Stellaris

Stellaris

Stellaris Immortal (alpha)
 This topic has been pinned, so it's probably important
lecoqaveugle  [developer] 15 Mar, 2020 @ 12:52am
Report Bugs & Errors Here
As we try to systematize everything in order to make it easier to navigate and further develope the mod, if you have found a bug, an error or the game crashes during certain activities, please report it directly to our Github Issues Page[github.com] or you can use the following template and report it here:

  • #type (bug/error/localization)
  • #location (building's menu/planetary features/edicts etc)
  • #severity (low/medium/high/crash)
  • #effect right now (e.g jobs_custodian when hovering on Maintenance district)
  • #expected effect (e.g when hovering on Maintenance district I would expect to see a job's name, e.g custodian or soldier and not the code line)
We thank you very much for your help. Let's all make Stellaris:Immortal a much better experience for all the users out there! :steamhappy:
Last edited by lecoqaveugle; 15 Mar, 2020 @ 1:08am
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Showing 1-15 of 196 comments
Oufee 19 Oct, 2019 @ 12:12pm 
Bug Reporting
Is it fine to report bugs in the discussion or do you prefer comments?
Anyway i'm REALLY enjoying this mod but while playing I saw a few things glossed over or broken.

1 Ring worlds are worthless you get 2 regular districts, cannot build communal housing or benefit from any district increasing bonus (such as mastery of nature), and the city segment is bugged so you cant build anything but custodial and resource buildings. Not sure if this is a bug but you still get an extra 20 housing so a lot of unemployed pops.

2 Machine traits are vanilla so you can get housing reduction amenities etc

3 Resort worlds are broken you get the increased jobs every other pop increase but not the housing for it

Will update this post or whichever medium you choose for bug reporting as I find more.
Last edited by Oufee; 20 Oct, 2019 @ 1:04pm
gebnar  [developer] 19 Oct, 2019 @ 6:53pm 
Thanks for the feedback. This is a great place for bug reports!

Fixing Ringworlds is on the todo list, it should be a small change, so I'll try to get it into the next patch...

Gestalts are not implemented at all yet, which is why machine traits probably got overlooked. We may leave them mostly alone for now, since the don't break anything to terribly. Though I would like to fix the amenities/pollution ones...

Haven't even tested a resort world yet in Immortal. Thanks for pointing this stuff out. These little non-core issues can make a big difference in the game feel.
Metadigital  [developer] 19 Oct, 2019 @ 6:58pm 
Resort worlds should "function" now. As in, they won't produce pops without housing and they'll give your other planets happiness instead of more pollution. I fixed them up today to be less broken, but they're not implemented yet either.
BiasMushroom721 19 Oct, 2019 @ 9:40pm 
So i just completed an anomoly that gives you a ship (cruiser) and more then half of it was empty making it useless compared to my destroyers. I think its because the standard ships were doubled and the game isnt aware that the random ship has extra slots or something
gebnar  [developer] 19 Oct, 2019 @ 9:49pm 
@BiasMushroom721
Yeah I have run across that with a few events so far. It's definitely on the list to fix. Thanks for pointing it out!
Oufee 20 Oct, 2019 @ 12:53pm 
To continue the bug reporting

1 The warrior culture civic is bugged. Started a game with it and did nothing just watched the defense armies spawn created a total of 80 defense armies for 4 worker pops.

2 Literally unplayable localization bug for bureaucrat in capital buildings showing as mod_job_bureaucrat_add

3 Unemployed domestic servitude slaves (job title "Servant") create amenities and mess up the job housing balance. (Might want to remove all other slavery types and only have chattel.)

Also are you taking suggestions for this mod at all?
Last edited by Oufee; 20 Oct, 2019 @ 1:05pm
gebnar  [developer] 20 Oct, 2019 @ 2:00pm 
@Oufee
1: Thanks for pointing this out. Sounds like a strange one, and might not be a trivial fix. Hopefully it is...
2: Noted! Top of the priority list! Might even have to release a hotfix for this!!!
3: Yeah the edge-cases surrounding housing are still far from 100% worked out. Also I noticed a similar issue where robots who can't work certain jobs created chaos with the auto-migration script... Gonna have to add some more edge-case limits there...

Suggestions: I'm absolutely open to suggestions. This mod up until now has just been the two of us transforming Stellaris into the game we wanted to play. But that doesn't mean we're the only ones with good ideas. That being said, we'll definitely be approaching suggestions as just that: more ideas for things we *could* do. If you have suggestions, I'd like to suggest you post them in a new "suggestions" discussion. :)
Davi 22 Oct, 2019 @ 2:17pm 
I don't have custodian jobs. Am I missing something?
gebnar  [developer] 22 Oct, 2019 @ 7:45pm 
@ᴇʟᴅᴇʀ ᴡᴏʟғ 🐾
Custodians come from buildings and one special decision-district. I can only think of two reasons they might not show up if you have at least one building: either you have a mod conflict, or you're playing a gestalt empire. Gestalts aren't implemented in Immortal yet.

If none of those info helps solve it for you, post again with any other info you can, and I'll do my best to help track down the issue.
ziyakaz 5 Nov, 2019 @ 5:29am 
Some things I've noticed that weren't already mentioned above. I'm not sure if these were intentional choices, but they seem odd to me.

1: Earth unique planetary features don't reduce pollution, unlike planetary features on other worlds.
2: Active Volcano blocker reduces pollution by 200.
3: Exhibit Art Monument gives +15% pollution.
4: Energy Grid building seems useless.
Metadigital  [developer] 5 Nov, 2019 @ 7:43am 
Thanks! I'll go through and make those changes. Most amenities bonuses will be converted into happiness bonuses, so the art monument will give +10% happiness.

I had all blockers give -100 pollution per district blocked to represent the natural environment, but you're right, the volcano probably shouldn't do that. I'll clean those up.
Last edited by Metadigital; 5 Nov, 2019 @ 7:44am
gebnar  [developer] 5 Nov, 2019 @ 7:44am 
@ziyakaz
Thanks for the feedback! This is a huge mod, and it's easy for things to slip through our notice, especially when they don't trigger errors...
I've just tested, and the energy grid is working properly on my end. Note that buildings increase jobs *base* production. If you select a technician pop on a world with an energy grid, you should see the "base" production for the job is 20 energy. If not, it would be awesome if you could post a screenshot and/or save-file so we can figure out why!
Weirfish 5 Nov, 2019 @ 1:14pm 
I tried a Mechanist for my first build (okay, second, I didn't read that gestalts weren't working yet). My pop and machine growth were keeping pace with each other, I went to -1 housing/jobs from a biopop, and apparently my roboticists decided to just throw out the almost complete robot workforce they'd been working on, because the ~280 progress I had towards that robopop evaporated.

While this is somewhat mitigatable by making sure you have 2 jobs/housing open for the growing pops at all times, it does make playing a bio/robot combo like Mechanists a pain in the ass.

----

I also found an incredibly blocked Gaia world. At size 12, it had 14 districts worth of blockers, but because the mod halves districts, it had -8 instead of -2. I feel like this is probably unintentional, or at least worth checking.
Last edited by Weirfish; 5 Nov, 2019 @ 1:18pm
gebnar  [developer] 5 Nov, 2019 @ 3:16pm 
So the issue with roboticists is interesting, I had no idea that pop growth progress got lost if the conditions to stop growth occurred. I'd bet it happens the other direction too: bio growth is lost if the robot pops first when the planet is full.

This is definitely unintentional, and we'll find a way to fix it. I'm putting together a rework of the migration system that should be much more performance friendly, and may also provide a partial solution to this problem.

If you could take a screenshot of that Gaia world, or at least give the name of the system it's in, that would probably help. Planets shouldn't get that many blockers under normal circumstances, so it's probably a unique one we need to fix.

Thanks for the helpful feedback!
Kaptin Dakkist 5 Nov, 2019 @ 10:57pm 
@gebnar regarding the Energy Grid building, it works as intended, but the tooltip isn't there like the Mineral Plant's (that states the bonus to miners) so maybe that's why the other poster got confused about its usefulness.
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