Stellaris

Stellaris

EAC: New Additions
 This topic has been pinned, so it's probably important
The Dadinator  [developer] 23 Sep, 2017 @ 4:21pm
Bug Thread
Here is a thread to post any bugs you find in our mod.
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Showing 1-15 of 18 comments
Gray Death 23 Sep, 2017 @ 7:19pm 
Bug: Anomaly Research Center is not buildable by machine empires, due to missing "Planetary Administration" buildings.
The Dadinator  [developer] 23 Sep, 2017 @ 8:06pm 
It should be buildable but our text was wrong. It now says either type of capital building. Patch coming soon! Thanks for reporting it!
Akayer 27 Sep, 2017 @ 10:16am 
Ran into an issue, seemingly with just this mod. Causing desync issues between host and players, causing a multitude of issues, rendering the game unplayable until it was disabled. Unsure if it's a compatibility problem with other mods I have, or if it's a standalone issue.
The Dadinator  [developer] 27 Sep, 2017 @ 11:08am 
If I have time I will spin up a multi-player session with my son this evening and see if it repros here. Are all players using the same mods, meaning you are only allowed to join if your mod list is exactly the same?
The Dadinator  [developer] 27 Sep, 2017 @ 7:16pm 
I was not able to reproduce your error Akayer. My son and I played a multiplayer game, making sure all the same mods were enabled and we had no issues.
Akayer 2 Oct, 2017 @ 4:07pm 
Odd. We had all the same mods enabled, but this mod seemed to be the issue. Maybe it didn't play well with another one we had? Once disabled, we had no desync issues. Unsure. All the same, hopefully it ends up working eventually, certainly seems interesting!
Cylek 15 Mar, 2018 @ 8:23pm 
So with a rather heavy mod load, i found that after enabling this mod, and starting a new game as Determined Exterminator or Devouring Swarm, when going to war with the appropriate war goals, the war was instantly ended status quo.
Checking the war status screen showed that a status quo option would be auto accepted if i had sent it, and forces acceptance when sent from the enemy.
The Dadinator  [developer] 15 Mar, 2018 @ 8:51pm 
The mod has nothing to do with war so I am not sure what the problem is.
Cylek 16 Mar, 2018 @ 8:14am 
But does it change vanilla stuff about the Hivemind/Machine Intellegence?
The Dadinator  [developer] 16 Mar, 2018 @ 8:54am 
No the mod does not touch any vanilla files. All content is net new. As a example, there is logic in the vanilla files to help guide the AI to only build Betharian Power Plants on tiles that have Bethanian Stone by restricting things like normal power plants from buiilding. I wanted to do the same for Rare Mineral Mines but it would have involved changing vanilla filesd (mining networks, mineral silos, etc.) so it was not done. I just verify sector AI planets and any AI planets I take over and fix it if they did it wrong.
The Dadinator  [developer] 16 Mar, 2018 @ 8:56am 
And the verify sector AI is as a player, not in code, just to be clear.

Alistar 24 Apr, 2018 @ 9:27pm 
is slave brainwashing facility from your mod if so i cant build it or upgrade to it

Edit: i mean it doesnt even appear on build list and yes i do have slavery allowed
Last edited by Alistar; 24 Apr, 2018 @ 9:31pm
The Dadinator  [developer] 24 Apr, 2018 @ 9:56pm 
No it isn’t from my mod.
Reuz 25 May, 2018 @ 5:22pm 
Starting menu bug. It seems with the new edition when I start a new game the starting menu does not work, or at least not fully. I can't change tech level, spawn extra fleets, etc, anything that has multiple levels doesn't work.
The Dadinator  [developer] 25 May, 2018 @ 5:26pm 
I am not following you. Which starting menu doesn't work?
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