Stellaris

Stellaris

Novus Orbis
garvins  [developer] Sep 26, 2017 @ 2:49am
Bug Reports and Known Issues
Here will be a list of all reported bug.

Many bgs occure because of an compatibility issue, pls check if any of your mods overwrite one of these files:

00_buildings.txt
00_syntheticdawn_buildings.txt
Last edited by garvins; Mar 20, 2018 @ 10:35am
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Showing 1-13 of 13 comments
Regularity Sep 28, 2017 @ 3:21pm 
Could we maybe get some more variants of buildings or techs tailored for machines? Especially those precious empire unique buildings ones that involve governing ethics attraction (Monument of Culture), or happiness (Entertainment Center) or slave productivity. Although maybe you could add an exemption to the happiness ones that check for the Rogue Servitor civic so they can still use it.

Though you might need to add an exemption for the happiness buildings that checks for the "Rogue Servitor" civic so they can still use it.
garvins  [developer] Sep 30, 2017 @ 1:04am 
@Regularity: Yeah i will work on this. There are some other things on my ToDo-List which have higher priority. I hope i have soon enough time to rework the ethic buildings and add machine tailored one :)
JurisDocta Oct 12, 2017 @ 10:01am 
Even though you took out the attachments restriction there is still an error in defines which does the same thing. Recomend setting attachments to 3.
Ghoti Nov 28, 2017 @ 9:40pm 
Btw when you upgrade to a super primary nexus you can no longer build mining networks, power plants, etc.
garvins  [developer] Nov 29, 2017 @ 4:49am 
@JorisDocta: Last update should fix this :)

@Lizard Wizard: May you give me the list of the Mod's you use?
I think it is an compatibility problem.
Ghoti Nov 29, 2017 @ 2:20pm 
kay give me a moment
Ghoti Nov 29, 2017 @ 3:33pm 
Kay here they are,

Additional Traditions
Advanced Weapons 1.8
AplahModPlus 1.8.3
Auto Auto-Explore
Beautiful Universe and More Star Classes Patch
Beatuiful Universe v2.0
Diverse Rooms
Epic Explosions
Epicc Galaxies Texture 2
Extended Traits
Extra Events Fixed
Fallen Empires Expanded v1.5
Flags: Emblems and Backgrounds
Glavius's AI Building Fix Mod
Guilli's Extra Dimensional Weapons Graphics
Guilli's Planet Modifiers
Here, There Be Dragons
Homeworld Ethics (1.8)
Human Variety
ISBS: Doomsday Weapons and Ships
Improved Space Battles Graphics
LEX - Leviathan Events Xtended
More AI Personalities
More Events Mod
More Star Classes
Novus Orbis
Planetary Diversity
Psionics Expanded
Realistic Ships
Ship Power Stations
Spaceport 1.8
TFW's Bunch of Ship Parts
Tiny Army View
War Name Variety
Xenology - Traits Expansion
garvins  [developer] Dec 1, 2017 @ 3:57pm 
Thx for the list. This weekend i am not at home, therefor i will check it next week.
I really wanted to build a several copatibility patches when i took care about this mod. But then my son was born :B1:
Last edited by garvins; Dec 1, 2017 @ 3:57pm
Ghoti Dec 1, 2017 @ 11:13pm 
youre good man, as long as a fix is on the way im totally fine with that, also congrats on your newborn son man!
Regularity Mar 31, 2018 @ 1:14pm 
I've noticed that many of the mod's buildings will specifically say, "Requires [whatever level] Planetary Administration or Habitat Administration" as part of an error tooltip... even on structures specifically coded to not be allowed on habitats. This is kind of misleading and confusing.

Could you remove the "Requires [...] Habitat Administration" on buildings that can't actually be built on habitats? (Or better yet, convert some of them to allow construction on habitats, which feel almost completely neglected from a building availablity perspective in this mod).
garvins  [developer] Apr 3, 2018 @ 2:56pm 
Originally posted by Regularity:
I've noticed that many of the mod's buildings will specifically say, "Requires [whatever level] Planetary Administration or Habitat Administration" as part of an error tooltip... even on structures specifically coded to not be allowed on habitats. This is kind of misleading and confusing.

Could you remove the "Requires [...] Habitat Administration" on buildings that can't actually be built on habitats? (Or better yet, convert some of them to allow construction on habitats, which feel almost completely neglected from a building availablity perspective in this mod).

Thx for the report. I missed to remove a rule. The plan was that all empire ethic empire unique buildings are allowed on habitats.
Alistar Apr 25, 2018 @ 11:07pm 
hey does your mod add a building called slave brainwashing facility if it does i cant build it or upgrade to it. its isnt even on the list of available options for construction
Last edited by Alistar; Apr 25, 2018 @ 11:07pm
Pordy May 13, 2018 @ 3:03pm 
The current version 2018.05.14 misses the spaceport modules!
The GFX's are in thier place but the Common folder doesnt have anything.
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