Stellaris

Stellaris

(4.0.10) Community Flash Patch
227 Comments
Scubert Jul 17 @ 12:14am 
this is most probably a bug instead of intended as they had no reason to make this change, but in 4.0 I've noticed primitives that become empires after advancing don't change to the default empire personality based rooms they used to, and instead keep their pre ftl space age room. is there any way you could fix this?
RoverStorm  [author] May 17 @ 9:36pm 
To anyone subscribed to this thread still, I have returned and updated to the most recent version.

Currently it fixes some issues with Councilor positions for the various Angler civics.

More may or may not come, depending on how easy various bugs are to fix.
ReaperUnit Dec 29, 2023 @ 10:05pm 
hey a bug that is really bad is the one that causes flooded habitats to give aquatics a -20% habitability. requires you to have hydrocentric perk.
Ciaphas Cain Nov 3, 2023 @ 6:47pm 
Aw www, how come this wasn't continued? Would have loved this as I'm never sure what the active bugs are!
Colonizor48 May 15, 2022 @ 12:32pm 
@RoverStorm Tracking just completly doesnt work now for some godforsaken reason. I dont know if this can be fixed by a mod but if so please add it.
Colonizor48 May 14, 2022 @ 2:15pm 
@RoverStorm. You could work around this though by making so that any destroyed planet gets -100% upkeep to everything. Maybe? idk it might have been fixed in 3.2. Or triggering some other event that just kills the pops when the colony is destroyed. Idk tho.
★REM★ May 13, 2022 @ 8:14am 
@RoverStorm thank you very much, take your time i was just pointing out the issue to avoid people downloading it until the update, not to have you hurry ^^
RoverStorm  [author] May 13, 2022 @ 8:13am 
@*REM* Yes, it needs an update. It should be updated later today to properly work with Overlord. Sorry for the delay.

@Colonizor48 destroy_colony bug is unfortunately I think a scripted trigger. Meaning I would need to make modifications to the clauswitz engine and Paradox keeps it encrypted and near impossible to modify. The Flooded habitat I actually think is probably working as intended. I will make a bug post on the forum (which should be done with all bugs discovered) and see if it is or not, but Aquatic Species get a +20% habitability on Ocean worlds, which may be expected to offset the -20% from flooded habitat. The reason this is useful is because the Aquatic trait does a lot more than just habitability on an "ocean world".
★REM★ May 13, 2022 @ 7:32am 
I suppose it needs an update, with this enabled Offspring Nest is not available anymore.
Colonizor48 Apr 29, 2022 @ 4:31pm 
Flooded habitat - 20% habitability applies even to aquatic species
Colonizor48 Apr 29, 2022 @ 4:30pm 
destroy_colony fails to completely remove pops leading to phantom upkeep.
RoverStorm  [author] Feb 27, 2022 @ 10:13am 
@Przekwi Mod updated. Also I'm glad to report Paradox has fixed several more bugs. There's only 2 notable bugs left.

As always to all, feel free to report bugs. I'll add them to the list and if I can fix it before Paradox, I'll do so.
RoverStorm  [author] Feb 27, 2022 @ 9:34am 
@Przekwi Thanks for the report, I'll look into it.
Przekwi Feb 27, 2022 @ 1:06am 
totalitarian faction gives influence instead of unity (30 influence monthly kinda broken), please update
cactuspete13 Dec 23, 2021 @ 2:18pm 
I saw the same Optera saw, my DE machines are just sitting there, not filling in any jobs at all
Optera Nov 29, 2021 @ 9:45am 
For me Servitors or Assimilators had no jobs working at all.
Only Bio Trophies got assigned.
RoverStorm  [author] Nov 27, 2021 @ 11:28am 
@worker_dude37 Alright I'll take a look at it, see what's going on.
Ma_k4r Nov 27, 2021 @ 3:46am 
It seems like 3.2.* version brought back the gestalts jobs bug. This time it doesn't let unemployed pops to move up to complex drone jobs.
Darrien Sep 16, 2021 @ 3:39pm 
I am just saying in general in my experience any time you overwrite only part of the tech file it causes weird issues, I discovered it as one of the Devs that is on the NSC2 team. If for instance we overwrite the Battleship tech only, instances in a MP game, no one but a few people ever roll battleship tech even with a 1000 weight modifier. Its strange and not very consistent.
RoverStorm  [author] Sep 16, 2021 @ 3:19pm 
@Darrien That tech overwrite has been live since May last year and this is the first I've heard of it causing issues, can I get more details on what it's doing? This wouldn't be the first time Paradox's coding has caused weird effects when overwriting stuff in core files; its which is why the job fixes does override the base file. However I try to avoid replacing the entire core file whenever I can to maintain as much compatibility with other mods. Simply overwriting the entire file means that it becomes incompatible with all other mods that change any of the techs in the file rather than just the tech I changed.
Darrien Sep 16, 2021 @ 11:03am 
@RoverStorm - You overwrite one of the vanilla techs, if you ever overwrite a vanilla tech you have to basically overwrite the entire tech file as it causes weird issues if you just overwrite one tech.
Agent Odyssey Sep 15, 2021 @ 8:14pm 
Thanks for all of the updates, Rovertstorm.
RoverStorm  [author] Sep 15, 2021 @ 5:06pm 
Well if anyone is still around, I am back for the new patch, ready to fix bugs while Paradox catches up. Though I may not have much to do this patch since this was specifically designed to be a QoL update for Stellaris with bugfixing being a major focus. I've already removed one bug that was fixed from the mod (habitat and ecumenopolis colony designations to be specific), though the rest remain in the game as far as I can tell.

As always, please feel free to post any bugs you find and I'll see if I can't fix them quickly.
RoverStorm  [author] Apr 20, 2021 @ 5:44pm 
Alright, sorry if anyone had some issues with event jobs or gestalt jobs (not that Gestalts got any support whatsoever this patch), but I have fixed that issue, should be good now.
RoverStorm  [author] Apr 20, 2021 @ 2:27pm 
@Ulthar As far as I understand it, Ariphaos does incorporate at least some or all of my fixes, though I did just add a new one for Hive Foundry World and Machine Foundry/Factory Worlds. Usually I don't recommend loading both, as he both fixes some things but also does some balance changes. I am purely concerned with fixes for this specific mod.

However, if you like many of his balance changes but want to keep up to date on any bugfixes I patch, you can try to use both. I can't really promise it will work though.

In other news to everyone, I have updated it to 3.0.2 and also fixed another bug related to Hive and Machine Foundry/Factory worlds.
Ulthar Apr 20, 2021 @ 1:24pm 
I've been a long time user of this patch, does !!Ariphaos Unofficial Patch (3.0) incorporate the fixes in this patch? should I load both?
Nettle Apr 16, 2021 @ 2:45pm 
I've noticed during my testing that pausing and unpausing seems to get them to show up.

It's odd.
RoverStorm  [author] Apr 16, 2021 @ 2:07pm 
There is definitely a bug SOMEWHERE that causes the Voidborne +2 building slots per habitat to not work. But it's not consistent. Sometimes it's there and sometimes it's not. I need to do further research to see what's going on. Quite possibly it's related to something dumb, like loading a save file.
Nettle Apr 16, 2021 @ 1:45pm 
Glad to assist. If there's any other way I can help, let me know.

I did do some testing on voidborn on my own and it seemed to be working, but I didn't want to dismiss the reports out of hand.
RoverStorm  [author] Apr 16, 2021 @ 1:38pm 
Despite Eladrin promising a fix soon for Criminals, I think I'll go ahead and change it. The change I'm thinking is instead of reducing trade by 10, if a criminal branch is on the planet, it increases the trade by 10 and instead checks the empire's trade policy and eats 10 trade worth of resources corresponding to the trade policy. So if you were using Wealth Creation, it eats 10 energy instead of 10 trade. Not a perfect solution, and could still make criminals profitable, but only doing this if a criminal syndicate is on the planet seems to be a good compromise.

The Citadel of Faith, sadly, seems to be working as intended. The Sacred Nexus STILL seems to be giving the wrong number of jobs, so I'll update it.

The habitat one I will have to look into. I was playtesting voidborne and it was really inconsistant, I will need to see what's going on in a little more detail, stay tuned.

@Koshachiy Thanks for the reports.
Nettle Apr 16, 2021 @ 11:44am 
There seems to be an error regarding syndicates in the latest patch.

https://www.google.com/amp/s/amp.reddit.com/r/Stellaris/comments/mrst2s/psa_dont_play_criminal_syndicates_or_use_trade/

In addition, there is some wonky building balance.

https://forum.paradoxplaza.com/forum/threads/sacred-nexus-citadel-of-faith-404-logic-not-found.1467503/

There may also be something wonky going on with habitats. Unsure of this one.

https://forum.paradoxplaza.com/forum/threads/habitat-buildling-slot-unlocking.1467276/

I hope this is useful.
RoverStorm  [author] Apr 15, 2021 @ 9:16am 
So Nemesis is out. And apparently half the games still relevant under the sun have decided to update or release today.

Fear not! This is the Flash Patch, and I aim to be among the first bugfix mods updated whenever there is a new patch. By tomorrow, this mod will be updated to the most recent version.

If you want to help, report any bugs you find here, as well as which of these bugfixes are still necessary in the current version.
Colonizor48 Feb 15, 2021 @ 7:04pm 
The ai draging players into war. A quick and dirty fix would just be setting the weight for the ai to request a player join a war to 0
RoverStorm  [author] Dec 29, 2020 @ 4:58pm 
Yeah, should still work for the necroids patch. Let me know if you run into any issues.
rateedus Dec 29, 2020 @ 3:03pm 
working for necroids patch?
RoverStorm  [author] Nov 3, 2020 @ 7:39am 
I think it should still work in 2.7.2, in fact probably better than previously since my habitat fix broke when they added tiered habitats. As always, back up your saves just in case. Let me know if you run into any problems.
Great Nov 3, 2020 @ 1:58am 
If I keep playing in 2.7.2 , can I keep using this mod? Or must I upgrade to 2.8 ?
Ulthar Oct 29, 2020 @ 9:15pm 
thank you! this is my favorite mod - most helpful one yet.
RoverStorm  [author] Oct 29, 2020 @ 7:11pm 
Oh and as always, do let me know of any bugs you find!
RoverStorm  [author] Oct 29, 2020 @ 7:10pm 
2.8.0 Patch is live. It "should" be good to re-enable. And yes, it should be save-friendly. As always, back up your saves just in case and let me know if anything goes wrong. Also listed another bug-fix I did silently at one point or another.
RoverStorm  [author] Oct 29, 2020 @ 5:15pm 
This mod will be updated to 2.8 hopefully within 24 hours. Looking for new bugs as I type this. Until then I do recommend turning this mod off until it is updated. I'll make an anouncement here once I do.
Ulthar Oct 29, 2020 @ 4:34pm 
will there be a 2.8 flash patch? would you suggest I unsub this one?
CodeMineBlox101 Aug 14, 2020 @ 5:06pm 
@RoverStorm, they're uncolonized but within my borders, they appear in neither tabs :(
RoverStorm  [author] Aug 12, 2020 @ 7:01pm 
@CodeMineBlox101 Are these Pre-sapients on a planet that you have colonized, or one that is uncolonized but within your borders, or outside your borders? And do they appear on the galaxy species and not the empire species or do they not appear on either?

Sorry for the surprise 20 questions, I just need as much information as possible to see what I can do.
CodeMineBlox101 Aug 12, 2020 @ 6:56pm 
Any possible way to fix the Pre-sapients not appearing in the species tabs?
Tried my game without mods, still occurred, hopefully you can fix it?
Colonizor48 Jul 22, 2020 @ 10:24am 
@RoverStorm
Colonizor48 Jul 21, 2020 @ 12:25pm 
and yes the federation did have subjects can join
Colonizor48 Jul 21, 2020 @ 12:24pm 
But i was dragged in unwillingly by some other empire due to me being there tributary. I had the sucession CB but couldnt leave as there was no declare war button and couldnt leave the federation as i had to be independent and the only way for me to be independent was via the non existant declare war button.
Colonizor48 Jul 21, 2020 @ 12:21pm 
RoverStorm It was a galactic union
RoverStorm  [author] Jul 21, 2020 @ 9:42am 
@Agent Odyssey I'll.....see what I can do. This could be a super easy fix, or completely outside my capability.