopped to even launch in this new patch, it freezes on 11% or 30% of loading screen. Vanilla works, but somehow it doesn't want to start with mods, no idea what exactly causes the conflict. Have you experienced this? What can it be? Thanks in advance!
No Name 8 Nov, 2020 @ 8:38am 
You are right I apologize I found the mod. It was a starting system mod of all things.
Ajey  [author] 7 Nov, 2020 @ 11:28pm 
@No Name

this mod is not breaking anything. this mod only includes one small part of the graphical code for one particular turret (XL Turret for necroids). No other code included. This mod can never break anything and even if the PDX Devs ever fix the bug that this mod is fixing, then you could theoretically still use this mod without having any broken game
No Name 7 Nov, 2020 @ 4:14pm 
Is this the mod breaking the vanilla necrophage empire? No second species spawning. Its either this or basic ordinary origins that is breaking it.
A5M0D4Y 4 Nov, 2020 @ 2:48am 
@Vuran maybe mod related? As i didnt´t have this issue, Necroid Slavers are just spawning fine with their 2nd species
Ajey  [author] 3 Nov, 2020 @ 12:57pm 
@Vuran

frankly those are parts of the code that i am less familiar with and right now i am busy with other projects. but if i get more time i might take a look at it (if the PDX devs haven't fixed your issue by then)
Sentry Ward 3 Nov, 2020 @ 11:15am 
@Era, bugfixing PDX games is part of gameplay!
Worukan 3 Nov, 2020 @ 9:45am 
I believe that having that slavers ethic along with the Necroid Origin removes your additional species that were gained from Necroids origin once u start the game, would be awesome if u could fix too :D
Era 1 Nov, 2020 @ 7:12pm 
@OogieTTV Actually, "necroid_01_turret_xl_entity has no attach point named turret_muzzle_01" is a Very specific issue that Everyone who plays with the Necroids DLC will have, Its a simple config error thats super easy to fix.

Which begs the question, why the fuck doesn't Paradox have a Quality Assurance team, and why are We their QA team? Why did they make a barely working foundation of a game before replacing the dev team with a skeleton crew, expecting them to not only make money and release DLC's, but Also fix bugs that they don't have the manpower to? Why is the horrendous launcher still horrendous? Why have they not apologized for the various mods They killed with their horrendous launcher? (the only way to upload mods now is through the launcher, with a chance of not only corrupting the uploaded mod- but corrupting the local files As WELL).

Its so messed up.. Paradox is a bad company. Don't bother defending them. :steamfacepalm:
OOgiee 1 Nov, 2020 @ 6:59pm 
@spirit come on.. dont act like this is a frequent problem, there hasnt been any bugs to this magnitude. dont shit on them because they had a fuck up.
Spirit 31 Oct, 2020 @ 6:46pm 
to even mention that this game need a fanmade fix like this is the reason paradox has no clue
Houjuu Byakuren 31 Oct, 2020 @ 1:04pm 
How did they even miss this?
PhilPic 30 Oct, 2020 @ 8:39pm 
This makes me sad