Stellaris

Stellaris

Celestial Expansion v1.2.2
 This topic has been pinned, so it's probably important
Kxawzìtan  [developer] 23 Jan, 2022 @ 1:08pm
Bug Reports
If you encounter any problems with the mod itself, or compatibility errors, localisation errors, general bugs, ect ect...

I shall be making a list of bugs and errors here for me to fix, using strikethroughs to show what has been fixed
v.1.0
Bugs/Issues to fix:
001 - Stellarium Perk* - Not showing after unlocking the correct pre-requisites
002 - Missing localisation for tr_celestial_adopt and tr_stellarium_adopt
003 - Localisation errors in planet size in the stat menu
004 - Refresh Button localisation unchanged. Presently "Refresh Page - TESTING ONLY"
005 - Missing "Cancel Project" button for Exploring Extremely Hollow Planets
006 - Localisation for "Explore Extremely Hollow Planet" tooltip incorrectly shows "15% chance for 1 Cavern" and does not match the result of 2
007 - Localisation for all planet sizes and its costs during exploration events do not match general planet size category
008 - Inconsistent localisation with planet sizes found on the mod's statistics menu compared to planet's actual size compared with lists when exploring for caverns


v.1.1
Bugs/Issues to fix:
101 - Mod statistic menu remains 1.0 and not 1.1
102 - Potential exploit with the cataclysmic event
103 - Both Tradition trees: Celestial and Stellarium are not balanced for Machine, Synth and Lithoid empires
104 - Launching expeditions for Subterranean Caverns do not yield Caverns
105 - Finding Nothing after an expedition does not remove X modifier
106 - Multiple reports of Performance Drops mid-game



* - Circumstantial set of circumstances occurred prior to event, I.E. using a cheat or the console box
Last edited by Kxawzìtan; 3 Feb, 2022 @ 3:06pm
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Showing 1-5 of 5 comments
Kxawzìtan  [developer] 24 Jan, 2022 @ 11:54am 
There may be an issue with acquiring the AP after completing the Stellarium tree, at least i had a few issues when conducting my tests. I'm going to start looking into it tomorrow to determine if there is a genuine problem.
The problem i faced was due to me using console commands to unlock the tech, before getting the post-Celestial tree perks and not allowing me to see the post-Stellarium perk.
Issue solved
Last edited by Kxawzìtan; 27 Jan, 2022 @ 7:04pm
Kxawzìtan  [developer] 29 Jan, 2022 @ 6:27pm 
Huge thanks to Khepri for seeing and reporting the imbalance with the Traditions <3
Kxawzìtan  [developer] 30 Jan, 2022 @ 7:37pm 
Huge thanks to Legit-Rikk for reporting issue 104 where "Launching expeditions for Subterranean Caverns do not yield Caverns" <3
Brushboss 30 Jun, 2022 @ 4:29pm 
https://media.discordapp.net/attachments/709130986834624552/992202592295866379/unknown.png?width=973&height=676
maginot world size issue
my guess is that its because of QSE
compat mod with gigas is installed and is in playset below both
Kxawzìtan  [developer] 30 Jun, 2022 @ 5:19pm 
Hmm, I've not massively used the Maginot world in a lot of my playthroughs tbh. I know they can be big and quite OP but I'm not sure if the world size for it might be a bug, or if it legit does mess with the stats of the world itself.
I've made no changes in this mod regarding the Maginot world and compatibility with CE so I suppose that this is a possible bug or feature, or just missed. I do want to add some limitations over time, but not 100% certain to what yet. Perhaps the Maginot world may need one.

What kind of stats does your Maginot world(s) currently have? are their stats gamebreaking?
- actually I have seen a video on YT where someone built a network of solar-system wide Maginot worlds all size 500. it looks ridiculous, but it works perhaps a little too well.
Any additional information will help a great deal though dude. o7
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