Stellaris

Stellaris

Dedicated Worlds
 This topic has been pinned, so it's probably important
LastLeviathan  [developer] 17 Jan, 2017 @ 12:57pm
Bug Reports
Post any bugs you encounter here.
< >
Showing 1-15 of 43 comments
RogerMurdock 18 Jan, 2017 @ 1:00pm 
The localization for "edict_refocus_world" doesn't seem to work properly.
LastLeviathan  [developer] 18 Jan, 2017 @ 1:10pm 
Originally posted by RogerMurdock:
The localization for "edict_refocus_world" doesn't seem to work properly.
Good catch, the localisation is there but it seems I forgot to fix it from edict_refocus_planet to edict_refocus_world.
Last edited by LastLeviathan; 18 Jan, 2017 @ 1:10pm
MiskWisk 22 Jan, 2017 @ 7:34am 
I think I've found a bug. The bonuses from the dedicated worlds seems to disappear after a certain amount of time. I am unsure as to how long it takes but eventually I find my research world is no longer getting the research bonuses (as well as the hit to energy and minerals) and my trade worlds seem to lose their buffs as well. I haven't checked this out with other types but it is rather irritating to have to remove the modifier and reapply it. The actual modifier symbol remains however.
LastLeviathan  [developer] 23 Jan, 2017 @ 10:15am 
Originally posted by anguscoverdale:
I think I've found a bug. The bonuses from the dedicated worlds seems to disappear after a certain amount of time. I am unsure as to how long it takes but eventually I find my research world is no longer getting the research bonuses (as well as the hit to energy and minerals) and my trade worlds seem to lose their buffs as well. I haven't checked this out with other types but it is rather irritating to have to remove the modifier and reapply it. The actual modifier symbol remains however.
I'm changing it to the bonus given by the modifier not that edict.
RogerMurdock 23 Jan, 2017 @ 4:06pm 
Originally posted by Last Leviathan:
Originally posted by anguscoverdale:
I think I've found a bug. The bonuses from the dedicated worlds seems to disappear after a certain amount of time. I am unsure as to how long it takes but eventually I find my research world is no longer getting the research bonuses (as well as the hit to energy and minerals) and my trade worlds seem to lose their buffs as well. I haven't checked this out with other types but it is rather irritating to have to remove the modifier and reapply it. The actual modifier symbol remains however.
I'm changing it to the bonus given by the modifier not that edict.
Or the edict could be activated again after it's ten years duration.
RogerMurdock 23 Jan, 2017 @ 4:10pm 
and...
I guess I found something :) The research modifier for "Develop Trade World" doesn't seem to apply correctly.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=849004106
v1per 24 Jan, 2017 @ 10:27pm 
Playing the latest version, a few things I've found:

- Ecumenopolis has a restriction to planets that have a Planetary Capital and that's fine. But the empire capital should be able to be converted as well. So need to add the Empire Capital Complex to the possibility.

- trait_pc_ecumenopolis_preference seem to be lacking a localization. Kinda late here, not sure if it's conflict with something else though as I didn't go digging at the files.

- The ecumeopolis prefence is interesting, but it means that as soon as the planet is ready, the entire population gets pissed off at you. A few of my pops auto modified via an event, but most of them didn't. Thankfully, I already have gene tailoring up, otherwise I'd be screwed.

Edit: After doing genetic modification, the population kept unhappy and they got into a civil war against the others that mutated, lol. Again, not sure if it's a conflict, just letting you know.
Last edited by v1per; 24 Jan, 2017 @ 10:35pm
LastLeviathan  [developer] 25 Jan, 2017 @ 6:46am 
Originally posted by v1per:
Playing the latest version, a few things I've found:

- Ecumenopolis has a restriction to planets that have a Planetary Capital and that's fine. But the empire capital should be able to be converted as well. So need to add the Empire Capital Complex to the possibility.

- trait_pc_ecumenopolis_preference seem to be lacking a localization. Kinda late here, not sure if it's conflict with something else though as I didn't go digging at the files.

- The ecumeopolis prefence is interesting, but it means that as soon as the planet is ready, the entire population gets pissed off at you. A few of my pops auto modified via an event, but most of them didn't. Thankfully, I already have gene tailoring up, otherwise I'd be screwed.

Edit: After doing genetic modification, the population kept unhappy and they got into a civil war against the others that mutated, lol. Again, not sure if it's a conflict, just letting you know.
Good catch, need to add in so it's either or.

Currently there isn't even a trait for the preference. Guess the game forces you to have one.

Why did they get pissed off at you?

Gene tailoring is a vanilla thing, nothing to do with the mod.
v1per 25 Jan, 2017 @ 7:07am 
Originally posted by Last Leviathan:
Currently there isn't even a trait for the preference. Guess the game forces you to have one.

Why did they get pissed off at you?

Gene tailoring is a vanilla thing, nothing to do with the mod.

This might be the issue then. The game forced a trait, and basically everyone was unhappy due to very low habitability. I'll start a game with only this mod installed and see if I can reproduce.
thistlebloom 25 Jan, 2017 @ 1:40pm 
Somehow I managed to get a double Ecumenopolis bonus on my planet, I'm not sure what happened, but I just noticed two special projects in my situation log, and did them both, ending up with a planet that has the Ecumenopolis bonus twice, which I can deal with the happiness and ethics divergence debuffs just fine, being Fanatic Spiritualists, the problem is that the other bonus are completely ridiculous.

Two Ecumenoplis = +100% science and +100% power generation.

Can't tell you exactly how this happened, only that it did happen, I'm enjoying my broken super planet though.
LastLeviathan  [developer] 25 Jan, 2017 @ 2:04pm 
Originally posted by Ordinaries Begone:
Somehow I managed to get a double Ecumenopolis bonus on my planet, I'm not sure what happened, but I just noticed two special projects in my situation log, and did them both, ending up with a planet that has the Ecumenopolis bonus twice, which I can deal with the happiness and ethics divergence debuffs just fine, being Fanatic Spiritualists, the problem is that the other bonus are completely ridiculous.

Two Ecumenoplis = +100% science and +100% power generation.

Can't tell you exactly how this happened, only that it did happen, I'm enjoying my broken super planet though.
Interesting, I'll dig into that.
LastLeviathan  [developer] 25 Jan, 2017 @ 2:14pm 
Originally posted by v1per:
Originally posted by Last Leviathan:
Currently there isn't even a trait for the preference. Guess the game forces you to have one.

Why did they get pissed off at you?

Gene tailoring is a vanilla thing, nothing to do with the mod.

This might be the issue then. The game forced a trait, and basically everyone was unhappy due to very low habitability. I'll start a game with only this mod installed and see if I can reproduce.
Should be fixed now.
v1per 26 Jan, 2017 @ 5:54am 
Yup, the happiness thing got fixed. Still can't build it in case I have the Empire Capitol Complex though.
LastLeviathan  [developer] 26 Jan, 2017 @ 7:53am 
Originally posted by v1per:
Yup, the happiness thing got fixed. Still can't build it in case I have the Empire Capitol Complex though.
Knew I forgot something. Will fix that later today.
Volkar Davasten 26 Jan, 2017 @ 1:36pm 
So not sure if its a bug or not, but I activated the Government Capital focus, and it increased my leader recruit cost by 25%, not by -0.25% like you have in the description page. This a bug or a miss-type on the description?
Last edited by Volkar Davasten; 26 Jan, 2017 @ 1:37pm
< >
Showing 1-15 of 43 comments
Per page: 1530 50