Stellaris

Stellaris

Arcane Heritage (2.3.1)
FLSoz  [developer] 14 Dec, 2018 @ 8:51pm
Bug Reports
Please provide Information.
Without Information I cannot fix any bugs.

If you do not provide the minimum required information your concerns will be ignored
If you know what you're doing, minimum required information is:
- Exact Filename and Line Number of the bug/error
- Missing localisation key name
- Name of the thing with a missing icon

Else: minimum required information:
- Mod list
- Description of issue
- Ascension perk status (civic, AP 1, AP 2)

If the issue involves a specific planet, minimum required information also includes:
- Buildings on Planet
- Jobs occupied on planet
- Modifiers on Planet

A screenshot/set of screenshots works in lieu of a wall of text
Last edited by FLSoz; 25 Dec, 2018 @ 2:39pm
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Showing 1-15 of 169 comments
redraven313 (DK) 16 Dec, 2018 @ 4:54am 
is exotic gas refinery supposed to upgrade into alchemical forge. Because if so I am unsure where to get my gasses
FLSoz  [developer] 16 Dec, 2018 @ 9:01am 
@redraven yeah it's supposed to technically.
- Note that in vanilla there are no upgrades for exotic gas refineries.
- Also note that this is a holdover from when alchemists turned a ♥♥♥♥ ton of resources + arcane tech into all of the exotic materials (gas, motes, crystals)
Fishbones 17 Dec, 2018 @ 11:10am 
can anyone else confirm this? (might just be my mod list lol)
my starting commercial zone isnt changed into an arcane commercial zone
FLSoz  [developer] 17 Dec, 2018 @ 12:06pm 
@Fishbones what are your starting ethics/civics?
Last edited by FLSoz; 17 Dec, 2018 @ 12:06pm
Fishbones 17 Dec, 2018 @ 2:24pm 
fanatic spiritual / athoritarian
megacorp
arcane heritage, gospel of the masses and 2 modded civics
FLSoz  [developer] 17 Dec, 2018 @ 2:37pm 
@Fishbones
Sounds like this happened on an old mod version: I explicitly did the stuff for non-megacorps (and none of them have starting commercial zones unless I remembered wrong).
Now, It does it for all possible buildings so new game starts should work as intended (even for Megacorps)
Doc 17 Dec, 2018 @ 3:36pm 
Game start bug? Non megacorp start. 1 ruler and 5 specialists are unemployed, and arcane tech is at -9 for the planet.
FLSoz  [developer] 17 Dec, 2018 @ 3:38pm 
@Doc Nevermind. Not a bug per se, I removed mana harvester building from game start, forgot that jobs still cost arcane tech even when on magical planets. I'll add it back in.
Last edited by FLSoz; 17 Dec, 2018 @ 3:43pm
Fishbones 17 Dec, 2018 @ 3:50pm 
yep. that was it. updated and the commercial zone thing is fixed :D
ill wait for the mana harvester update then test it again.
thanks for the hard work!
FLSoz  [developer] 17 Dec, 2018 @ 3:51pm 
@Fishbones technically mana harvester is updated already
Idk if it works or not game is still loading

Edit: OK it works. Removing and replacing buildings 1 by 1 mucks with specialist jobs apparently. I might have to see if I can do some super jank pseudo-thread locking for that one conversion event to work properly.

Edit 2: JK Just removing buildings mucks with job placement. I don't think paradox added in a grace period so that when pops are suddenly unemployed their old jobs are immediately taken, and then voila we have unemployed pops. Not a thing I can fix, i don't think.
Last edited by FLSoz; 17 Dec, 2018 @ 3:56pm
Fishbones 17 Dec, 2018 @ 11:28pm 
it happens in vanilla too if you rpelace buildings.
not something you can fix.
A turtle 18 Dec, 2018 @ 11:59am 
Edit: It works for some mysterious reason again. I started up a test save to see if other worlds could have them but lo and behold, my capital has them too. Yay?

Am I supposed to not have magical rare planetary features anymore? On my old save I would always get some cool rare planetary features on my homeplanet. When I start a new save now, I don't get any rare planetary featuers. Is this intended?
Last edited by A turtle; 18 Dec, 2018 @ 1:36pm
Fishbones 18 Dec, 2018 @ 12:56pm 
seems to work for me.
also, you should get a pop up asking how common you want magical planets to be..
A turtle 18 Dec, 2018 @ 1:08pm 
I do get the pop up and the planetary modifications (habitability, happiness and research) but no rare planetary features. I do start with a mana harvester and all the other things. I have tried disabling every other mod and creating a new species (with arcane heritage) but nothing worked.
FLSoz  [developer] 19 Dec, 2018 @ 7:03pm 
@A turtle Is the issue resolved?

Might be some other mods conflicting. The original problems were brought about by Planetary Diversity's spawn engine overwriting all deposits on non-vanilla planet class homeworlds, so I delayed the deposit generation until a day after you select how many things you want through the popup.
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