Stellaris

Stellaris

Machines & Robot Expansion Continued
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Openly Retro  [开发者] 8 月 15 日 上午 11:45
Bug Reports, Vol 2
I am starting a new discussion so that I can finish catching up on the bug reports in the previous thread.

If you notice an issue, please post here. Include a screenshot if you can.
Details are IMPORTANT.

  1. What were you doing?
  2. What did you expect?
  3. What happened instead?
  4. Which other mods are you using, if any? This is important because there can be conflicts with other mods that I don't know about as I can't check every mod.

Once a bug has been reported here, I will add it to the issue tracker at the MRE:C issue tracker [github.com] and once it is fixed I will post in the patch notes here on Steam that it was addressed.

Currently open bugs
  • Issue with recruiting leaders as Mechanical empire. #277 [github.com] , #222 [github.com]
  • Issues with abyss dimension event [Eeo] #342 [github.com]
  • Planet automations don't work in 4.0 .. they aren't fixed yet in the base game in 4.0
  • Even though the overclocked origin is disabled for now, you are still able to modify your species with the overclocked traits if you take the modularity ascension (Thanks "bro omg" for reporting)

Recently reported, now fixed
  • The decisions to convert planets to the specialized machine worlds don't work. Because of 1 district remaining on the planet (fixed)
  • Converting ring world to auto-ring , there is a Virtual district that appears (fixed)
  • Blank event window on game start -- The 3.14 version of this mod isn't compatible with 4.0 and makes a phantom window because certain triggers and effects don't work any more.
  • Bio-Mech pop production is too high
  • Meshnet pop group bonuses are applied x2 or x3 because of a bug in the base game where pops get stuck promoting into jobs that have a workforce bonus multiplier
  • Issue with Mind Integration perk not working on project completion (thanks Sma)
最后由 Openly Retro 编辑于; 9 月 5 日 上午 11:24
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正在显示第 1 - 15 条,共 25 条留言
Openly Retro  [开发者] 8 月 21 日 下午 5:57 
> Can't build Grand Archive around home world - Conflict with Gigastructural Engineering mod, I will submit a patch to them

This is fixed, the change request was merged into Gigas.
Raxze 8 月 23 日 下午 7:37 
Mesh Network is providing too much workforce bonus.
1. New game just started with the trait Mesh Network, and all jobs it affects are being boosted by 130% at 5.2K pops, so 10x what is should be
4. I am playing with no other mods

Notes : I did a test with no other traits except for bulky and had no civics and stated with Prosperous Unification and still had the glitch. I also tested it was glitch when starting with it and adding it. It will also cap at 250%.
Openly Retro  [开发者] 8 月 23 日 下午 9:19 
引用自 Raxze
Mesh Network is providing too much workforce bonus.
1. New game just started with the trait Mesh Network, and all jobs it affects are being boosted by 130% at 5.2K pops, so 10x what is should be
4. I am playing with no other mods

Notes : I did a test with no other traits except for bulky and had no civics and stated with Prosperous Unification and still had the glitch. I also tested it was glitch when starting with it and adding it. It will also cap at 250%.

thank you very much for reporting. Well that is a fun one! I will investigate how to fix this ... in the meanwhile enjoy the bug ;)
Xianzhen 8 月 24 日 上午 9:59 
Hi, I was reviewing xvcv_mdlc_pc_machine_ecu_districts.txt and noticed the following section:

# ALLOYS - NOT CATALYTIC
produces = {
trigger = { has_oxr_mdlc_zone_pc_machine_ecu_alloys = yes oxr_planet_owner_is_catalytic = no }
alloys = @[ 6 * oxr_mdlc_wm_base_fabricator_output ]
mult = value:scripted_modifier_mult|MODIFIER|rikk_mdlc_world_machine_districts_base_production|
}
upkeep = {
trigger = { has_oxr_mdlc_zone_pc_machine_ecu_alloys = yes oxr_planet_owner_is_catalytic = no }
alloys = @[ 6 * oxr_mdlc_wm_base_fabricator_output ]
}

It seems that in this setup, the district consumes alloys as upkeep while also producing alloys. Could this be intended, or would it be more consistent to change `upkeep` to use `minerals` instead? Thank you!
最后由 Xianzhen 编辑于; 8 月 24 日 上午 10:38
Xianzhen 8 月 24 日 上午 10:40 
The reason I looked into this file is that in the game I noticed this district consumes a large amount of alloys for upkeep, even taking up a significant portion of my total alloy production.
Exasperation 8 月 24 日 下午 7:47 
In the file common\scripted_loc\xvcv_mdlc_scripted_loc.txt the last three entries are all missing a closing } (it looks like the innermost one).

defined_text = { name = GetMechanicalPrimaryDistrictName text = { localization_key = district_nexus trigger = { from = { has_auth_machine_intelligence = yes } } default = district_city } defined_text = { name = GetMechanicalPrimaryDistrictDesc text = { localization_key = district_nexus_desc trigger = { from = { has_auth_machine_intelligence = yes } } default = district_city_desc } defined_text = { name = GetMechanicalPrimaryDistrictNamePlural text = { localization_key = district_nexus_plural trigger = { from = { has_auth_machine_intelligence = yes } } default = district_city_plural }
Openly Retro  [开发者] 8 月 25 日 上午 6:00 
引用自 Xianzhen
Hi, I was reviewing xvcv_mdlc_pc_machine_ecu_districts.txt and noticed the following section:

It seems that in this setup, the district consumes alloys as upkeep while also producing alloys. Could this be intended, or would it be more consistent to change `upkeep` to use `minerals` instead? Thank you!

Thank you very much for finding this! It was definitely not intentional. I just pushed up a fix for it now!


引用自 Exasperation
In the file common\scripted_loc\xvcv_mdlc_scripted_loc.txt the last three entries are all missing a closing } (it looks like the innermost one).

Thank you Exasperation! I have pushed up a fix for it.

Thanks to both of you for your attention to detail and for taking the time to make bug writeups!
InvIzIble 8 月 25 日 上午 7:32 
Hi. I'm so glad u have updated the mod for 4.+, appreciate ur great work!

Yet now it somehow reduces(or replaces) starting machine trait pick slots. I'm using the mod "10 trait picks", it works fine alongside my other ~70 mods.
After I enabled M&REC I got 5 less trait picks for machines (yet organics are fine), no matter if I place the two mods below or above each other.

I used to play with both mods while Stellaris was 3.+, it worked fine those times, but not now(
Exasperation 8 月 25 日 下午 1:56 
They changed how the civic discount for building the Grand Archive is handled, and now your override makes it free by using the old method.
Old version:
resources = { category = megastructures cost = { trigger = { country_uses_bio_ships = no } alloys = 1000 mult = value:grand_archive_cost_mult } cost = { trigger = { country_uses_bio_ships = yes } alloys = 500 food = 500 mult = value:grand_archive_cost_mult } upkeep = { energy = 10 } }
New version:
resources = { category = megastructures_grand_archive cost = { trigger = { country_uses_bio_ships = no } alloys = 1000 } cost = { trigger = { country_uses_bio_ships = yes } alloys = 500 food = 500 } upkeep = { energy = 10 } }
value:grand_archive_cost_mult is no longer defined, so it always returns a multiplier of 0. The discount is now handled by the category, and the civics directly have the modifier "megastructures_grand_archive_cost_mult".
Openly Retro  [开发者] 8 月 26 日 下午 6:06 
引用自 InvIzIble
Hi. I'm so glad u have updated the mod for 4.+, appreciate ur great work!

Yet now it somehow reduces(or replaces) starting machine trait pick slots. I'm using the mod "10 trait picks", it works fine alongside my other ~70 mods.
After I enabled M&REC I got 5 less trait picks for machines (yet organics are fine), no matter if I place the two mods below or above each other.

I used to play with both mods while Stellaris was 3.+, it worked fine those times, but not now(

Hi Invizible, it's because I did an override of the Machine species.. it was the only way I knew to get the Automaton machines for the World Machine origin to have -1 energy upkeep. I will look for another way to do it so I don't have to override..
Openly Retro  [开发者] 8 月 26 日 下午 9:45 
引用自 Raxze
Mesh Network is providing too much workforce bonus.
1. New game just started with the trait Mesh Network, and all jobs it affects are being boosted by 130% at 5.2K pops, so 10x what is should be
4. I am playing with no other mods

Notes : I did a test with no other traits except for bulky and had no civics and stated with Prosperous Unification and still had the glitch. I also tested it was glitch when starting with it and adding it. It will also cap at 250%.

Hi Raxze, I think I see a potential bug with pops being promoted up into a job that has a workforce multiplier, in the base game.
the extra pop(s) stay stuck in promotion .. it's causing Meshnet pop bonuses to be applied x3 to jobs, since menial drones are coming up in the strata but never finish promoting.
That is an issue in the base game which is causing this. I don't have a way to address it now. I will file a bug in the main Stellaris forums
Openly Retro  [开发者] 8 月 26 日 下午 9:50 
引用自 Exasperation
They changed how the civic discount for building the Grand Archive is handled, and now your override makes it free by using the old method.[/code]
value:grand_archive_cost_mult is no longer defined, so it always returns a multiplier of 0. The discount is now handled by the category, and the civics directly have the modifier "megastructures_grand_archive_cost_mult".

I just pushed up the fix now, thank you very much for reporting this.
最后由 Openly Retro 编辑于; 8 月 26 日 下午 9:50
Camille1358 8 月 29 日 上午 3:35 
Core intelligence modification bug:
You can click on “flexible programming” several times without being able to deselect it. Doing so adds nothing extra, and what's more, if you just click on it several times, it is impossible to reset all the rulers traits, even by closing and reopening the page.
I created a new discussion page about this bug. I'm not sure if I did the right thing, so I'm posting here too.

idk if it's modded on but same problème with "primebot"
I don't know if the mod does that, but I didn't see any additions even after adding a mod that adds leader traits. it would be nice if that were the case.
最后由 Camille1358 编辑于; 8 月 30 日 上午 4:26
Camille1358 8 月 30 日 上午 4:26 
I think it's a bug in the “Machine Learning Algorithm,” otherwise it's unplayable. I started a new discussion to explain.
holden 8 月 31 日 下午 2:14 
The virtual reality worlds seem to only have one trader district available despite having built all necessary buildings.
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