Stellaris

Stellaris

Wild Space [2.8]
 This topic has been pinned, so it's probably important
PrettyAverage  [developer] 8 Jun, 2020 @ 2:15pm
Bug Reports
Please report any bugs here.
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Showing 1-15 of 52 comments
Spartacus 9 Jun, 2020 @ 11:35am 
Some systems are spawning up, showing a Class B star when moused over, but are not able to be moved directly into, explored or otherwise interacted with. Ships seem to be able to travel through them, but if you click on the system when a ship is in there, the screen goes black, with only the UI showing. When I tried returning to the galaxy map, the screen stayed black, showing a couple of claimed systems, but would not let me interact with anything.
PrettyAverage  [developer] 9 Jun, 2020 @ 2:59pm 
Thanks. Bug is caused by an error that's only present as some of the Real Space effects I thought i'd made dependent on that mod being enabled were in fact leaking through. Turns out i tested too much with it enabled and not enough without.

Sorry if it caused a significant game play issue; don't want to waste anyone's time! I've loaded dozens of galaxies now and, even on larger than vanilla sizes, only been able to find a small handful of glitched systems. So if you're seeing more than a handful of them i think you've been a bit unlucky.

Will be fixed in the next update. For the moment, playing with Real Space will fix the issue (though i'm 99% sure it won't fix an ongoing game).
PrettyAverage  [developer] 10 Jun, 2020 @ 3:06pm 
Fixed
MorganOrgan 23 Jun, 2020 @ 8:02am 
Archeological sites can be spawned inside wild space, rendering them impossible to complete since they need to be in owned system to progress.

Easy fix would be to not spawn any kind of planets (broken worlds included) or moons since game can use those to spawn archeological events.
Last edited by MorganOrgan; 23 Jun, 2020 @ 8:04am
PrettyAverage  [developer] 24 Jun, 2020 @ 5:25am 
Thanks for the report. I thought I had prevented this - in exactly the same way you suggest. Are you seeing these on actual planets in the wild space systems (i didn't think there were any) or do the sites spawn on the central point of the system (which is technically also a planet)?
MorganOrgan 24 Jun, 2020 @ 7:45am 
There was a single broken planet in one of the systems.
Thinking again, I will look at the code of that particular archeology site to see if there isn't anything like "if no planet in X radius, spawn your own".

EDIT: Yes, the site has a fail safe that will generate a planet if no viable ones are found around. (Mod is XVCV https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1999328266)

I will post a bug report there and hint at a check that makes sure there is a star in system.
Sorry for bothering you ;)
Last edited by MorganOrgan; 24 Jun, 2020 @ 7:51am
PrettyAverage  [developer] 24 Jun, 2020 @ 11:28am 
No worries at all. Thanks for checking
When I generate a galaxy in a new save, I notice the sector names get a bit jacked up when i zoom out and zoom back in. I put the load order under Real Space along with the other sub mods. I dont know if its a problem with the pinwheel galaxy mod im using or if its just the mod itself doing this. heres a screenshot https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2150153921
Kepos 18 Jul, 2020 @ 5:52am 
I'm using ~ 100 active mods, most of them cosmetics. Latest one added was your Wild Space. When starting a game, my home planet only has 1 single people, nothing else.

Then on 2nd attempt, I started some origin start without home planet, only colonizers and a small fleet. The result was, I got 3 colonizers, 3 scouts, 3 constructors, 3 small fleets, 3 basic stations and 1 planet with 1 citizen on it. All spread over the map and all parts within reach of a nebula.

If you like to have a look, here is my mod collection.
Last edited by Kepos; 18 Jul, 2020 @ 5:52am
PrettyAverage  [developer] 26 Jul, 2020 @ 12:42pm 
Wow, that's a weird one. This mod does not touch start conditions at all, so it must be a conflict (or something else entirely, probably something that updated between playthroughs)
TopLain 2 Aug, 2020 @ 3:29am 
When tilting/moving the camera on the galaxy map, there are flickering visual artifacts:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2185203978

It appears to be an incompatibility issue with another mod though (doesn't happen if I use nothing but wild space when launching a new game).

The problem persists if I disable everything but wild space later though, suggesting the problem persists in the save file, but is invisible unless wild space is enabled.

It might also be a load order issue with Real Space and/or Beautiful Universe. I'll update this if I figure out anything more.
Last edited by TopLain; 2 Aug, 2020 @ 3:38am
PrettyAverage  [developer] 2 Aug, 2020 @ 3:43am 
Weird. I've seen a few random incompatibilities but nothing like that. I think they might be caused by overrights to some of the FX files, I just did it to remove names and improve the hyperlanes. If you go into the mod folder and delete the two files in gfx, FX. Called hyperlane.shader and mapname.shadar. Given that the benefits are small, if that fixes the issue I'll update the mod to remove them.
Dukkokun 2 Aug, 2020 @ 10:49am 
I see there's a mod menu in changelog, but I can't seem to find it anywhere. Is it compatible with Mod Menu mod?
PrettyAverage  [developer] 2 Aug, 2020 @ 2:56pm 
The menu only appears when starting a new game.
Dukkokun 3 Aug, 2020 @ 6:06am 
It does not appear when I start a new game, however. Probably some mod incompatibility.
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