Stellaris

Stellaris

~~Stellaris [v4.1.7] General Fixes
71 条留言
Lightfox 1 小时以前 
Got a bug in this mod for you. 'Exemplary Genetics' offers an effect 'Advanced organic species traits have reduced cost'

When your mod is active this effect is nullifed somehow. Making traits such as robust cost it's normal values, 4, instead of the correct modified values 3.
leslac 5 小时以前 
Or maybe my save is getting too old with all the patches and jank sets in... I started it like two months ago.
leslac 6 小时以前 
So the problem is either a bugged fix or another mod that conflicts with it, but I'm loading the mod as no. 2 in my list after Ariphaos fixes, so that shouldn't be the issue?
leslac 6 小时以前 
I'm the one who reported the problem to Rage000 in his mod collection. I've tried the fix with and without 4.17 - and let it run for a month. In both cases commander leaders multiply the amount of soldiers they give a planet by x100, so 500 becomes 50000. Remove the 4.17 fix and the problem goes away.
Azurian 8 小时以前 
Are you on the 4.17 beta? I think that fixed it for me.
Rage000 19 小时以前 
After installing (the 4.17 fix) I'm seeing a massive increase to commander leader soldier jobs, like x1000... So a planet that should have 500 soldier jobs from the commander now has close to 50.000 - weird bug.
yuyu3639 10 月 30 日 下午 8:39 
The bug that the machine empire leader would lose psychic after modifying has been fixed. I can play machine empire. Thanks you, FirePrince:steamhappy:
FirePrince  [作者] 10 月 30 日 下午 6:36 
@Kettu: should be fixed with the last update.

PS: It looks like I fixed too much bugs for free for PDS for some people, just don't like it.
- "If you have no critics, you’ll likely have no success.”
FirePrince  [作者] 10 月 30 日 下午 6:04 
Now v4.1.7 (still backward compatible with v4.1.6).
Several more minor fixes, one named fix "planet depopulation" (for no obvious reason).
你好 10 月 30 日 上午 4:33 
Still appreciate your maintenance
FirePrince  [作者] 10 月 29 日 上午 8:28 
@ Zaskow: ah not fully, there added a new building, update incoming.
Zaskow 10 月 29 日 上午 3:00 
Is the latest mod version compatible with 4.1.7 beta?
FirePrince  [作者] 10 月 29 日 上午 2:44 
@Kettu: Ich changed something, as to @Hyren, a proper test-case would be very helpful.
@Hyren: I need a proper test case for this, as I couldn't find it (possible it is already working with the last version)
@GE0 did it.
Yes, I a saw that, they are my fans too:steamsunny: It is because we together set a sign to PDS.
Thanks for sticking with the mod, everyone! Maybe tomorrow I'll open the discussion thread for documentation and proper bug reporting. ;-)
슈팅스타 10 月 28 日 上午 7:22 
You have been mentioned in recent Dev notes. Thx for your service mate!
GE0 10 月 27 日 下午 10:28 
Hey @FirePrince, I found a mod titled Slave Fix v4.1.6 That might be worth a look at incorporating.
Hyren 10 月 27 日 下午 6:16 
I tried using no mods other then this one and the same issue persists. The costs for traits using purity ascension are still increased when only using this mod.
Kettu 10 月 27 日 下午 12:40 
@FirePrince: Of course, feedback is the least we can do, thank you for working on fixes for this game when PDX will just leave it alone for months!

I tried it without Ariphaos Patch initially, and it did not change anything either way.

I also tried reverting to 4.1 to use *just* Ariphaos, and had similar behavior, except unemployed slaves went to "Unemployed Slaves" strata instead of "No Category" (slightly better...); but still they spontaneously become Citizens when filling jobs. So it seems this issue goes back further in the fixes.

I will note that other than this bug, it seems like job priorities for slaves behave similarly to vanilla. As in sometimes it works, but often it will not work.
FirePrince  [作者] 10 月 27 日 上午 10:06 
PS: It seems my patching approach is effectively boosting performance (what a miracle, now factually confirmed), So I’ll continue with this methodology.
FirePrince  [作者] 10 月 27 日 上午 9:34 
This mod is actually NOT an updater for Ariphaos Unofficial Patch, ...at the moment. So as long as this mod is not updated to v4.1.6 it is NOT recommended. Sorry for the confusion...
FirePrince  [作者] 10 月 27 日 上午 5:06 
@Hyren, @Kettu: thanks for detailed feedback. I guess you use Ariphaos Patch (I don't change anything to this AFAIK), which I actually do not fully patch to v4.1.6. Do you have tried without Ariphaos Patch?
Hyren 10 月 26 日 下午 3:46 
I tried using this and had to uninstall it because of what seems to be a pretty significant error. One of the features of the purity bio ascension path is that several advanced traits get a reduced point cost, allowing you to stack multiple traits you couldn't otherwise. Installing this mod removes that benefit and, in the process, would largely erase the reason to take purity ascension at all.

Dunno if it was done by mistake during whatever code wizardry you were doing, but considering that purity ascension is my favorite one, I can't really use this as long as it breaks it.
Kettu 10 月 26 日 下午 2:17 
I'm not sure what I'm doing wrong. I went ahead and uploaded screens of the behavior I'm seeing.

https://imgur.com/a/Uc1qYMz

1st: Shows "No Category" which the Syncretic species goes into as it grows
2nd: I resettle to open 200 worker jobs, then let a month tick. "No Category" fills jobs as "Worker" instead of Slave
3rd: Shows resettlement tab, the Workers now cost unity as if they are Citizens instead of Slaves. No Category also appears here and costs no energy to resettle
4th: Playset I used. I have no other mods enabled, game version is 4.1.6. I tried it with and without Ariphaos' Patch, and this is on a fresh save in both cases.

I apologize if I'm missing something. The game does not behave like this if I revert to vanilla, unemployed slaves just go into an unemployment pool and not "No Category". Appreciate it if you took the time to take a look at this.
Azurian 10 月 26 日 下午 1:34 
I have also not had any Save Game issues and I'm running 160+ mods. Just make sure its the 2nd mod on top after Unofficial Ariphaos Patch from the Compatibility Section Above.
Azurian 10 月 26 日 下午 1:29 
With it installed it creates a "New Game" faster. Performance appears to have been increased as well. Good job.
Arrax 10 月 26 日 上午 11:11 
Did this fix the broken Reckoning? In my game the AI triggered it and then it simply dont move. It only moves one hyperlane and then stops again until I reload the game again.
FirePrince  [作者] 10 月 26 日 上午 10:59 
@Kettu: actually no, maybe you did not test right? If it is like this, then it is still like vanilla.
Kettu 10 月 25 日 下午 9:59 
Thank you for doing your best to fix longstanding bugs! Unfortunately, it seems to have introduced some new bugs with Slaves.

I noticed what I think was attempts to fix Slave job priorities. I tested it out with Syncretic Evolution, I'm unsure if standard slaves have the same issues.

TL;DR: Unemployed Slave species, when filling jobs, become Citizen pops. For example, when they fill Worker jobs, they show up in Resettlement as Worker instead of Slave, and they cost unity to resettle.
Additionally, you set unemployed Slaves to become "No Category" as a pop-type. This pop-type seems to be neither free nor slave and costs no energy to resettle which is odd.

However, you were on the right track. No Category/Unemployed Slave pops that are better at Worker jobs seem to fill those jobs first. They do not, however, demote free pops who already took those jobs which is unfortunate.
你好 10 月 25 日 下午 9:26 
I'm serious, PDS should focus on fixes like this a few times instead of adding content. This mod is absolutely fantastic
LordNotix 10 月 25 日 下午 1:50 
I don't know if this actually gave me a boost to performance or if it just felt like it.

Definitely glad to see it exist!
Azona 10 月 25 日 上午 10:34 
It’s kinda bad that clean stellaris game has so many errors to begin with. Game on its own with original content should be 100% error free and if not it should be number one priority before bringing new stuff. Letting errors fester the more you add the more your gonna have problem later.

Fix game first then add content even if it outsource dlc you should first fix errors game make on its own.
Alomoes 10 月 24 日 下午 9:17 
hire this man
ZAPierZeta 10 月 24 日 下午 12:03 
Wait, they're seriously integrating all of this and naming a planet after ya!?
Thats fuckin sick!!! I hope to run into the planet lol
kojak 10 月 24 日 上午 11:19 
awesome. now if someone will fix the crisis text bugs
Zenchi.Senkusha 10 月 24 日 上午 9:33 
Awesome that they are integrating, especially for the speed boost. I play on 6-7k size galaxies and it gets rough even before mid-game.
SKAAAAAAAAAAAAAAAAAAAAAAAAAA 10 月 24 日 上午 8:08 
dark magic truly
FirePrince  [作者] 10 月 24 日 上午 8:02 
Actually, I didn't compare the speed boost, because it was obvious to me, it is so much better. But I do it now, just to be sure. ^^
PDS dev has already contacted me... they will integrate all the 350 bug fixes in the next version and call a planet after me. 😌
SKAAAAAAAAAAAAAAAAAAAAAAAAAA 10 月 24 日 上午 7:28 
i added this to my MP playlist and it stopped Desyncing and loaded faster

What the fuck did you do?
yarpus 10 月 24 日 上午 6:58 
I know that this may not be in the realm of just bugfixes but did you take a look at Corporate Branch Offices AI weight? PDX made them correct for just Mining Conglomerate but after that they just follow economical plan rather than being sensitive to current planetary jobs and/or Civics that Corporation had.
no one but death 10 月 23 日 下午 1:28 
Does this fix the planet automation? >:')
IEBM Sibilant 10 月 23 日 上午 10:27 
The description really got me.
Them8 10 月 23 日 上午 8:47 
Sounds like you are doing good work. I am not going to install something that does not tell me what it does but i hope some programmers at PDX sees this and looks at the code and integrates what is useful!
Flexey 10 月 23 日 上午 6:50 
По подобным модам можно понять насколько разработчикам нacpaно на игру.
你好 10 月 23 日 上午 5:30 
Will this still be needed in later versions?
SquareEnix 10 月 23 日 上午 2:09 
there seems to be a vanilla issue with strongholds. when the ai builds its 2nd stronghold on a planet it deletes both once they are finished just to build them again. this repeats as long as no other building has a higher priority. i tried to fix it but was unable to. problem is probably in buildings/09_army_buildings.txt.
Tassassin 10 月 22 日 下午 1:14 
Hi there, random question cause it has happend to a few people already, see here: https://psteamcommunity.yuanyoumao.com/app/281990/discussions/0/599665891568098174/?tscn=1761143964
Basically, at a certain point, the game stops "saving", as in, it is stuck on "saving game" and basically locks the game. Do you know anything about this bug or have any idea on how to fix it?
FirePrince  [作者] 10 月 22 日 下午 12:15 
@ClassiestBus: yes, thx :)
@Aether: not yet 😏
ClassiestBus 10 月 21 日 下午 1:22 
As an advivce, if your mod is an unofficial patch or collection of vanilla bug fixes, use a "~" at the beginning of the name of your mod, it's like a sign that you mod must be on top of the load order, there are many guides that marks Unofficial Patches mods like this and with a "!" mods that must be at the bottom, the more "~" or "!" higher on the load order must be

Anyway, I'll be reading some ot the changes, but thanks man for you enormous effort and dedication
Aether 10 月 21 日 上午 9:20 
Does this mod fixes the fact that you can't tell what districts an habitat will have until you colonize it?
FirePrince  [作者] 10 月 21 日 上午 7:30 
Thanks @ll for appreciation. I'll slowly add more fixes and add a list with lvl 3 bugs.
@Figaround: unfortunately there could be smaller issues with lower version than v4.1.6, because again some (modifier) renaming replacements have been made. But normally there should not a big deal with save games.
Figaround 10 月 21 日 上午 6:15 
I didn't find any information about compatibility with saves in the description.