Stellaris

Stellaris

SciFi Series Tech
 This topic has been pinned, so it's probably important
Robinxen  [developer] 4 Feb, 2022 @ 8:40pm
Feedback and Bug Report
This thread is to report any and all bugs, problems, issues and errors, as well as any balancing or other related feedback for existing content already inside the mod.

When reporting a bug please try to include:
  • What the problem was
  • When the problem was encountered
  • How severe the problem was
  • How frequent the problem is
  • And lastly, the most probable cause of the problem


When providing content feedback such as balancing:
  • What you are providing feedback on
  • Your immediate feelings on the matter
  • A logical analysis of why you consider it a problem
  • A potential fix or adjustment that can be made
  • And lastly, a polite thank you for my hard work
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Showing 1-6 of 6 comments
Dr. Quackers M.D. 16 Aug, 2022 @ 10:10am 
Is there a reason all energon reactor components are available at the start of the game? love everything but this one thing is ruining it for me. Is this a bug?
Robinxen  [developer] 16 Aug, 2022 @ 11:24am 
Originally posted by GotWeenies:
Is there a reason all energon reactor components are available at the start of the game? love everything but this one thing is ruining it for me. Is this a bug?

I'm assuming this is for the probe? In which case it shouldn't be happening, and glancing at the code there's nothing that should be causing this. I'll do a test to check to be sure. If it is default unlocking all the techs then it's definitely not this mod, because I've made no changes to existing vanilla techs. It's possible this is a weird compatibility issue.
Sunconure11 15 May, 2023 @ 7:19pm 
Parts don’t seem to upgrade if they are set to auto-upgrade and you have the next tier. I also suspect it may have compat issues with mods that add parts of their own. Can you look into this?
Robinxen  [developer] 16 May, 2023 @ 3:39pm 
Originally posted by Sunconure11:
Parts don’t seem to upgrade if they are set to auto-upgrade and you have the next tier. I also suspect it may have compat issues with mods that add parts of their own. Can you look into this?

I've been meaning to update this mod for a while to reflect the combat overhaul that happened a long time ago, so this might give me enough reason to try and return now I am less busy however to answer your question.

Unless things have changed all the mod parts that can upgrade should upgrade.
The only difference are those that are upgrades to vanilla weapons in the game, I can't make those autoupgrade without editing the vanilla files, which I don't want to do for compatibility purposes.
Sunconure11 17 May, 2023 @ 5:19pm 
Why not a set of various patches that work with other mods that add parts?
Robinxen  [developer] 17 May, 2023 @ 7:19pm 
Originally posted by Sunconure11:
Why not a set of various patches that work with other mods that add parts?

It's not really that simple.
If I make my mod overwrite the vanilla files then it becomes a competition based on load order for any other mods that overwrite that file. Whatever is loaded last will get the final say in what the vanilla file looks like.
Say for example I have an upgrade for Weapon A in my file and another mod has an upgrade for Weapon B in their file. Which loads last will break the other, in my case the other mods Weapon B would stop upgrading, or the other mod would cause my Weapon A to stop upgrading.

A compatibility patch might fix that. But if my mod and someone elses mod both have weapons that upgrade from a vanilla weapon then a judgement still has to be made over which takes priority. And then there's the fact countless mods exist with different weapon trees that may or may not be used means that patch will just get longer and longer and longer as every single possible combination is accounted for.
Say for example my mod and another mod has an upgrade to Weapon A, then I must choose between my version of Upgraded Weapon A or the other mods version of Upgraded Weapon A, since one weapon can't really upgrade into two different ones. Moreover any time the other mod adds new weapons I'd have to go through and grab all the IDs for those weapons to update my compatibility patch to reflect their changes. Which is a lot of work for no real gain on my part, as it's easier to just cut out all the management.

It's much easier to just have the original weapons handle like they do and then any original upgrades become optional, because that way I can guarantee no conflicts and the base game balance is preserved if someone doesn't manually apply them.
Again, there's only a few weapons in the game that won't be used by autoupgrade, and even then those weapons are given higher priority to the AI so eventually the AI auto designer will shuffle the techs around to include them in designs. No different than the AI designer having to shuffle its starting weapons when you unlock neutron launchers or the like.
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Showing 1-6 of 6 comments
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