Victoria 3

Victoria 3

Tech & Res
 This topic has been pinned, so it's probably important
Mattia10  [developer] 29 Apr @ 11:55pm
Bugs and Reports
In this thread you can reply to report bugs in the mod code.

Known bugs:

1) After 100 years of game, the GDP graph is bugged.
Solution: Around 1900 switch to all nations to reset the graph and ensure it works until 1999, or wait for the Victoria 3 devs to fix it.

2) Localization Problems.
Solution: Report lack of localization and I will translate each one in english.

3) Some times, after an update, moving mouse over new production methods will cause instant crash. In this case the only way to solve the problem is going in observe mode for a week.
For this reason, from now I will update the mod monthly and following an organized schedule, so everyone will have time to finish it's game.

4) PM bugs

- Mobilization Bug: Satellite Support cannot be selected (Resolved for next patch)

- Glassworks Industry Bug: Houseware Moplen cannot be selected even though robotic bottle blowers is active in the building (Resolved for next patch)

- Electronics Industry Bug: Automated Printed Circuit Board cannot be selected even though Nano Transistor is active in the building (Resolved for next patch)

- Uranium Mines Bug: Enriched Uranium cannot be selected even though building has Advanced Mining System (Resolved for next patch)

- Software Industry Bug: Version Control and Cloud Based DevOps cannot be selected even when building has Internet Data Reporting and Cloud Data Optimization (Resolved for next patch)
Last edited by Mattia10; 12 Jun @ 11:07pm
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Showing 1-15 of 137 comments
There is a bug that natural gas building does not privatise and it blocks private construction!
Mattia10  [developer] 2 May @ 11:13pm 
Originally posted by eye102307:
There is a bug that natural gas building does not privatise and it blocks private construction!
Seems strange, gas rigs have the same identical definition of oil rigs, I will see what can I do.
Last edited by Mattia10; 2 May @ 11:13pm
there is an error with the uranium mines using the morgenrote compatch, they can be build anywhere. Once again, thanks for this mod!!!!
Last edited by gato del teclado; 3 May @ 1:21am
Xolvir 3 May @ 9:07am 
Originally posted by gato del teclado:
there is an error with the uranium mines using the morgenrote compatch, they can be build anywhere. Once again, thanks for this mod!!!!
Try changing the load order of the compatch
Mattia10  [developer] 3 May @ 9:14am 
Originally posted by gato del teclado:
there is an error with the uranium mines using the morgenrote compatch, they can be build anywhere. Once again, thanks for this mod!!!!

I resolved the problem but steam is still verifying the patch 😅
For the "synthetic fibers" technology, there is no way to activate the PMs you unlock.

"Synthetic fibers" primary production method requires "Nylon accessories" to be active in the building.

However, the "Nylon accessories" secondary production method requires "Synthetic fibers" primary production method to be active in the building.

If you aren't already on it (because you just unlocked the tech), you can't activate either PM, locking you out of both. My guess is that only one of those should be required.
Mattia10  [developer] 3 May @ 11:01pm 
Originally posted by JudgeMilkman:
For the "synthetic fibers" technology, there is no way to activate the PMs you unlock.

"Synthetic fibers" primary production method requires "Nylon accessories" to be active in the building.

However, the "Nylon accessories" secondary production method requires "Synthetic fibers" primary production method to be active in the building.

If you aren't already on it (because you just unlocked the tech), you can't activate either PM, locking you out of both. My guess is that only one of those should be required.
This problem should have been resolved in last bugfix patch, as synthetic fabrics and stretchwears no longer require luxury clothes specific PMs.

Try unsubscribing and resubscribing to the mod, probably some mod files still need to be updated. If this doesn't work, is something save-dependent.
_PAM_ 5 May @ 11:25am 
Originally posted by eye102307:
There is a bug that natural gas building does not privatise and it blocks private construction!
yes i also found this bug in party but i just add to the national construction to make the private sector construct
Originally posted by Mattia10:
Originally posted by eye102307:
There is a bug that natural gas building does not privatise and it blocks private construction!
Seems strange, gas rigs have the same identical definition of oil rigs, I will see what can I do.

It seems the Gas rigs get a fractional level that is worker owned with 1 capitalist. This is likely what is breaking the privatization. In my game, my capitalists are stuck trying to privatize something that can't be privatized.
Mattia10  [developer] 6 May @ 9:41am 
Originally posted by Secular X:
Originally posted by Mattia10:
Seems strange, gas rigs have the same identical definition of oil rigs, I will see what can I do.

It seems the Gas rigs get a fractional level that is worker owned with 1 capitalist. This is likely what is breaking the privatization. In my game, my capitalists are stuck trying to privatize something that can't be privatized.
I think best solution is moving gas rig from extraction building group to mine building group.
Originally posted by Mattia10:
Originally posted by Secular X:

It seems the Gas rigs get a fractional level that is worker owned with 1 capitalist. This is likely what is breaking the privatization. In my game, my capitalists are stuck trying to privatize something that can't be privatized.
I think best solution is moving gas rig from extraction building group to mine building group.

I think this may be the culprit - I am no modder, but working with ChatGPT, it sounds like the building category doesn't have built-in privatization so it fails. Chat indicates that adding capitalists as workers could fix it, but that seems less than ideal.

I flipped the parent_group to bg_mining from bg_extraction and that seems to have fixed my investors
Minolao 6 May @ 11:26am 
Hi all, I don't know if this is a bug, but my issue has to do with commercial airplanes. Specifically, the absence of a production method in my game. Even if I hover, I still do not see a production method. It could be a conflict with another mod, but it seems awfully specific to only have this issue and that late in the game. Any ideas?
Originally posted by Minolao:
Hi all, I don't know if this is a bug, but my issue has to do with commercial airplanes. Specifically, the absence of a production method in my game. Even if I hover, I still do not see a production method. It could be a conflict with another mod, but it seems awfully specific to only have this issue and that late in the game. Any ideas?

Civilian Aircraft come from the Motor Industries. The first available production method is zeppelins which produces Civilian Aircraft. It tends to hurt the industry a lot when the method becomes available, maybe attach it to the war factory instead? Have it reduce military aircraft for civilian aircraft?
Minolao 6 May @ 12:26pm 
Originally posted by Secular X:
Originally posted by Minolao:
Hi all, I don't know if this is a bug, but my issue has to do with commercial airplanes. Specifically, the absence of a production method in my game. Even if I hover, I still do not see a production method. It could be a conflict with another mod, but it seems awfully specific to only have this issue and that late in the game. Any ideas?

Civilian Aircraft come from the Motor Industries. The first available production method is zeppelins which produces Civilian Aircraft. It tends to hurt the industry a lot when the method becomes available, maybe attach it to the war factory instead? Have it reduce military aircraft for civilian aircraft?

Thanks for the response! I can see neither. I have researched zeppelins, but there is no mention there and nothing in the motor industries too.
Mattia10  [developer] 6 May @ 12:54pm 
Originally posted by Minolao:
Originally posted by Secular X:

Civilian Aircraft come from the Motor Industries. The first available production method is zeppelins which produces Civilian Aircraft. It tends to hurt the industry a lot when the method becomes available, maybe attach it to the war factory instead? Have it reduce military aircraft for civilian aircraft?

Thanks for the response! I can see neither. I have researched zeppelins, but there is no mention there and nothing in the motor industries too.
Civilian Aircrafts PM should be in motor industry. If you don't see them, there is probably a conflict with another mod that overwrite motor industry building definition.

And regarding Civilian Aircraft, for the next patch I've already made war machine industry a more specific and useful aircraft industry, with civil planes/zeppelin as principale PM. Furthermore, motor industry have been divided in engine industry and automotive industry (In which you can also produce tanks).
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