Stellaris
Xenology - Biological Module (Ever Universe)
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Ever Universe  [desarrollador] 9 MAY a las 12:14 p. m.
Bug Reports
You can report any bugs you encounter with Xenology here. User feedback greatly speeds up the debugging process.
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Mostrando 1-15 de 19 comentarios
kenken244 10 MAY a las 9:36 a. m. 
I noticed that a lot of the traits still give resources from jobs multipliers, which no longer work in 4.0. the tooltip works, but the bonus is not actually applied.
Kronic 10 MAY a las 11:59 a. m. 
Found a hard lock that occurs on new months, it is not the same for every save (can happen 10 years in or 50) rolling back the save 2 years still resulted in the freeze at the same point.
Última edición por Kronic; 10 MAY a las 12:00 p. m.
Ever Universe  [desarrollador] 10 MAY a las 12:07 p. m. 
@kenken244; I wasn't aware they removed those... What, jobs no longer produce resources? I'll have to look into this. I have no idea why PDX just removes this stuff instead of simply replacing their function in the backend.
Ever Universe  [desarrollador] 10 MAY a las 12:07 p. m. 
@Kronic; What do you mean by hard lock?
Ever Universe  [desarrollador] 10 MAY a las 12:17 p. m. 
@kenken244; After closer investigation, it seems like resources_from_jobs still works but instead of resource bonuses, they add Workforce to those jobs. Still figuring out 4.0.... Please check for that instead.
eple92 13 MAY a las 5:30 a. m. 
I didn't test every trait, but at least genetic memory and analytical does not seem to give bonuses to workforce. The modifiers should be replaced with the new workforce modifiers.
mute 16 MAY a las 2:29 p. m. 
@Ever Universe
I recommend to check out how vanilla traits have been changed. As you've figured out, you can no longer add specific Outputs/Upkeeps to Jobs from Species Traits anymore. Yes, resources_from_jobs still works, but only for planet or country scope, not traits!

Traits can add workforce or bonus workforce to jobs, increasing "Efficiency" for a pop working that job. To my understanding adding workforce will make one pop take up more jobs, so you would require less pops to fill your jobs, and bonus workforce does something similar with the difference of not counting towards the limit.

TLDR: you have to make the switch to pop_bonus_workforce_mult / it's derivatives
Ever Universe  [desarrollador] 16 MAY a las 2:33 p. m. 
I'll look into it tomorrow. I also need to add all those tags for compatibility with Biogenesis stuff. Thanks for helping.
Última edición por Ever Universe; 16 MAY a las 2:33 p. m.
gloomyMoron 18 MAY a las 5:52 a. m. 
The Forge Masters trait seems to be making Catalytic Processors unable to be worked? There is also a string error in its descriptor, where it says something like mod_catalytic_processor_job_multi.

I've closed the game for now and probably won't be able to get back to it for a few hours, so I can't check the exact wording, but a previous game, without the trait, had Processors working.
Ever Universe  [desarrollador] 18 MAY a las 6:49 a. m. 
I've looked at the scripts and found nothing out of the ordinary about the Forge Master official trait. Are you sure this isn't a mod conflict, or just an outdated mod?
Última edición por Ever Universe; 18 MAY a las 6:50 a. m.
gloomyMoron 19 MAY a las 3:08 a. m. 
Publicado originalmente por Ever Universe:
I've looked at the scripts and found nothing out of the ordinary about the Forge Master official trait. Are you sure this isn't a mod conflict, or just an outdated mod?

It's not the official trait, its the Genetic Trait added by the mod. I got the name wrong, I guess. I doubt it is an outdated mod issue, unless Steam/Paradox Launcher failed to update Xenology specifically (multiple times), for some strange reason. It *might* be a conflict, but I can't imagine how, since Xenology is loaded after most of the other trait mods I'm using which should give it priority.

After loading up the game to get everything correct: The trait is Crafty, I was remembering the Official Trait (which it unlocks).

Craft
- Job Efficiency for Metallurgists: +15%
- mod_pop_catalytic_technician_bonus_workforce_multi: +15%
-
Added by Xenology

https://cdn.discordapp.com/attachments/679448238306099232/1373964691260313610/image.png?ex=682c53d5&is=682b0255&hm=cac044a0ce642cb3c84b4f14ab555d58779134a44dbf7d34ab3201c49999a09c&
Última edición por gloomyMoron; 19 MAY a las 3:08 a. m.
Ever Universe  [desarrollador] 19 MAY a las 3:17 a. m. 
It might be a typo in the modifier. I'll take a look at the trait.
Última edición por Ever Universe; 19 MAY a las 3:18 a. m.
Ever Universe  [desarrollador] 19 MAY a las 4:22 a. m. 
I have deployed a hotfix. Please check to see if the issue is still present.
Última edición por Ever Universe; 19 MAY a las 4:22 a. m.
gloomyMoron 19 MAY a las 8:17 a. m. 
Loading the save after the update didn't fix it. Must be an incompatibility or some other bug. I'll try on a new save and see if it is just this save that's messed up. I did notice the line about Catalyst Technicians is completely gone from the trait.
Mory 19 MAY a las 1:50 p. m. 
Publicado originalmente por gloomyMoron:
Publicado originalmente por Ever Universe:
I've looked at the scripts and found nothing out of the ordinary about the Forge Master official trait. Are you sure this isn't a mod conflict, or just an outdated mod?

It's not the official trait, its the Genetic Trait added by the mod. I got the name wrong, I guess. I doubt it is an outdated mod issue, unless Steam/Paradox Launcher failed to update Xenology specifically (multiple times), for some strange reason. It *might* be a conflict, but I can't imagine how, since Xenology is loaded after most of the other trait mods I'm using which should give it priority.

After loading up the game to get everything correct: The trait is Crafty, I was remembering the Official Trait (which it unlocks).

Craft
- Job Efficiency for Metallurgists: +15%
- mod_pop_catalytic_technician_bonus_workforce_multi: +15%
-
Added by Xenology

https://cdn.discordapp.com/attachments/679448238306099232/1373964691260313610/image.png?ex=682c53d5&is=682b0255&hm=cac044a0ce642cb3c84b4f14ab555d58779134a44dbf7d34ab3201c49999a09c&


Actually this comment points out something I've noticed with this mod. The extra "-" I see these on several traits. Is this something thats a work in progress? I assume its not affecting gameplay, its just the text?
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