Stellaris

Stellaris

Hydra's More Civics
 This topic has been pinned, so it's probably important
kroun  [developer] 4 Sep, 2024 @ 3:41am
Bug Reports
Saw a nasty 6-legged critter running around your game after you installed this mod? Too many arthropoids in your galaxy?

Here at Hydra's More Civics, we take the eradication of pests very seriously, and as such appreciate any reports that might lead to the capture and containment of any and all bugs caused by this mod.

If possible, please provide an error log and information about which other mods you use, as that would make it much easier to figure out what the cause of the problem is, and thus makes it easier to fix.
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Showing 1-15 of 20 comments
AnaThemis 1 Dec, 2024 @ 7:55pm 
I have a fair number of mods on so it may be some kind of incompatability, but I was trying to play with Exotic Consumption on Knights of the Toxic God, and when my game starts up it shows on the first day that there are 0 of the livestock species and then immediately gets removed from the species screen.
Jack829 10 Dec, 2024 @ 9:24pm 
Originally posted by AnaThemis:
I have a fair number of mods on so it may be some kind of incompatability, but I was trying to play with Exotic Consumption on Knights of the Toxic God, and when my game starts up it shows on the first day that there are 0 of the livestock species and then immediately gets removed from the species screen.


Also having this same issue with the sapient eaters civic.
Posting this here as well:
Hey @kroun, I think I've found a consistent problem with the tech rando version of Selective Process, whenever it rolls a vanilla repeatable the subsequent repeatables then keep showing up as though they were normal tech options, even though the alternatives figure is still waaaaaay in the negatives. It clogs up the tech list and stops new random techs from generating
kroun  [developer] 2 Jan @ 7:58am 
Strange.
Unfortunately there is no way to exclude repeatables from the tech options given, which is part of the reason why I reworked the civic in the first place.
I do have some ideas on how to delay the time it takes for the repeatables to show up (Unfortunately there is no real way to prevent them from showing up at some point), but that would severely reduce the randomness.
So sadly there is no solution at the moment.
Originally posted by kroun:
Strange.
Unfortunately there is no way to exclude repeatables from the tech options given, which is part of the reason why I reworked the civic in the first place.
I do have some ideas on how to delay the time it takes for the repeatables to show up (Unfortunately there is no real way to prevent them from showing up at some point), but that would severely reduce the randomness.
So sadly there is no solution at the moment.
That's a shame. It's really weird that I've only seen it happen with vanilla repeatables. Makes me think there's a difference between vanilla and modded repeatables that's causing this. In the meantime, is there a way to manually remove permanent research options instead? If we can do that, than until there's some other kind of fix available either elsewhere or in this mod, we could just remove the offending repeatables from the list of current permanent research options and keep going otherwise.
kroun  [developer] 2 Jan @ 10:52am 
Not one that I know of.
Originally posted by kroun:
Not one that I know of.
Asked on the Modding Discord, current rec if I'm keeping a run is to edit the save to remove it from the permanent list, really annoying but hardly the end of the world. I might look into a possible modding solution myself later, the fact that it only affects vanilla repeatables is really weird, so there must be something there that's causing this problem.
I've been giving it some thought, and I'm wondering if the issue I was having might be from one of my other mods, I'm pretty sure I've got one running that affect vanilla repeatables, so once I'm done with my current run I'll dig into my mod list and see if removing it also removes this odd bug. I'll let you know how it goes.
kroun  [developer] 5 Jan @ 6:51am 
Sounds good!
lpiv 17 Jan @ 2:53am 
The Highway Fees edict has no effect listed. Code says that it is supposed to increase trade from living standards, but it does not do that either. Tested with and without mods.
I had my fill of the other run, and have now begun testing to see if I can find out what exactly was causing the issue with the repeatables. First thing I did though was load the game up with just HMC to confirm absolutely that it is not a problem with how repeatables in general are coded, can confirm that the issue does not occur when using HMC alone, so it absolutely is a problem with one of the other mods I was using interacting weirdly with the repeatables.

I'm gonna start digging into every mod I was running that interacts with repeatables in any way (also, can confirm that the issue can occur with modded repeatables, not just vanilla ones), and once I've narrowed it down to the perpetrator I'll put down the mod's name here so anyone else interested in doing random-tech runs with other mods knows which one doesn't play nicely with it.

Might take me a while, just as a heads up, due to time constraints as well as the large number of mods I typically play with.
lpiv 18 Jan @ 2:32am 
Another one I found is that Exotic Consumption does not correctly add Livestock pops at the start of the game, unlike its counterpart Sapient Eaters, which seems to work fine. The other effects of the civic (the Exotic Diner and the Diner Manager council position) are also fine. Tested with and without mods.
Originally posted by kroun:
Sounds good!
Unfortunately I can now confirm that the repeatables issue can occur with just HMC installed and no other mods. Why, I don't know. I was testing some stuff out and something odd happened, so I went back to the save with just HMC and tested it out further, and managed to get it to happen. I think it might be related to Stored Techpoints, but I'm hesitant to say that definitively. It's at the very least a lot less consistent in testing than it was during normal gameplay, so idk what's going on there
It might be an issue with the perk delicious itself. It says "delicious cannot be added at start of game" when combined with the "slave race" civic, but it does spawn them as livestock at the start of the game
kroun  [developer] 14 Feb @ 3:40pm 
Originally posted by Yawndreas:
Snip


Originally posted by OmegaProtocol:
Originally posted by kroun:
Sounds good!
Snip

I have fixed this issue. It appears that I had forgotten to include Exotic Consumption in the list of civics to fire the event that creates the pops. Will update later today.
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