Stellaris

Stellaris

Enhanced Robomodding
 This topic has been pinned, so it's probably important
C1CK  [developer] 1 Oct, 2017 @ 12:08pm
Bug Reports
Post any bugs or typos here, so I can easily collate them.
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Showing 1-15 of 45 comments
Bedge 2 Oct, 2017 @ 11:57am 
Cross Model Standardizaton (vanilla tech +1 machine mod point) causes a massive increase in unity output every day, I disabled this mod before reseaching the tech and enabled it when researching the tech and am confident it is this mod and the tech I mentioned.
AlienFromBeyond 2 Oct, 2017 @ 12:50pm 
The issue is the event that gives the new robomodding traits when you research a robomodding tech. The first two simply check to see if you have the tech that gives the trait point, then gives the tech with the traits. Except it has no limiter, so it does this check every single tick. If you're using Expanded Stellaris Ascension Perks like me and have the Fanatic Researchers perk you end up "getting" a tech every day and thus a year's worth of unity every day. These events are very poorly thought out in implementation.

Here's how you fix this. You need to have an a file in common/on_actions named whatever you want (probably enhancedrobomodding_on_actions.txt or something like that) that has this inside of it:
# A country has increased the level of a tech, use last_increased_tech trigger to check tech and level. # This = Country on_tech_increased = { events = { enhancedrobomodding.1 enhancedrobomodding.2 } }
Then you need to change enhancedrobomodding.1 and 2 events to add the following check so they should have something like this (example is for the first event):
if = { limit = { Or = { last_increased_tech = "tech_robomodding_points_1" last_increased_tech = "tech_binary_motivators" } } immediate = { give_technology = tech_enhancedrobomodding_tier2 } }
You should probably also add is_triggered_only = yes to the events just to be sure. This should as far as I understand make it only give the mod's tech when you finish research instead of checking constantly for it (this is the same method Expanded Stellaris Ascension Perks uses to trigger an event every time you complete a tech, check for yourself). I might have the if/limit/or order messed up, but this should be enough for you to go off of to have everything work the way that it should. I still don't think this is ideal, as you will still get two techs at the same time for these first two, and any other mod that uses on_tech_increased will exhibit doubling up behavior as a result of this. Why not have the first two sets of extra traits work like the third one, merely unlocking the ability to research the tech with the traits? It's only 2 extra techs so it's not the end of the world, but something to think about. Fixing the constant checking and awarding of techs is the primary concern for cross-mod interactions, and I doubt it does the game any favors in performance either.
Last edited by AlienFromBeyond; 2 Oct, 2017 @ 10:40pm
C1CK  [developer] 2 Oct, 2017 @ 3:04pm 
@AlienFromBeyond thanks for the detailed bug report, I have no idea why I did not already have it set up this way. I shall quickly push an update to fix this.

@Carinyc I Think you may be experiencing the same bug since the mod does not even touch the base game techs, Test the bug again after the next patch and let me know if it persists and I'll look into it further.
Bedge 5 Oct, 2017 @ 2:49am 
The bug still persists
chronosphaenon 6 Oct, 2017 @ 5:41am 
@C1CK Small bug, at least as I perceive it. The mod gives robot modding at the start of the game, as featured in the description. However, before researching the first T1 robot tech, if I mod my robots they are not available for building - even if I use "apply template" on the original ones. Indeed, I only become capable of building modded robots after researching the T1 tech.

"Apply Template" works fine with all robots built in the meanwhile, but it's a huge drain on eng research.
C1CK  [developer] 6 Oct, 2017 @ 5:53am 
@chronosphaenon This bug does not seem to exist on my end, have you tried with just this mod?
Darhak 7 Oct, 2017 @ 6:05am 
I have a pretty annoying bug :
I have modified my robot hive mind empire so every tile has a robot speicalized for it (Robot with +Energy trait on an energy tile...), except, once in a while, all robots on my planets have their traits reset for the "Base species", (In that case, the one with +Minerals).

I tried only with this mod and a new save, and it still does it
I don't know if its related to a technology or if its a bug with the base game

EDIT : Nevrmind, its when i applied my template, i picked all the robot in my empire instead of just those with the template -_-
Last edited by Darhak; 7 Oct, 2017 @ 6:35am
C1CK  [developer] 7 Oct, 2017 @ 6:07am 
@Darhak, is there anything that it could possibly be connected to?
Pilz 7 Oct, 2017 @ 7:49am 
Mod worked fine, since it updated I have the following problem:

Can't start with my Machine race, I get the following conflict: Traits is in red font, indicating an error, when hovering over it it says "Machine requires one of the following species classes:"

Doesn't say which species classes those might be.

C1CK  [developer] 7 Oct, 2017 @ 7:57am 
@Pilz Should now be fixed, Sorry.
Pilz 7 Oct, 2017 @ 8:20am 
Still seems wonky, now it tells me that it requires the species class "robotic." I have selected machine empire, so I'm not sure how that works.
C1CK  [developer] 7 Oct, 2017 @ 8:36am 
@Pilx I'll have a closer look when I can, if you want a temporary fix use the 1.8.1 beta.
Pilz 7 Oct, 2017 @ 8:46am 
The 1.8.1 beta of this mod? Could you tell me how to subscribe to that, I thought you could only get the newest version through the workshop.

Thanks for you hard work btw!
[EaR]Termy 7 Oct, 2017 @ 8:58am 
and i thought i was too dumb - i get the same issue at creating a new species ^^
Tabby3456 7 Oct, 2017 @ 9:02am 
There is a bug that gives me a trait called machine but the word "Machine" is in red, i cannot proceed with starting a synth empire due to it preventing me from starting a new game, i didn't reconise what was going on until i disabled every mod and tested the game, I love these new advancmence (because the advancmence in the dlc by itself is rather low on machine traits) but i cannot start a new game until i'm not blocked because of a trait that has its letters in red.
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