Stellaris

Stellaris

Venture Politics
Hansetron  [developer] 31 Aug, 2020 @ 1:09pm
Bug Reports
Spot something unusual or out of place? Things not working right? Let me know!
Most helpful info is:
What civic(s) or origin were you using?
Are you using other mods?
Does the issue persist just by having this mod active, or only when you use a certain civic or origin?
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Showing 1-15 of 25 comments
fromafar2013 3 Sep, 2020 @ 11:29am 
Just providing a bit more detail about the voidborne bug I experienced. I got no errors, and the perk was available and 'activated' when selected, but the habitats did not get the benefits of the perk. No new building slots, and still unable to build housing buildings.
Did some basic troubleshooting, like rearranging mods and deactivating mods one at a time, or starting fresh and cheating my way to the perk, and I could only replicate the bug when this mod was active. Here's an odd one though, when I cheated my way to the perk with a fresh game, the small habitats got the benefits (two more building slots) but the upgraded capital one still did not. When I had first noticed the bug, my other two habitats had already been upgraded so none of them worked.
I thought it could have been a mod conflict, but this persisted even when other suspect mods (gigastructures, expanded traditions/perks, etc) were deactivated. I hope this helps!
Last edited by fromafar2013; 3 Sep, 2020 @ 11:30am
Cegorach 27 Sep, 2020 @ 1:52pm 
This mod disables Luxury Housing in habitats for some reason. Only using this mod.
Last edited by Cegorach; 27 Sep, 2020 @ 2:37pm
Hansetron  [developer] 27 Sep, 2020 @ 4:33pm 
@Cegorach
Oh, habitats. The bane of my code management existence. Thanks for the report.

I will try to fix all this stuff when necroids launches and we roll over to a new patch.
Cegorach 28 Sep, 2020 @ 6:16am 
Originally posted by hanson825:
@Cegorach
Oh, habitats. The bane of my code management existence. Thanks for the report.

I will try to fix all this stuff when necroids launches and we roll over to a new patch.
Yeah not a game breaking bug just a weird one.
Andi 29 Sep, 2020 @ 7:58am 
I wanted to add that I ran into this as well and noticed that the Habitat Administration (initial colony level capital building) has a modifier "Max Buildings: +2" when you have voidborne, but the Habitat Central Control (the capital building you upgrade to after you have population 10) does not have that with voidborne when using this mod (disabled this mod and it shows up).

My country is a technocracy (haven't tried without that civic) and the upgraded building gets a Science Director (the colony one does not). This makes me think maybe this was a bug with the megacorp civic you added that adds science directors to megacorps. Just a guess though.
possum 28 Nov, 2020 @ 4:10am 
this mod still prevents the building of housing on habitats unfortunately, i wanna be a void-dweller mining consortium but i cant build houses :<
Hansetron  [developer] 28 Nov, 2020 @ 1:11pm 
Thanks for pointing that out. I just uploaded a fix so that housing now accounts for advanced habitats, just like the base game.
MrFunEGUY 20 Apr, 2021 @ 12:45pm 
For building_communal_housing, the destroy trigger doesn't include civic_employee_ownership like it does for the other buildings. I think this is an oversight. Also, the housing building file doesn't have documentation. I'm not complaining (your doc is great), just letting you know in case you didn't.
MrFunEGUY 20 Apr, 2021 @ 12:46pm 
Also, building building_communal_housing_large has show_tech_unlock_if twice.
Hansetron  [developer] 20 Apr, 2021 @ 1:04pm 
It's a pain to upkeep documentation, but for my own sanity i did split a number of files up in this update to make mod management easier. After I update my hive mod I'll probably touch that up + look at the communal housing.
lnodiv 22 Apr, 2021 @ 12:57pm 
Maniacal Monopolists doesn't seem to actually prevent me from diplomacy with other corporate empires. I can offer them trade deals still, etc.
Hansetron  [developer] 22 Apr, 2021 @ 4:00pm 
In the change notes for v2.6.3, when this civic was added, I explain that this is intentional because the files needed for editing that are immense, and would only create compatibility problems. The -1000 opinion should mostly prevent any funny business either way.
rptumblrvallandor 24 Apr, 2021 @ 8:38am 
I would like to report that whenever I have this mod activated, it does seem as if a portion of my population refuses to work. I am unsure if this is because I also have a different civics mod active adding megacorp civics. I tested the game without this mod, and it seems to fix the issue.

I think another player andrew posted this on the comments section.

Thank you!
Hansetron  [developer] 24 Apr, 2021 @ 4:46pm 
When moving from 2.8 to 3.0 there was an incompatibility. I believe that is what andrew was referring to. That was resolved. When I use this mod standalone, there are no problems at all.
What "other mod" are you using? My guess would be there is a conflict with the pop_jobs files. They are... very poorly handled by the game engine.
SargR 28 Apr, 2021 @ 10:37am 
while using this mod, there seems to be a bug where almost half of empires don't spawn with names
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