Stellaris

Stellaris

Guilli's Technologies
Guilliman  [developer] 15 Sep, 2024 @ 7:40am
Bug reports
Post bugs here :)
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Showing 1-7 of 7 comments
Darrow O' Lykos 16 Sep, 2024 @ 1:20am 
I've gathered some of the most recent bugs reported here:

- playing as a hive empire, "cloud platform design" in the engineering research tab has no description (I don't know if that equals no effect?)

- The society technology "outer district stockpiles" that should reduce all district costs with -40 minerals doesn't actually work. It also says it's an empire modifier, but it doesn't appear in the empire modifier list.
Same goes for the buildings_minerals_cost. I personally altered the code to work with a % based cost reduction, but that isn't what you were going for and I didn't know how to achieve what your vision is.

- The tech Regenerative Cellular Reconstruction pops for individualistic machines and does nothing.

- The early game tech that reduce the build cost and build speed of construction and science ships use deprecated modifiers ; it should be updated to something like "shipclass_constructor_build_cost_mult" or "shipclass_science_build_speed_mult". The "add" modifier doesn't seem to exist anymore either.

- Negative energy production for scientists
o the "research grants (eng)" and "cultural studies (soc)" techs give negative energy production instead of upkeep, im pretty sure this isnt intended lol
Pordy 29 Sep, 2024 @ 8:33pm 
There is an outdated modifier in the tech files, mentioned above.
Here is the solution:

gt_soc_tech.txt

GT_leader_age

modifier = {
leader_lifespan_add = 15
}
Pietrooperv 28 Nov, 2024 @ 3:23am 
the techs to reduce ship component cost seem to set the base cost of the ship to zero in addition to the reduced alloys cost. This gives the base ship cost a negative value only compensated for by component and section cost. Very unbalanced.
Shidan 15 Dec, 2024 @ 9:21am 
Seems to cause issues with the new space fauna cloning as well for the AI. With the mod on, no AI will ever clone space fauna, even if they start with the civics that start them with beastports. This results in any empire with the civic played by the AI dying quickly early on, since they can't build any military ships.
Hello,

This mod is not compatible with Extra Ship Components NEXT

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2648658105

I get a crash to desktop when both this mod & Extra Ship Components NEXT are enabled.

Not enabling Guilli's Technologies mod my game launches without issues.
Last edited by TCircuits; 2 Jun @ 5:40pm
Stormbox 10 Jun @ 10:20pm 
Originally posted by TCircuits:
Hello,

This mod is not compatible with Extra Ship Components NEXT

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2648658105

I get a crash to desktop when both this mod & Extra Ship Components NEXT are enabled.

Not enabling Guilli's Technologies mod my game launches without issues.

I run both mods. No crashes. Most likely corrupted file OR mod load order issue on your end.
hi! this mod is still great!

there seems to be a bug with Regenerative Cellular Reconstruction. Previously, it gave a small boost to leader lifespan, but currently the tooltip suggests it does nothing.
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