Stellaris

Stellaris

Galaxius
 This topic has been pinned, so it's probably important
Kali  [developer] 16 May, 2021 @ 10:25pm
Report bugs here and other oddities here
Report bugs and other oddities here
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Showing 1-15 of 57 comments
Jeb 17 May, 2021 @ 7:39am 
After colonizing a new planet, the capital building immediately gets replaced with the ones from this mod, this may be because the event that places these capital buildings doesn't abide by the potential rule written in ie_capital_buildings.txt.
Last edited by Jeb; 17 May, 2021 @ 7:42am
Kali  [developer] 17 May, 2021 @ 10:19am 
Will release a fix for it soon, thanks!

edit: fixed!
Last edited by Kali; 17 May, 2021 @ 10:29am
Cheesemongle 18 May, 2021 @ 6:45pm 
haven't tested this mod out yet, but from looking at the pictures this looks like each portal will have an absurdly high theoretical carrying capacity, which would either never be feasible to fill out or would have issues with lag. (not the kind that slows down the game, rather the kind that crashes my game when i select a planet with 5k pops)
Kali  [developer] 18 May, 2021 @ 7:36pm 
Yes it does have a high capacity. I will think about if there are other ways to do it, but there isnt really much that I can do about that. That's a combination of the game engine and computer specs. But the high capacity and pop amounts is intended as it is a galaxy after all.
Kali  [developer] 18 May, 2021 @ 7:47pm 
Ok so i do have something that I think will help you. I am at some point going to do something to simulate megastructures and orbital stations, neither of which will contribute to capacity, so you could theoretically load the "galaxy" up with only stations and megastructures.
Vault76Survivor 25 May, 2021 @ 6:48pm 
Origin is incompatible with rogue servitors. No bio trophies appear and no starting jobs are available for them. Consider adding a starting sanctuary world district.

Origin also still has Ecumenopolis World districts with machine empires, despite machine worlds filling the same role. This also results in about -1,000 starting amenities for machine empires and 9% stability.
Kali  [developer] 25 May, 2021 @ 8:09pm 
Originally posted by Vault76Survivor:
Origin is incompatible with rogue servitors. No bio trophies appear and no starting jobs are available for them. Consider adding a starting sanctuary world district.

Origin also still has Ecumenopolis World districts with machine empires, despite machine worlds filling the same role. This also results in about -1,000 starting amenities for machine empires and 9% stability.
That's bizarre, ill look into it.
Last edited by Kali; 25 May, 2021 @ 8:09pm
Kali  [developer] 25 May, 2021 @ 10:11pm 
Originally posted by Vault76Survivor:
Origin is incompatible with rogue servitors. No bio trophies appear and no starting jobs are available for them. Consider adding a starting sanctuary world district.

Origin also still has Ecumenopolis World districts with machine empires, despite machine worlds filling the same role. This also results in about -1,000 starting amenities for machine empires and 9% stability.
Fixed.
I have the strange feeling this mod is incompatible with NSC. I am running those two mods together (with some others that do not mess with planetary buildings) and the strat. resource buildings are not buildable. Well more like they dont exist as buildings.

(There is a small possibility that I researched the techs for the buildings before installing the mod and thats why they dont work. But I dont remember)

EDIT: After checking a new game and disabling the mod: This mod disables the normal strat. resource buildings with (most likely) NSC. This cant be intended right?
Last edited by gekaufter Bot #66642; 29 May, 2021 @ 2:48pm
Kali  [developer] 29 May, 2021 @ 5:11pm 
Originally posted by gekaufter Bot #66642:
I have the strange feeling this mod is incompatible with NSC. I am running those two mods together (with some others that do not mess with planetary buildings) and the strat. resource buildings are not buildable. Well more like they dont exist as buildings.

(There is a small possibility that I researched the techs for the buildings before installing the mod and thats why they dont work. But I dont remember)

EDIT: After checking a new game and disabling the mod: This mod disables the normal strat. resource buildings with (most likely) NSC. This cant be intended right?
NSC doesnt do anything with buildings and mine shouldnt disable them. NSC should be compatible with my mod. If you can provide me a modlist I can probably tell you whats messing up.
Originally posted by Kali:
Originally posted by gekaufter Bot #66642:
I have the strange feeling this mod is incompatible with NSC. I am running those two mods together (with some others that do not mess with planetary buildings) and the strat. resource buildings are not buildable. Well more like they dont exist as buildings.

(There is a small possibility that I researched the techs for the buildings before installing the mod and thats why they dont work. But I dont remember)

EDIT: After checking a new game and disabling the mod: This mod disables the normal strat. resource buildings with (most likely) NSC. This cant be intended right?
NSC doesnt do anything with buildings and mine shouldnt disable them. NSC should be compatible with my mod. If you can provide me a modlist I can probably tell you whats messing up.

Well I assumed it was NSC because it's the biggest mod.
Made a collection with all the mods I use currently
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2502443346

Thank you for your effort
Kali  [developer] 30 May, 2021 @ 6:05am 
Originally posted by gekaufter Bot #66642:
Originally posted by Kali:
NSC doesnt do anything with buildings and mine shouldnt disable them. NSC should be compatible with my mod. If you can provide me a modlist I can probably tell you whats messing up.

Well I assumed it was NSC because it's the biggest mod.
Made a collection with all the mods I use currently
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2502443346

Thank you for your effort
NSC extra shipsets is broke. Other than that everything should work fine, though the storage building mod is not needed as i include a level 2 silo. I dont see anything else that would cause it. Try verifying the cache. what origin are you using?
Originally posted by Kali:
NSC extra shipsets is broke. Other than that everything should work fine, though the storage building mod is not needed as i include a level 2 silo. I dont see anything else that would cause it. Try verifying the cache. what origin are you using?

The storage building mod is broken too i just noticed. Maybe its this mod. Will check if its that mod causing it and verifying the files. But thanks for the help :)
Kali  [developer] 30 May, 2021 @ 2:27pm 
Originally posted by gekaufter Bot #66642:
Originally posted by Kali:
NSC extra shipsets is broke. Other than that everything should work fine, though the storage building mod is not needed as i include a level 2 silo. I dont see anything else that would cause it. Try verifying the cache. what origin are you using?

The storage building mod is broken too i just noticed. Maybe its this mod. Will check if its that mod causing it and verifying the files. But thanks for the help :)
Should be anything but let me know if that fixes it.
Snakie 1 Jun, 2021 @ 9:35pm 
Weirdly enough, with Galaxius mod on, I don't see Gas Extraction Well, Mote Harvesting Trap, or Crystal Mine (the ones on resource page, not the industrial ones that convert minerals) on regular planets (not Galactic Gateway) that has planetary feature allowing them. When I turned it off, I can see the option and is able to build them. I have researched the tech allowing me to do so for like 30 or so years now, but I only noticed the discrepancy now.
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