Stellaris

Stellaris

!!Stellaris Economic Overhaul - No longer supported
 This topic has been pinned, so it's probably important
ButtJunkie  [developer] 21 Jan, 2018 @ 3:21pm
Bugs and Balance
Please post any issues you're having with the mod here or suggestions you feel would improve balance. I'm particularly curious about the effect war has on the economy (potentially losing mining stations) and whether theres a deficit or surplus of resource in huge empires.

Bugs
  • Food reserve wipe on loading savegame.
  • Being able to build multiple planetary rings on a planet and stations around a star.
  • Fix tech prereqs relying on vanilla strategic resources.

Balance
Last edited by ButtJunkie; 27 Jan, 2018 @ 7:26pm
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Showing 1-15 of 41 comments
RemonK 23 Jan, 2018 @ 5:12am 
The Miner Mandate doesn't work. I'm building mining stations but they don't add up to fulfill the mandate. Also, maybe you should remove the Dangerous Wildlife blocker from asteroids?
Last edited by RemonK; 23 Jan, 2018 @ 5:15am
ButtJunkie  [developer] 23 Jan, 2018 @ 8:19am 
I suppose it could represent aggressive microbes, but I'll fix it ;)

Edit: This should be fixed in the latest update.
Last edited by ButtJunkie; 23 Jan, 2018 @ 6:06pm
Solar Rifle 24 Jan, 2018 @ 3:44am 
Hi there,
I have found a possible bug were robot empires can not build science due to the planetry building not being the required type to allow the research buildings.
ButtJunkie  [developer] 24 Jan, 2018 @ 3:55am 
Ok I will check it out. Pretty sure I know where the problem lies.
Solar Rifle 24 Jan, 2018 @ 8:33am 
Thanks, also the mineral silo was the same thing too.
ButtJunkie  [developer] 24 Jan, 2018 @ 4:57pm 
I haven't changed the silo, but for other buildings there's a chance that a few slipped through as I don't have Synthetic Dawn yet to test machine empires (I'll go ahead and pick it up just to make sure).
Solar Rifle 24 Jan, 2018 @ 9:34pm 
Thanks heaps :)
Yuuzang 24 Jan, 2018 @ 11:12pm 
got to 20% complete on dyson ring and the upgrade button has dissappeared. Also is it intended for it to block construction of a full dyson sphere elsewhere?
ButtJunkie  [developer] 25 Jan, 2018 @ 12:07am 
Yes, you can build either a dyson ring or the normal dyson sphere, but not both. Or at least that is what is intended.

As for not being able to go past 20%, the next level currently requires the mega engineering tech. I think I'll remove that now. Just curious, what's the date of your game?
Yuuzang 25 Jan, 2018 @ 1:27pm 
im in the year 2322. I also have ALOT of mods installed.
Igloo 25 Jan, 2018 @ 4:21pm 
So I can't upgrade science labs into specialized bio/physics/engineering facilities for some reason, only into the generic Science Facility II. As far as I know, this is the only building-modifying mod I have activated.

Additionally, Rare-Earth-Element Extractors upgrade into Hydroponic Farms, despite the description saying they upgrade into Industrial Plants.
Last edited by Igloo; 25 Jan, 2018 @ 5:12pm
ButtJunkie  [developer] 25 Jan, 2018 @ 8:29pm 
Yes, currently it's just the generic line. I'm updating it to include the original science buildings in the next update, so there will be the generic line, and the specialised lines.

Will fix the extractor issue next update (will be today).
Atlas 26 Jan, 2018 @ 8:35pm 
It is impossible to research Tier V armor because Neutronium Extraction is a prerequisite, but is removed by this mod. At least I assume it is. This is the only big mod I've turned on for this playthrough since the last one. Had to manually edit my save to give myself the tech.

I do have Tachyon Sensors, so it's not me missing NE's prerequisite.

Also: This is so far into the late game that there's only maybe 1 or so tech per rotation that's not a repeatable. I haven't seen any of the other extraction techs except Engos Vapor and Satramene Gas as well.
Last edited by Atlas; 26 Jan, 2018 @ 8:46pm
ButtJunkie  [developer] 26 Jan, 2018 @ 8:55pm 
Indeed it is removed, as are most of the vanilla strategic resources. I'll assign the tech the correct new resource.
Last edited by ButtJunkie; 26 Jan, 2018 @ 8:55pm
Waste 26 Jan, 2018 @ 10:40pm 
AI empires refuse to expand with your mod active, I've tested it with multiple games, map size, and mod configuratuions and am absolutely certain it's your mod.
E.g. If I play an 800 star galaxy, I can play as any empire and conquer half the galaxy just through normal colonization by the time the next most powerful empire has collected only a handful of planets.

I did some espionage on other empire planets and they all seem to allocate resources correctly as well as build space mining and research stations, they just seem to be stockpiling their resources rather than spending them.

One run:
https://i.imgur.com/t7uRk0J.png
Year is 2289, none of them have added a single planet in >10 years.
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