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You'll want to use a more unique identifier to avoid conflicts.
Thanks for that.
Thanks for the report; I will push a fix ASAP.
Yes this is unintentional. Thanks for your report. A fix has been applied, update the mod and it should be good to go.
Thanks for your report. I have implemented a quick fix while I explore the issue in greater detail. The event should now end automatically after at maximum 2 years. The fix should also apply to your current save and your doomed planet
1. The mars project ship just disappeared on loading a save with no way to rebuild it.
2. Hypernuclear Matter disappeared from my galaxy at one point. I had the perk acquired to farm it and had several sources and a couple of thousand units of it stored up then all my stores and sources of it in the galaxy disappeared.
3. During the event where a person hijacks a bunch of droids and blockades one of my planets I chose the use special forces option. After sending them in the event just disappeared and the blockade never ended. A few decades later I started getting pop ups for designs left there but the blockade modifier is still on that planet.
Mod seems quite good though. Not sure what caused my issues because I'm running several mods AND there was a small update to stellaris that slipped in at one point.
Mod List
resettlement_mod
Better Purge
!!Universal Modifier Patch (3.1.*)
Downscaled Ships
Expanded Stellaris Ascension Perks
AI Game Performance Optimisation Fix 3.1
Psionic Species Expansion
Multi-threaded Purging
Awoken Empire Border Access
Stronger Starting Origins
Simple Traditions
!Bigger Civics Screen
Real Space 3.8
More Events Mod
Origins Expanded
Dynamic Mod Menu (3.1.*)
! The Merger of Rules 3.0
! The Merger of Rules 3.1
Plentiful Traditions 3.x - Extra Perks
! Reworked Advanced Ascension
UI Overhaul Dynamic
Lots of Traditions + UI Overhaul Dynamic
Solar Storm: more Ascension Perks
Lots of Traditions - 80 Slots
Quin's Ascension Perk Techs
Thanks so much for your in-depth post.
1: This issue may have been caused by me in an update (oops, my bad) I will implement a fix that gives an option to rebuild it if it suspiciously disappears. This may also happen if somehow the ship dies outside of combat, like through an event of some sort.
2: This probably was also my fault when I fixed the issue Inny brought up about mod conflicts and sr_strange_matter. Unfortunately, there is not much I can do about that one (the save itself is probably borked), sorry!
3: This issue has been documented by The Next Decade. The issue is fixed and there is a retro-active fix implemented now; that modifier should disappear within 2 years even for existing saves.
Thanks so much for bringing these issues to my attention so that I can make sure everything is working properly.
I'm getting 2 types of bugs.
1. I'm not seing any of the new resources in my topbar (I'm using the universal resource patch, below this mod in the mod loader)
--are they supposed to remain "hidden" until you unlock them (via perk?)? All other resources from other mods are visible in the drop-down menu.
oop, reread the description, nvm
2. I'm (still) getting Gravimetric weapons unlocked at game start, even though I'm using the latest update.
EDIT: Noticed it has "zero point power" as a prerequisite.
I will look for a mod in my list which might have something to do with unlocking that one early (I've had issues before with early unlocked amoeba H-modules lmao), but I'm having a hard time figuring out how that could trigger *your* tech to be unlocked as well? :/
Paired with the fact that I'm unsure if I can even access the required resources, this fact gives me slight anxiety lmao
EDIT:
belated mod list:
Ariphaos
Community Flash Patch
UI Overhaul
Stellar Loading Screens
Dynamic Mod Menu
UI O trad cat
UI O Asc slots
Tiny outliner
UI O tiny outliner
(bunch of namelists)
(emblem mods)
AI Personality: Economic Flavor
Underground Realms
Crimewave: [...] AI overhaul
Evolution Traits
More Traits: classes
Leader Traits: All eligible species traits
GAPS traits
Origins Extended
Mechroids
Ancient Gods
Wiirlak civics+origins
Planetary Modifier Enhancements
Masters of the planet
Masters of the planet 3.1 patch
Legendary worlds
Guillis PM+F
Real space
Supernovae Cosmic fury
PD
PD EW
PD MA
PD SW
PD UW
UI O PD
Space industry (habitat overhaul)
Hydroponic habitats
Spaceborne civs exp.
Terraforming Candidates
Amazing civics megacorp
(Various Alphamod mods)
fix xenophobe factions
Steam age anti alien taskforce
Civil wars
Dynamic political events
End truce and close borders
Engineers of Life
Useful Heirs
New enclaves
Planet States
UI O New enclaves
UI O Planet states
Expanded stellaris trad
Expandes stellaris AP
Ascension: Biological module
Biopsionic mastery (patch)
Classic advanced ascension
Nice and accurate perks
->SOLAR STORM<-
Demilitarize (fixed)
Expanded Mandates
More AI personalities
Claims decay
Agreement boost dip weight
Vassals Expanded and reworked
Exalted dominion
VE exalted dominion patch
Exalted dominion A Level
Merged leader leves
precursor story pack
guillified precursor SP
Archeology SP
Dynamic galaxy special projects extended
Dynamic galaxy 3.1 patch
Expanded events
more events mod
Extra events
potent rebellions
endless frontier: event mod
planet raider
Espionage Extended
Expanded diplomacy and espionage
deassimilate machines
faster gal-com
military service for battle thralls
megastructure policies
smaller sector size 2 jumps
additional early game armies
advanced space production
ACOT
AT WAR: defense platforms
AT WAR: planetary cannons
AT WAR: PDF
AT WAR: Starbase improv
Corrupted buildings and techs
Additional districts and buildings
EUTAB
Extra buildings all in one
planetary wonders
technological ascendancy
ultimate technologies
ultimate weaponry (lite)
ESC
GSC
DNC mod
GSC+DNC patch
(couple of personal starbase mods)
Basic ordinary origins
Deficis penatlies
Unemployment dem time fix lite
Machine & Robot expansion
Psionic species exp
Gigastructures
Giga diversity
Psionic species exp - giga
psionic species exp - UI O
habitat AI colonisation fix
catalytic processing exploit fix
gene modding window expander
influence cap+
starbase UI overhaul fix
Universal modifier patch
universal resource patch (modded to include your resources now yay)
UI O + complete colors
Bigger planet view
36 building slots
StellarStellaris
Stellaris perf mod
^ DDS texture teak
^^ galaxy dust tweak
AI Game performance optimisation fix
I noticed now your mod is p high up.
Imma try to move your mod further down, see if that changes anything
EDIT-CONT:
it stopped gravimetric weapons from being automatically assigned to corvettes at least, but still getting drawn on homesystem starbase.
I can live with that tho lol.
1: Yes the Universal patch works basically by manually incorporating the resources from mods (I assume mod authors can request to have their resources added), I have not done that yet but I will see about getting that done.
2: I actually have had similar issues as well, I thought I fixed it in a recent patch by adding the weapons to a new technology that can't be research normally. But I will look into how it might be appearing on starbases.
Thanks heaps for your in-depth post and helping me out on this issue!
1. Yes I took a look at the code of the resource patch and it looks like it is pretty simple to add a new resource. I just snuck your resource names into the files and it seems to have worked without any hiccup.
I guess its just a matter of the mod author to get the time to do it, I'm sure they'll be happy to should you just ask!
2. Small clarifying update on that:
I get the gravimetric lasers appearing in the ship designer too as options from game start, so it's not isolated to starbases and *might* has something to do with the tech being unlocked too soon somehow (or the modules not properly gated behind it for some reason?) - but comparing your code in ss_technology with vanilla and other mods, nothing looks like it shouldn't (the only notable difference is that your "is_rare = yes" is separated with an empty line, but afaik that shouldn't affect any of that).
So probably nothing to do with how you've set up the requirements in that particular file.
... I kept checking the files for clues and I think I found *something*.
In component_templates/ss_weapons in the "gravimetric torpedo" there is no "prerequisites" line.
There *is* one under both abyssal lasers tho, so that *still* doesnt explain why the lasers are showing up even tho I shouldn't have "tech_gravimetric_weapons" unlocked at gamestart.
I'm so confused.
Stellaris giveth and taketh away. Sometime bugs produce... weird results. In this case, I added that prerequisite to gravimetric torpedoes and it looks like that issue is fixed (those weapons are not showing up in the ship designer or on starbases in a fresh game) even for the abyssal lasers. Why is that how it works? I don't know.
Thanks heaps though for looking into this for me! Do let me know if that bug keeps popping up.