Stellaris

Stellaris

Dyson Swarm 3.4.*
Smithy  [developer] 14 Jan, 2019 @ 5:48am
Bugs and compatability
Post any bugs or other technical issues related to this mod you encouter here. Please remember to check the patch section first und also tell me, if you have any installed.
Last edited by Smithy; 11 May, 2019 @ 12:37pm
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Showing 1-15 of 111 comments
Smithy  [developer] 16 Jan, 2019 @ 5:49am 
@chemistryGuy Hust added a patch for realspace to the modpage
Horny Rooster 27 Jan, 2019 @ 4:56pm 
@Smithy, the ascendant perk for dyson swarm has no picture and so when you select it, it looks like that one wasn't selected at all. It not game breaking, but definitely doesn't look good. This was done with another mod that adds tons of perks, not sure if its a failure of compatibility, but I don't think so.
Last edited by Horny Rooster; 27 Jan, 2019 @ 4:57pm
Vault76Survivor 28 Jan, 2019 @ 7:08am 
One exploity bit I noticed... for purposes of building the trading post swarm building, the game only checks if you have a colonized planet in the same system when you build the building. As a result, I normally throw up a trade post asap to get those sweet +4 merchants, 8 clerks before my home planet collapses. In fact, there is decent justification to always colonize a planet in systems where you make a swarm just to get the trade post up, then abandon the planet on completion. Maybe have an event fire off thst checks for trade posts without planets, closing them down if one appears?
Smithy  [developer] 28 Jan, 2019 @ 7:13am 
@Vault76Survivor good idea. I kinda missed that that exploit is possible.
Hivemind-Chan 28 Jan, 2019 @ 10:45am 
I don’t want to nitpick, but please take a second look at the typos and sentence structures when you have time. “Spaceport increases navel capacity” is a bit too amusing. Also in some events you have repetition of words in nearby sentences which makes it awkward to read the text. It is nothing major, just a thing to polish when you are done with core features.
Smithy  [developer] 28 Jan, 2019 @ 10:53am 
@heroeblaster Will do, but the “Spaceport increases navel capacity” is not part of my mod, thats probably district diversity :D
Hivemind-Chan 28 Jan, 2019 @ 11:07am 
Yeah, I seem to have both of those installed, sorry
🌺 29 Jan, 2019 @ 2:03am 
You've made a mistake in the districts file, making energy and mineral districts useless for machines.

Instead of is_hive_empire = no for the technician jobs, you should be using is_regular_empire = yes
Instead of owner = { is_hive_empire = yes } you should be using:
OR = {
owner = { is_machine_empire = yes }
owner = { is_hive_empire = yes }
}

Currently the districts work for regular empires and hiveminds, but machines are given the regular empire districts which provide the incorrect job type.
Last edited by 🌺; 29 Jan, 2019 @ 2:04am
Smithy  [developer] 29 Jan, 2019 @ 3:40am 
@Sɑtch damn, thanks for telling me. I didnt notice that
🌺 29 Jan, 2019 @ 8:35pm 
You'll want to look into the districts file again, after the new patch machine empires are getting both brain drones and calculators. I suspect you may have done a find-replace and caught more than just the energy and mining districts?

triggered_planet_modifier = {
potential = {
exists = owner
OR = {
owner = { is_machine_empire = yes }
owner = { is_hive_empire = yes }
}
}
modifier = {
job_brain_drone_add = 3
}
}
is what it looks like now. Remove the OR and stick with is_hive_empire = yes for the brain drones. The calculator block is fine.
Vault76Survivor 29 Jan, 2019 @ 10:27pm 
Couple more things

1: Zero-G Farmers don't benefit from the various technologies that give +10% farmer production. Intended?
2: The maintenance technician (new job with the swarm housing buildings) description says they turn consumer goods into their outputs.... but then it says their upkeep is in minerals.
Smithy  [developer] 30 Jan, 2019 @ 4:35am 
@Vault76Survivor the farmers do actually get the bonus, its just doesnt show it. The maninatnace technician is a typo, gonna correct that
Istra 30 Jan, 2019 @ 10:04am 
not sure if it is this one or the other but dyson swarn break (districts vise) if the mod Gigastructural Engineering & More is there too
Smithy  [developer] 30 Jan, 2019 @ 10:13am 
@Istra did you install the !!!universal Districts and !habitable structure patches? These two should fix all problems related to assigning districts
Last edited by Smithy; 30 Jan, 2019 @ 10:16am
Vault76Survivor 30 Jan, 2019 @ 8:15pm 
Your latest update has my favorite localisation error. The servitor upgrade for housing is named...

An AI-controlled artificial space paradise designed to satisfy every need a sapient organic being might have, just so long as it does not express a need for self-determination.
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