Stellaris

Stellaris

( Twinks Paradise Initiative )
 This topic has been pinned, so it's probably important
Twink315  [developer] 5 Nov, 2020 @ 3:20pm
Bugreports
post your bugreports here.
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Showing 1-15 of 23 comments
Austin 6 Nov, 2020 @ 9:49am 
Machine shipsets dosen't seem to work with this mod
Twink315  [developer] 6 Nov, 2020 @ 2:14pm 
Could you be more precise what doesn't work? I just tested it and everything seems normal.
Flying Battleship 6 Nov, 2020 @ 10:08pm 
The colony ship does not have a model, it is a blank space. Not sure about the conditions for getting Ethnic Council as the first ruler doesn't get it nor did any emergency election, due to ruler dying in the middle of their term, rulers get it, I used fast_forward 3600 to speed up 10 years to next election and this ruler has the trait but she was already elected by the time I came out of the fast_forward command. Societal transcendence is not gated behind social engineering like the tier 2 ascension perk for the three Utopia ascension paths are gated behind their respective tier 1 ascension perks. The opening thing at game start that gives a brief summary of your empire's history for the Paradise Initiative seems to be the same as the UNE one which doesn't make sense lore wise. The adjective for the Paradise Initiative is Earth which is weird if it was intended. When building the Dyson Sphere the projection is system encompassing, it is far too large. Random empires will sometimes pick this portrait set and end up with no species name as non are assigned to this portrait set.
Twink315  [developer] 6 Nov, 2020 @ 10:36pm 
Well that is an extensive report. I will definfetly look into these issues. I did not have any issues with my elections during my test game. Anyways! I will see what can be done swiftly about those bugs.
Twink315  [developer] 7 Nov, 2020 @ 12:51am 
jûst uploaded most fixes for that! The opening thing with the history is still not ideal but ouh well..
Flying Battleship 7 Nov, 2020 @ 10:24am 
The Ethnic Council trait is still not applied to rulers that come from emergency elections. Have you considered coding the trait to an invisible event that checks monthly? Something along the lines of if the relevant government civic is present and the current ruler lacks the trait then the trait is granted to the ruler perhaps? I understand that emergency elections are a relatively rare thing especially with how rulers are retired after 10 years so few candidates will actually be old enough to die on the job, but still would be nice if this was looked into. Thanks for your work, looking forwards to your new shipset next week.
Twink315  [developer] 7 Nov, 2020 @ 6:06pm 
huh. Sounds odd, i will look into it.
The 3rd tier habitat, the habitat world is bugged in that after you upgrade it and look away then look back it only shows one of the side habitats from the 2nd tier.
Twink315  [developer] 8 Nov, 2020 @ 7:02pm 
Working on it.
kub 8 Nov, 2020 @ 9:53pm 
I have the similar problem to what @Minecon described in the comments. If I play around with jobs, unemployed workers are set to 'Eco freelancers' jobs (which are awesome!). But these jobs miss +/- icons, so I cannot lower them down if I want more technicians, lets say.

Maybe its some mod conflict, not sure. I have Guillis' Planet Modifiers which add some jobs, plus 'Governor Level Extended' which also modify/add jobs. But I have disabled those and the issue is still there.

See https://imgur.com/a/Qo1SPLF
Twink315  [developer] 9 Nov, 2020 @ 6:16am 
They have no priority buttons because they are meant to to be created only when unemployment exists. I will look into it, during my testinggames i did not have such issue however. Did you try out to turn off the farmer priority shortly and then letting it fill up? You know playing with the priority buttons to see if something happens.
takoda.ackerley 18 Nov, 2020 @ 6:41pm 
Hi, so I have a small issue regarding the bio-polymer factory. The rest of the buildings work fine, however the factory doesn't work. I can build it, I can demolish it etc, however, the jobs do not appear, so I have to build the basic foundry.
Twink315  [developer] 19 Nov, 2020 @ 12:59am 
Hmm that is odd. It works normally for me. Perhaps it is a minor mod conflict? Try to raise the priority of this mod.
Warriorsofcats 19 Nov, 2020 @ 4:08pm 
I have same problem as Takoda_ackerley, and I use Irony Mod Manager to put this mod at both bottom and top of load order, that didn't work. I tried use Irony mod manager conflict solver to find any conflict with this mod, I didn't find anything. I gonna start removing mod to figure out if there any mod conflict at all.
Warriorsofcats 19 Nov, 2020 @ 7:10pm 
I fix it and apparently the Irony Mod Manager is at fault with my mod list. Irony Mod Manager(IMM) add a mod folder whenever I make use of Conflict solver button. So I delete that mod in Documents\Paradox Interactive\Stellaris\mod and that problem is fix. I don't know why though.
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