Stellaris

Stellaris

Planetary Mega Engineering
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Derelict Dawn  [开发者] 6 月 5 日 下午 9:33
4.X Bugs
If you find any bugs in 4.X, please post them here. I'll do my best to fix them.
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正在显示第 1 - 15 条,共 15 条留言
Private Pyle 6 月 6 日 下午 11:02 
I used the Reborn Version before and started a new playthrough with this mod, I noticed that the Polar Resource Silo does not extend the Resource limit, this was not the case in the Reborn Version.
Derelict Dawn  [开发者] 6 月 6 日 下午 11:27 
引用自 Private Pyle
I used the Reborn Version before and started a new playthrough with this mod, I noticed that the Polar Resource Silo does not extend the Resource limit, this was not the case in the Reborn Version.

Noticed this, fixed it, will be part of the next update, hope to release it in 2-4 days.
kenken244 6 月 11 日 下午 1:50 
I noticed that a lot of the planetary features give maintenance drone jobs for hive minds, which doesn't make any sense because maintenance drones are unlimited and replace civilians
Derelict Dawn  [开发者] 6 月 11 日 下午 5:25 
引用自 kenken244
I noticed that a lot of the planetary features give maintenance drone jobs for hive minds, which doesn't make any sense because maintenance drones are unlimited and replace civilians

I haven’t played much of hive minds, and not at all since the 4.0 update. I’ll fix this as I’m able, thanks for pointing it out.
ZAPierZeta 6 月 13 日 上午 11:13 
Hey, great mod! Culture Worker Jobs added via certain decisions (My example being the Resort Archipelago / Resort Complex) are not a workable job, this may be because of the new job converting mechanic added in 4.0.

I beleive this bug can be replicated by building the Resort Archipelago on a planet with the Ministry of Culture building. Any modifiers that buff specifically Culture Worker output are probably also not working.

I will update when I get around to building another one of the resort archipelagos on another planet

A fix for this would probably be to make decisions that generate culture workers generate the unity job instead (Bureaucrat, Priest, ect)

Edit: This also seems to happen to the consumer good jobs provided by the Orbital Superfactory, at least, it does if you have master-crafters civic.

Edit (Reply to below) lol I bet, gl man.
最后由 ZAPierZeta 编辑于; 6 月 17 日 上午 3:04
Derelict Dawn  [开发者] 6 月 17 日 上午 2:12 
引用自 ZAPierZeta
Hey, great mod! Culture Worker Jobs added via certain decisions (My example being the Resort Archipelago / Resort Complex) are not a workable job, this may be because of the new job converting mechanic added in 4.0.

I beleive this bug can be replicated by building the Resort Archipelago on a planet with the Ministry of Culture building. Any modifiers that buff specifically Culture Worker output are probably also not working.

I will update when I get around to building another one of the resort archipelagos on another planet

A fix for this would probably be to make decisions that generate culture workers generate the unity job instead (Bureaucrat, Priest, ect)

Edit: This also seems to happen to the consumer good jobs provided by the Orbital Superfactory, at least, it does if you have master-crafters civic.


Appreciate you taking the time to report this. I'm looking into fixing these jobs as soon as I have time. There are quite a few jobs affected by the changes, unfortunately.
Ste/\m_Pnk42 8 月 26 日 下午 12:09 
4.0.22 changed how districts work in the code.
adding 15 mining districts used to be
district_mining_max = 15
and now it's
district_mining_max_add = 15
same goes for generator and farming districts
udkudk 8 月 28 日 下午 2:12 
I don't know if this is a bug:

For some reason, whatever I colonise a Planet, there's between 10~30% chance that it will have one of the deposits from mod.
Which is both good and bad.

Good:We get free planetary superstructures without spending resources.
Bad: The deposit upkeep's are bad in first 5 years of the Game. Especially with your lack of big population to immediately build districts/buildings and populate the Jobs...
Derelict Dawn  [开发者] 8 月 29 日 下午 3:08 
引用自 udkudk
I don't know if this is a bug:

For some reason, whatever I colonise a Planet, there's between 10~30% chance that it will have one of the deposits from mod.
Which is both good and bad.

Good:We get free planetary superstructures without spending resources.
Bad: The deposit upkeep's are bad in first 5 years of the Game. Especially with your lack of big population to immediately build districts/buildings and populate the Jobs...

Definitely a bug. I haven't intentionally made it possible for the deposits from this mod to spawn randomly. They're supposed to be built or come from the custom origin (at least for now). Thanks for pointing this out though, I'm going to try and find what's causing this asap.
Reeon 9 月 12 日 下午 6:15 
There seems to be a bug between the Subsurface Megaforges and the Catalytic Processing civic.
The generated jobs will not be filled or worked by any pops. Otherwise the planetary feature and its bonuses appear to work as intended.
I have only played as an individual/non-gestalt governing ethics empire so far; no further data on gestalt organic or machine drone jobs with the civic.
最后由 Reeon 编辑于; 9 月 13 日 下午 12:24
Ste/\m_Pnk42 10 月 2 日 上午 11:39 
Some job bugs I have noticed and would like to report:

  1. The inline script `pme_archeo_engineers_add` adds archeo-engineers, archeo drones, and archeo units.
    • Archeo jobs **do not exist** as of 4.0, and are reskins of biologist jobs

  2. The inline script `pme_entertainer_add` adds duelist jobs when the empire has warrior culture.
    • Duelists **do not exist** anymore as of 4.0, they are entertainers now and code in the entertainer job itself reskins them to duelists
    • The script also adds maintenance drones, which *kinda* don't exist as of 4.0, being the gestalt version of civilians

  3. The inline script `pme_farmers_add` adds angler jobs
    • Angler jobs **do not exist** as of 4.0, they are farmer reskins
    • you may need to modify the vanilla trigger `farmer_is_angler_trigger`, since angler empires will get normal farmers on planets without an active angler zone

  4. The inline script `pme_foundry_add` adds catalytic technician and catalytic drone jobs
    • Catalytic jobs **do not exist** as of 4.0, and are reskins of metallurgists and fabricators

  5. The inline script `pme_miners_add` adds scrap miner and scrap mining drone jobs
    • Scrap miner and scrap mining drones **do not exist** as of 4.0, being miner reskins

  6. The inline script `pme_priests_add` adds priest and preacher jobs
    • Preist and Preacher jobs **do not exist** as of 4.0, being reskins of bureaucrat jobs
    • You may want to modify the vanilla trigger `bureaucrat_is_priest` to get the intended effect on some things




I personally recomment switching to simply using the vanilla inline scripts where possible - it would even massively help compatibility and the integration of things like wilderness empires
最后由 Ste/\m_Pnk42 编辑于; 10 月 2 日 上午 11:43
Socni Enis 10 月 14 日 上午 11:02 
cant find anyting about origin from this mod "Late Arrivals". is there a reason that i cant take cybernetics or bio ascensions arent available or is a BUG?
Derelict Dawn  [开发者] 10 月 14 日 下午 11:49 
引用自 Socni Enis
cant find anyting about origin from this mod "Late Arrivals". is there a reason that i cant take cybernetics or bio ascensions arent available or is a BUG?

This mod shouldn’t be responsible for a bug like that. The origin only modifies your starting planet.
Bladex1200 10 月 25 日 下午 9:33 
引用自 Ste/\m_Pnk42
Some job bugs I have noticed and would like to report:

  1. The inline script `pme_archeo_engineers_add` adds archeo-engineers, archeo drones, and archeo units.
    • Archeo jobs **do not exist** as of 4.0, and are reskins of biologist jobs

  2. The inline script `pme_entertainer_add` adds duelist jobs when the empire has warrior culture.
    • Duelists **do not exist** anymore as of 4.0, they are entertainers now and code in the entertainer job itself reskins them to duelists
    • The script also adds maintenance drones, which *kinda* don't exist as of 4.0, being the gestalt version of civilians

  3. The inline script `pme_farmers_add` adds angler jobs
    • Angler jobs **do not exist** as of 4.0, they are farmer reskins
    • you may need to modify the vanilla trigger `farmer_is_angler_trigger`, since angler empires will get normal farmers on planets without an active angler zone

  4. The inline script `pme_foundry_add` adds catalytic technician and catalytic drone jobs
    • Catalytic jobs **do not exist** as of 4.0, and are reskins of metallurgists and fabricators

  5. The inline script `pme_miners_add` adds scrap miner and scrap mining drone jobs
    • Scrap miner and scrap mining drones **do not exist** as of 4.0, being miner reskins

  6. The inline script `pme_priests_add` adds priest and preacher jobs
    • Preist and Preacher jobs **do not exist** as of 4.0, being reskins of bureaucrat jobs
    • You may want to modify the vanilla trigger `bureaucrat_is_priest` to get the intended effect on some things




I personally recomment switching to simply using the vanilla inline scripts where possible - it would even massively help compatibility and the integration of things like wilderness empires

Seconding this entire post. Can personally report that the catalytic technicians and artificer jobs added are empty jobs that don't produce anything and cannot be filled by pops.
Derelict Dawn  [开发者] 11 月 2 日 上午 9:56 
引用自 Ste/\m_Pnk42
Some job bugs I have noticed and would like to report:

  1. The inline script `pme_archeo_engineers_add` adds archeo-engineers, archeo drones, and archeo units.
    • Archeo jobs **do not exist** as of 4.0, and are reskins of biologist jobs

  2. The inline script `pme_entertainer_add` adds duelist jobs when the empire has warrior culture.
    • Duelists **do not exist** anymore as of 4.0, they are entertainers now and code in the entertainer job itself reskins them to duelists
    • The script also adds maintenance drones, which *kinda* don't exist as of 4.0, being the gestalt version of civilians

  3. The inline script `pme_farmers_add` adds angler jobs
    • Angler jobs **do not exist** as of 4.0, they are farmer reskins
    • you may need to modify the vanilla trigger `farmer_is_angler_trigger`, since angler empires will get normal farmers on planets without an active angler zone

  4. The inline script `pme_foundry_add` adds catalytic technician and catalytic drone jobs
    • Catalytic jobs **do not exist** as of 4.0, and are reskins of metallurgists and fabricators

  5. The inline script `pme_miners_add` adds scrap miner and scrap mining drone jobs
    • Scrap miner and scrap mining drones **do not exist** as of 4.0, being miner reskins

  6. The inline script `pme_priests_add` adds priest and preacher jobs
    • Preist and Preacher jobs **do not exist** as of 4.0, being reskins of bureaucrat jobs
    • You may want to modify the vanilla trigger `bureaucrat_is_priest` to get the intended effect on some things




I personally recomment switching to simply using the vanilla inline scripts where possible - it would even massively help compatibility and the integration of things like wilderness empires

I'm reviewing these and other bugs/defunct code. Thanks for taking the time to report it.
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