Stellaris

Stellaris

Hydra's More Origins
 This topic has been pinned, so it's probably important
kroun  [developer] 21 Feb @ 4:41am
Bug Reports
Found a nasty bug that needs squishing? Please tell me here!
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Showing 1-15 of 15 comments
Matt 24 Feb @ 1:47pm 
Issue with the after the apocalyptic start, if you are a machine race the ascension path gets bugged and never lets you cure the zombies
kroun  [developer] 24 Feb @ 2:30pm 
Oops!
Machines aren't supposed to be able to take After The Apocalypse.
I'll fix it right away.

As for your current savegame where this happened, I believe if you fire the event HMO_ascension.501 you should get a narrative event chain about how you synthetically ascended and how that has enabled you to deal with the zombies.

When you fire the event, you should get the ability to clear the zombie blockers (Do note that this is not how they are usually removed, as they get cleared during the situation that happens before this event chain, but with your empire being machines the situation would most likely not work correctly. The ability to clear blockers once you fire this event is more of a failsafe if any blockers somehow survived the situation.)

Now, these events will of course not make a lot sense, narratively speaking, since they are intended for bioempires that ascend, but it shouldn't have any negative effects on your gameplay.
Additionally this event chain is needed to reform from Martial Law to normal or one of the special authorities (You should be able to keep it if you want, though).

Also, many thanks for your bug report!
Last edited by kroun; 24 Feb @ 2:30pm
The compatibility for Wildworld with Planetary Diversity isn't working. It sets the planet type to superhabitable and starts the event chain, but none of the blockers spawn. I double checked this, started the game with only PD and this mod installed, and it's still giving me the same behavior.
Matt 28 Feb @ 3:19pm 
So sadly firing that event didn't work as it required having the synthetic tradition finished and one other flag that I could not figure out how to activate. Thank you for the help and quick mod update though!!!
Having some trouble with the banished threat origin where the last system I need to explore isn't added to the Eons has passed event chain. I have surveyed and claimed the system and it still won't contribute to the event chain. Is there some command I could use to forcefully register it or no?
kroun  [developer] 1 Mar @ 11:38am 
Originally posted by BORE ROCKER SUPREME:
Having some trouble with the banished threat origin where the last system I need to explore isn't added to the Eons has passed event chain. I have surveyed and claimed the system and it still won't contribute to the event chain. Is there some command I could use to forcefully register it or no?

Do you still have the system as a point of interest in your mission log?
Last edited by kroun; 1 Mar @ 11:42am
kroun  [developer] 1 Mar @ 11:47am 
Originally posted by BORE ROCKER SUPREME:
Having some trouble with the banished threat origin where the last system I need to explore isn't added to the Eons has passed event chain. I have surveyed and claimed the system and it still won't contribute to the event chain. Is there some command I could use to forcefully register it or no?

I unfortunately have no easy way to fix the problem for your current save, though you should be able to select a science ship and then fire the HMO_origin.2102 event on it, although the point of interest might stick around.

I have fixed the mistake I made that caused this problem, though it will only be fixed for new games, unfortunately.
Ok, thank you for helping out though and also yes I still have the system.
Oh, to clarify, how do I run the event origin? Never really had to do this before
kroun  [developer] 3 Mar @ 2:02am 
Originally posted by BORE ROCKER SUPREME:
Oh, to clarify, how do I run the event origin? Never really had to do this before

Sorry, was busy with other stuff.
Just run the event HMO_fix.1
I think opening the console and typing in:
event HMO_fix.1
should do it.
Last edited by kroun; 3 Mar @ 2:02am
smarekp 2 Jun @ 11:25am 
Running a regular Vaulted empire, it crashed when I hovered over the Restoration Project's progress track in the situation log. Using UI Overhaul Dynamic so that might be a factor.
kroun  [developer] 2 Jun @ 11:49am 
Originally posted by smarekp:
Running a regular Vaulted empire, it crashed when I hovered over the Restoration Project's progress track in the situation log. Using UI Overhaul Dynamic so that might be a factor.

Unless the issue persists after disabling said mod I'll note this as an "Try to fix if I have nothing else to do."
--Edit--
I took a day off, then repeated the steps below to get a fresh install.
This time I also validated all the files afterwards through steam.
It works now and I am left even more confused.
--Edit--


Did the trigger for wildworld change?
I am having an issue where choosing the wildworld option I cannot get the clearance event to trigger.

I removed the mod, deleted the folder, redownloaded it and started a new game with just this mod.
Even 20 years into the game after factions have long formed I do not get the situation to start removing blockers on the homeworld.

The kessler cage syndrome also seems to not have any effect on colony ship build cost.
Last edited by Shigurame; 6 Jun @ 1:34pm
deshio 5 Jul @ 3:02pm 
Hey I've reached late game now on Insurgency origin but I don't know how the hell the insurgents faction still exists with zero pop support. My main faction has one issue point of "No Advantage" and what is that supposed to mean ;-;
deshio 5 Jul @ 3:19pm 
Just had an event where the insurgents break outta nowhere, beat them up and still nothing changes
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