Stellaris

Stellaris

Psionics Tri-Expanded+
278 条留言
Cephalon Sithalo  [作者] 11 月 12 日 下午 8:31 
0/3 @Fenrys All that is to say thank you very much for reporting the issue and I will try to be more attentive to future issues from anyone. I very much appreciate it.

@dkenhoney Speaking of dismissive, I still cannot get the origin to break. Is there any more information or context you can provide? Does it break if only the mod itself is active with no other mods for example? :LotusFlower:
Cephalon Sithalo  [作者] 11 月 12 日 下午 8:28 
1/3 @Fenrys Of course but dont worry about it none at all.

Sorry if I came across as dismissive. I did a play through with the mod once for testing and a few times for fun before and never noticed any of the AI empires being broken like that.
So when you said something so majorly bad was happening and no one else had reported the issue despite it being out for so long, I just figured it was not actually caused by the mod or caused by some silly quirk of either hardware (super unlikely) or Stellaris code (less unlikely but still)
That you only had the issue when the mod was active did tell me it was something about the mod, but looking through everything I could not find anything that would cause the issue.
Cephalon Sithalo  [作者] 11 月 12 日 下午 8:28 
2/3 But it turns out what had happened was, a number of special graphical cultures where not set to be not select able. Idk if I just figured it would be fine or if I just didnt consider it originally. I presume its been like that since I first did my major update that added a ton of stuff way back even before 4.0.

The player cannot see them in the list of ships before game start so I may have just figured they was not select able. But it turns out for whatever reason the AI could select them and for whatever reason they are set as bioships. They are not set as bioships. And the graphical culture does technically have ships assigned to it. So at the very least they should have worked just been a culture they shouldnt have. But for whatever reason the game assigned them as bioships which means they lacked the normal tech to unlock the normal ships. I'll chalk that up to Stellaris Code Quirk.
Cephalon Sithalo  [作者] 11 月 12 日 下午 8:28 
3/3 If it was indeed active before Biogenesis, it could be just that the AI would randomly select it but then would have everything they needed to build so they just defaulted the mammalian ships but allowing them to function as normal. But for some reason they are counted as being a bioship culture now and so the AI just couldnt build anything properly since bioships do not get Corvette tech.
Fenrys 11 月 12 日 下午 8:11 
oh wonderful thank you so much for fixing it! and sorry for stressing you out. i just didn't want this to ruin anyone's day while using the mod
Cephalon Sithalo  [作者] 11 月 11 日 下午 1:43 
Updated, Fixed empires spawning broken, removed industrial districts from origin start.

Have not touched traits yet fully for a new pass. Came up with some ideas I want to try with it and I want to put good effort into it but run out from trying to fix empires spawning broken :LotusFlower:
Cephalon Sithalo  [作者] 11 月 11 日 下午 1:01 
@Fenrys, I solved the issue I believe, I will work to get the update out in a little bit. I need to consider traits for a moment.

@dkenhoney, I will see if I cant get the issue to trigger again after I take a look at traits. You say this has existed since before 4.0 but I have never seen anything like it during my tests of the origin.
I have no events that shift a Shrouded world back to a normal world. Terraforming links that can do it and one event that shifts a Shrouded world to either uninhabitable shrouded, barren, or gaia once the world has reached 100% devastation from bombardment, but nothing that reverts the world to their base habitability.

I will try some more times to see if it will trigger.
Cephalon Sithalo  [作者] 11 月 11 日 上午 10:59 
@Fenrys, Apologies, before I was just checking the nations cities to see if they had bioship based cities. But that turned out to not be a good metric despite before this all cultures using the matching sets.

But now I have indeed come across multiple broken but I see no link between them. But at least now I know it is repeatable and clearly not a niche issue. Thank you so very much for bringing it to my attention!!
Cephalon Sithalo  [作者] 11 月 11 日 上午 9:46 
1/2 It felt fitting that you would further improve once you completed an Ascension Path. But when I found I could just shift stats instead of needing to go through the whole process of making a whole new set of traits and different events to apply them based on a handful of different conditions...

It just made sense to do it that way and I thought it was neat. But its still the same trait, the icon and the description do not change despite my attempt at doing such. I should have probably listed that as part of the update but didnt think much about it.

I'll probably create a Discussion that goes more into the trait stats and their thematical thinkings after I have a look at the numbers and fix some stuff. IIRC none of them get new stats just shifted modifiers but again I'll probably go into more detail in a different post.
Cephalon Sithalo  [作者] 11 月 11 日 上午 9:45 
2/2 As for the district thing, I appreciate you letting me know. Although I am surprised it has been around before 4.0 because with how districts used to work that should not have be the case at all. But I will see what I can do
dkenhoney 11 月 11 日 上午 8:55 
Also, yes, I can definitively say that in the playthrough that I had the buff I had gone down the cloning ascension path. So that's what it was. Once again, I appreciate the quick and direct reply. Very cool stuff sir, this mod is still one of my favorites and is even more so now!
dkenhoney 11 月 11 日 上午 8:52 
Oooooh. I had no idea that the trait could change. Knowing that the path of cloning can alter it from a pop growth debuff to a pop growth buff is EXACTLY what I was needing to know. Thank you!

Unfortunately the bug about the districts has been around since before 4.0, I had just previously put up with it because I wasn't confident enough to post a comment.
Cephalon Sithalo  [作者] 11 月 11 日 上午 7:52 
@dkenhoney, I will check the origin later but I can speak on the trait thing.
I hadnt really got to experience the new pop growth system. So that's why the numbers are a little high. In my testing it seemed that pops grew really fast so I figured higher debuff would be ok.
Now I see that later game growth slows heavy so a pass is in order.

Another reason they are a little higher in negative values is that I want to add traits that need the Entity trait. But perhaps as a base they are still a little to high.

I can explain the reason you had pop growth bonus that time though, it should be because you went down the path of cloning. Entity traits are actually a handful of traits in one. When you complete one of the vanilla Ascension Paths, the trait changes its stats slightly. Cloning thematically produces more pops quicker so the trait leans into that by giving pop growth.

But I will take another look through of the traits and see :LotusFlower:
Cephalon Sithalo  [作者] 11 月 11 日 上午 7:41 
@Fenrys, None of the content in the mod requires any dlc. I will generate some more galaxies as normal and see if I can spot the issue.

As for the issue of hardware, it isnt about weather or not you can run it especially with how Stellaris can be. I can usually run the game just fine but I still experienced those crashes when making my old mod just because the sky was named "Ceta" despite that being fine in a dozen+ other sky textures. And the Dead Island story I mentioned, that person could run the game just fine. Its just there was a niche issue. Again it being hardware related is super unlikely I am just safe to not rule out the possibilities.

But as I mentioned I will run generate some more galaxies and see what I can find :LotusFlower:
dkenhoney 11 月 11 日 上午 6:41 
2. I'm mostly getting a massive debuff trait on my main species when they psionically ascend, but I've had one run where the trait was a buff instead. I'm specifically referring to the trait that begins as "Latent changes" and is then replaced by the psionic ascension trait you've created. I don't understand why I would want to have my species ascend when they're getting a double -30% growth debuff, except for the one time where they instead got a +20% growth buff. So my question is how do I guarantee the buff instead of the debuff trait as this isn't a trait I can mess with later (nor is it a civic that changes like you have for the other civics).

Thank you for your attention to these matters.
dkenhoney 11 月 11 日 上午 6:41 
I'm getting a couple of issues with this mod.

1. When I start with the psiocratic origin (the one that gives you a psionic world to start with), the world resets after a couple of days into whatever is the species' baseline world (continental for my humans) with only 1 urban district and zero energy, mineral, and food districts. I'm literally having to use console commands to give my empire resources to power through the massive deficit that happens. One thing I've noticed with this, also, is that for the brief period where it's still considered a psionic world the basic resource districts are doubled. What I mean is that the psionic basic resource districts exist AND the normal vanilla basic resource districts exist. Once the world reverts to a basic world a couple of days after game start the psionic basic resource districts disappear.
Fenrys 11 月 10 日 下午 7:20 
but i will say i dont have a few the the dlc most notably: shadows of the shroud, grand archive, cosmic storms, and astral rifts. unless it is hardware? but that wouldnt make too much sense as my computer should easily be able to handle stellaris
Fenrys 11 月 10 日 下午 7:18 
alright so a little bit of testing i ran the mod solo by itself and it seemed to keep happening. and it seems to be very specifically from randomly generated empires. if you make a empire and force it to spawn it works properly.
Cephalon Sithalo  [作者] 11 月 10 日 下午 7:07 
1/2 I cant do more without more information. Like a list of all the mods it is running with. Its also possible this is some niche issue unrelated. Idk how but thats how niche works sometimes.

From my test everything is fine. I didnt see a large number of broken empires that have bioships. My later test with bioship empires ran ok from game start.

Not saying my mod isnt at fault, just dont have anything on my end that I see that should be causing the issue and it seems that if it is my mod then its a very very rare issue because no one else has brought it up. Or maybe no on actually uses my mod lol
Cephalon Sithalo  [作者] 11 月 10 日 下午 7:07 
2/2 But I have no clue how to fix it without more information. And it could be something out of my hands if it is my mod. There was a person who kept having inconsistent crashes in the game Dead Island. But it was very random and inconsistent. Turns out it was the audio of the game trying to play a specific sound when 1 specific female character walked on a specific surface type. And they had to update their sound drivers.

For all I know this is some weird niche issue relating to hardware. I really doupt it but honestly I cannot rule it out without. I had a mod once that would crash because the sky file was named Ceta. Even though there was no conflicts in anything and there was like 10+ other worlds with the same naming convention. But it was only one specific world that would crash. I spend most the day trying to figure it out and only after changing the name did I find it was just the name ceta on that one specific world.
Fenrys 11 月 10 日 下午 6:54 
i understand, no pressure but i hope it gets fixed i would love to use your mod again!
Cephalon Sithalo  [作者] 11 月 10 日 下午 12:47 
My earlier mention of everything being wrong and "super freaking weird" was incorrect at least on my end. Its just the silly way i decided to edit the vanilla culture file in an attempt to spawn bioships that caused that issue for my test earlier today.
Cephalon Sithalo  [作者] 11 月 10 日 下午 12:37 
1/2 @Fenrys Ok now im not sure anymore, the way I tested before may have been flawed. And the more I think about the issue the more confused I am.

If they have biological components then they should have spawned as one of the 2 vanilla bioship cultures. But if they only have defense platforms and no other ships then they must presumably be a different graphical culture. While vanilla bioships have a fall back of mammalian culture, without being the actual bioship based culture then their ship sizes do not appear for designing or construction.

So they should not appear as mechanical they should just not appear except for the ships that are not restricted to culture. So anything that isnt the bioship special classes because those are restricted to culture for some reason.
Cephalon Sithalo  [作者] 11 月 10 日 下午 12:37 
2/2 Also in my test, practically no AI spawned as bioships instead of being highly likely to be biological ships, I dont think any of the 30 ai empires in the galaxy had bioships.

Testing again by forcing 2 empires with bioships to start and go on but so far there is no issue with them. They generated with their ships and have built more.

Any more information you may have would be appreciated because I cannot seem to replicate the issue at least on game start.
Cephalon Sithalo  [作者] 11 月 10 日 上午 6:48 
@Fenrys Huh ok thats super freakin weird. My test shows not only do bioship cultures not have ships, they also dont have cities and stations and defense platforms are just placeholder cubes.

I'll work on this... Stay subscribed to the thread, I will try to figure out what the cause of it is and nip it :LotusFlower:
Cephalon Sithalo  [作者] 11 月 10 日 上午 6:37 
@Fenrys Is that the only issue? That is also a strange one. That is indeed a failsafe. If for whatever reason ships in a set do not load correctly they revert to mammalian.
So by the sounds of it, empires are spawning with a Bioship culture but the ship files are not connecting.

It should not be a compat thing because I dont mess with vanilla graphical cultures. I add in some that go unused but they go unused. Or at least they should go unused. I only have 1 bioship culture in the files so you should see only vanilla bioships considering it is not set to load.

Do you have any other mods relating to bioships or anything else that might touch them? I'll run a game and see what I can. As I've said before in other weird reports, I am not saying it is not an issue with this mod or some wonky code error that is niche.
Fenrys 11 月 10 日 上午 2:15 
i do not know about anyone else but for some reason when i have this mod enabled the ai that randomly generate in galaxies seem to have a random but high chance to spawn broken. aka they have biological ship components but have a mechanical shipset (which i assume the shipset is a stellaris failsafe) but they cant build any ships at all. the only design they get is defense platforms and nothing else. so it seems at least for now i cant use this mod which is a shame because it seems really interesting. i am unsure if its a mod compat thing however as i have not done too much testing yet.
Cephalon Sithalo  [作者] 10 月 29 日 上午 10:24 
A note to Everyone, Apologies for not having the EC Patch updated. I want to change up some of the EC related stuff but was burnt out by then. You can use either of the 2 EC related mods with little personal issue in the mean time.
The only issue I can see is if you use 2 fanatic vanilla ethics. That may confuse the game.
It should not crash but there are events to ensure the correct civics are applied and removed and that system may constantly add/remove the civics each month. But i'm not 100%
I will try to work on getting those updated sometime soonish :LotusFlower:
Cephalon Sithalo  [作者] 10 月 29 日 上午 10:23 
@Annarresti Of course, details are important to solving problems after all. Curious but good that the civics in question went away. Extra curious because my civics should not show up for any reason at that stage of the game. I would reason that it was actually another mods civics with some other conflict. But you tested with/without this mod and had the issue so I presume it was some sorta wonky nonsense.

Selecting the Origin does not apply a civic in the empire creation screen but on game start you should have a randomly selected one related to your empire. Or if you are a Organic Hive, a menu should pop up to choose a "personality" :LotusFlower:
Annarresti 10 月 29 日 上午 10:09 
Or do they only appear during a game?
Annarresti 10 月 29 日 上午 10:09 
Interesting. I have been slowly working on my mod order today, and whatever I did today means I no longer get those broken civics. However, having selected Psiocratic Origin, the civics from this mod are not appearing nonetheless
Annarresti 10 月 29 日 上午 10:04 
@Cephalon Sithalo

Thanks for replying in such detail! It's in the empire creator. I'll load it up now and tell you specifically the names of the weird broken civics.

My bad, I didn't see that there was a compatibility mod. I'm using ECC Machine Spirit Update as I couldn't find a more up to date one
Cephalon Sithalo  [作者] 10 月 29 日 上午 9:44 
1/2 @Annarresti I am unsure. I would not think it is related to ECC by the sounds of it. If you use ECC and not the patch for compatibility (which isnt updated yet) that should not result in broken civics.

If you are using exclusively ECC civics then you will wind up getting the Neutral Civic. Using ECC civic and 1 or more vanilla civics the game will treat it as a regular thing.

2 fanatic ethics would get difficult for the game. Not sure what would happen but what you say is happening should not.

One curious note, none of my civics have "ai_playable" in them. As far as I am aware, when an issue like this happens, it pulls text from the relevant file. When I was working on districts, I had a number of districts that showed as things like "potential", "allow", "triggered_modifier", because those things are in the district file.
Cephalon Sithalo  [作者] 10 月 29 日 上午 9:44 
2/2 I am not saying my mod is not a part of your issue. But I am not sure how it could be causing this issue.

When do you get these civics? After completion of a project? In the empire creator before the game starts? At random?
If at all possible, such as if it happens early on in a game or before the match can begin, could you remove ECC and see if the issue persists?
Annarresti 10 月 29 日 上午 3:23 
Hmm, with this mod active, I get a bunch of broken civics. "ai_playable" and things like that. Given it works for others, I assume it's an incompatibility. Perhaps with Ethics and Civics classic or something?
Cephalon Sithalo  [作者] 10 月 10 日 上午 10:55 
@Glockenspur You are welcome, I will note that for the origin, all the starting leaders have the trait but leaders added to the pool may not have the trait. Just letting you know that is not a bug. Not every leader is supposed to have the trait.
Cephalon Sithalo  [作者] 10 月 10 日 上午 10:52 
1/2Updated, tidied up building icons.

@aqa, I maybe fixed your issues but not sure since neither happen to me in testing. For 2 I set the Realm ships modifier to have a large negative mult to bombardment damage. That should stop them from destroying a Tree of Life.
Thing is, before I even got the Realm out and even while testing this, they would not bombard my planet. I expected them too and thats how I meant for it to happen but I have never seen it despite everything looking like they should. But that mult should stop them from destroying a tree of life if they do bombard. But since it is not happening to me I cannot actually test it for myself. But it should stop them from damaging the planet.
Cephalon Sithalo  [作者] 10 月 10 日 上午 10:50 
2/2 For the first issue I am not sure. In my save file with legacy humans I don't have a specific portrait code you mentioned just human_legacy even before ascension.

In my test there is no change to the portrait or the save file.
There is a second event that fires right after ascension choice is made that also changes leader portraits to the saved species. But a species is only saved if you ascend. This may be the cause of your issue but it should be effecting all leaders not just the ruler and with no species saved I would have imagined it would just not fire.

However, I did set that second to not fire if the player chose no to the form change. If you have a save file available if it isn't to big a hassle, I would appreciate a test with this update :LotusFlower:
aqa 10 月 10 日 上午 3:19 
I ran into two polishing issues.

1)
The option not to change appearance, still changes the main ruler when using legacy humans.

When looking at the save files, before that popup the portrait line was:
portrait="human_legacy_female_01"

After that popup it was changed to
portrait="human_legacy"

I can just change that back, but it should probably not happen.

2)
The mod really doesn't play nice with the tree of life origin. Since it bombards your homeworld to dust. You can plant a sapling afterwards, but that is a big nerf, and thematically undesirable.

If would be nice if there was some way to avoid/fix that. Either by being able to restore the tree, of avoid damaging the homeworld for more than 49% during that event.
Glockenspur 9 月 29 日 下午 7:10 
Tested the re-uploaded version with all my usual mods activated and so far it seems to be working! No CTDs or empty event spam.

The Psiocratic origin seems to be working as well, I built a custom-made empire to test it and the player does begin with the latent changes trait on all their leaders and a psi-world. I"ll need to progress further to test everything, but so far no issues.

Thank you again for the hard work! If I run into any more bugs/issues I'll let you know.
Cephalon Sithalo  [作者] 9 月 29 日 下午 6:39 
Ok I looked into the code, and I think I did just upload the pre-4.0 version. See if it works when you can please :LotusFlower:
Cephalon Sithalo  [作者] 9 月 29 日 下午 3:31 
Im starting to wonder if i uploaded the correct version of the mod or if this is still the pre4.0 version...

I may have forgotton to put the files back in. I thought i did but i might not have. I cant check now but ill be able to check before the day is over
Glockenspur 9 月 29 日 下午 2:49 
Link to UI Overhaul Dynamic : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1623423360
(I think that's correct, copy-pasted from its page. It has a number of dependencies and options from there.)

I started a fresh game (didn't load from a save) using United Nations of Earth empire. With UI overhaul Dynamic, I get the blank event spam. Without it, I get a CTD the moment the game is unpaused.

So, the results can vary a bit based upon the mod setup, but CTD's and broken tech panel seem to be pretty consistent.

One more thing I just noticed: the shipset in the empire creation/selection screen is blank (shows a sort of blocky silhouette).
Cephalon Sithalo  [作者] 9 月 29 日 下午 2:44 
You also get CTDs and broken tech panel with only this mod enabled? Thats even weirder v.v
Glockenspur 9 月 29 日 下午 2:25 
Bah. Forgot to proofread. Wanted to clarify my post below: I also get CTD's or broken tech panel with no other mods enabled except Psionics Tri-Expanded+, including UI overhaul dynamic.
Cephalon Sithalo  [作者] 9 月 29 日 下午 2:11 
Curious, usually the only ui conflict i have is the planet view being slightly off.
I know i had to update some interface stuff for planet stuff but not sure what of that would lead to ctd.

Or anything that deals with tech nor why it would push out blank events... But i will try to see. Can you link the exact ui overhaul mod you are using please and thankyou :LotusFlower:
Glockenspur 9 月 29 日 下午 2:02 
Outstanding work! One of my favorite mods. I especially like the psionic worlds.

I did want to report a possible bug, though. This new version seems incompatible with the UI Overhaul Dynamic mod. I painstakingly went through my mod list, testing everything one at a time, and confirmed that this mod is indeed the cause of one of two problems while using UI Overhaul Dynamic:
1) CTD before the game finishes loading
or
2) The tech panel breaks and can't be interacted with: cards are either invisible and the ones that aren't can't be selected. It also infinitely spams a blank event notification.

Not sure why a UI mod would conflict, but I did want to point it out. Also, load order seemed to make no difference. I have all DLC except the two new ones released with 4.0.
Cephalon Sithalo  [作者] 9 月 28 日 下午 6:42 
Updated for 4.0 right here on this mod page itself with thankfully no issue compared to the other 95% of times I have attempted to do such while changing a name of a mod.

Mostly just fixes the mod not working but also a bit of a balance pass. Added some new features. More planned but this is it for now :LotusFlower:
Cephalon Sithalo  [作者] 9 月 28 日 上午 11:53 
@Aqa thats more where i am leaning toward. Ive always uploaded updates as new mods but the more i think about it now im rethinking that.

At least for a modern mod. Some of my ancient mods should probably be their own thing but thats unrelated :LotusFlower:
aqa 9 月 28 日 上午 4:01 
I think keeping one mod as the most current version, and provide snapshots for older versions in separate mods, is the better option. Both for players and other modders.