Stellaris

Stellaris

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Brick  [developer] Aug 13, 2021 @ 6:23am
Bug reports
If you find a bug report i would prefer it if those go here rather then the normal comment section of this mod. One thing i might ask or need to fix mentioned bug however is context. In other words i want to know if you use other mods, what was happening in the game while it happened. And anything else potentially relevant to the bug.:albino_trait:
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Showing 1-15 of 24 comments
Your mod causes all modifiers that are not empire wide to be ignored on pop jobs. This includes but is not limited to: Stability, Policies, Traits, Planetary modifiers, and Species rights. The cause of this issue is unknown.
Brick  [developer] Nov 22, 2021 @ 10:04am 
Originally posted by Meet the Zombie Soldier:
Your mod causes all modifiers that are not empire wide to be ignored on pop jobs. This includes but is not limited to: Stability, Policies, Traits, Planetary modifiers, and Species rights. The cause of this issue is unknown.

Just released the patch, From my end it is fixed now if you have any other things you see please feel free to let me know! Also thank you for trying my spaghetti happy mod.
fix confirmed successful, thank you!
The monthly bonus on "competition of the minds" planetary decision does not function. I recommend instead having it give researchers a +1 to each type of science. This not only allows the effect to scale with numbers, but also with tech.
Brick  [developer] Jan 20, 2022 @ 12:08am 
Originally posted by Meet the Zombie Soldier:
The monthly bonus on "competition of the minds" planetary decision does not function. I recommend instead having it give researchers a +1 to each type of science. This not only allows the effect to scale with numbers, but also with tech.

Thank you kindly for the report, made a note of it on my todo list and will include the fix in the next update!
Brick  [developer] Jan 20, 2022 @ 1:22am 
Originally posted by Meet the Zombie Soldier:
The monthly bonus on "competition of the minds" planetary decision does not function. I recommend instead having it give researchers a +1 to each type of science. This not only allows the effect to scale with numbers, but also with tech.

Just confirmed the bug and it 'technicly' worked as intented just not anywhere visible beyond 1 place.

I changed the buff to something scaling. While i indeed did look at the +1 for sciences i learned it required an overwrite of an economy file which i try and avoid to keep compatibilty as high as possible. So i changed it to an +10% production for researchers. This should become live when i push for the next update which i sadly do not know when it will happen.

What i can say as a teaser though is that i am dabbling with the traditions and of course more events hidden in places. :summer2019corgi::summer2019horn:
barkingnoise Jun 29, 2022 @ 5:22am 
Hi

I've encountered a bug that I'm not sure is because of something this mod does, but I suspect it is somehow.

I got the "Organized strikes" on my capital in my savegame and it affected my capital influence production as well (I think).
The weird part is that it didnt return to normal levels after the modifier had ticked out.

I notice in the file in the "static_modifier" folder that its only supposed to affect job production and the Influence on the capital is neither job or building, so that's why I'm unsure if its because of that event or not.

Could you try to reproduce it?


EDIT: Nevermind, I'm pretty sure it is because of the "waning influence" static modifier that my influence hasnt jumped back up
Last edited by barkingnoise; Jun 29, 2022 @ 7:07am
Brick  [developer] Jun 29, 2022 @ 9:09am 
Originally posted by barkingnoise:
Hi

I've encountered a bug that I'm not sure is because of something this mod does, but I suspect it is somehow.

I got the "Organized strikes" on my capital in my savegame and it affected my capital influence production as well (I think).
The weird part is that it didnt return to normal levels after the modifier had ticked out.

I notice in the file in the "static_modifier" folder that its only supposed to affect job production and the Influence on the capital is neither job or building, so that's why I'm unsure if its because of that event or not.

Could you try to reproduce it?


EDIT: Nevermind, I'm pretty sure it is because of the "waning influence" static modifier that my influence hasnt jumped back up

Your edit hit the nail on the head there, as that is indeed one of the few penalties that i have in place that can even interact with influence.
Just for idea, that and other rather harsh modifiers trigger from the "Emergency Measure" Situation. Assuming you are not at war or have a declared crisis.
barkingnoise Jun 30, 2022 @ 3:12am 
Originally posted by Brick:
Your edit hit the nail on the head there, as that is indeed one of the few penalties that i have in place that can even interact with influence.
Just for idea, that and other rather harsh modifiers trigger from the "Emergency Measure" Situation. Assuming you are not at war or have a declared crisis.

Yes, I figured this out! I really like the readiness situation mechanics you've implemented, though I have previously been playing with destructive events off (that's your mod too, right?) so these side-effects were pretty new to me lmao. They are a nice balanced trade-off and I'd love to see your do more of these self-activated situations.


Btw, is the multiple crime events increases ("youth being forced into gangs") also part of your mod?
Cuz I started getting them around the same time - but their all flavour-texted as Deviant Drones even though I am not a hive empire in my savegame.
Brick  [developer] Jun 30, 2022 @ 3:34am 
Originally posted by barkingnoise:
Originally posted by Brick:
Your edit hit the nail on the head there, as that is indeed one of the few penalties that i have in place that can even interact with influence.
Just for idea, that and other rather harsh modifiers trigger from the "Emergency Measure" Situation. Assuming you are not at war or have a declared crisis.

Yes, I figured this out! I really like the readiness situation mechanics you've implemented, though I have previously been playing with destructive events off (that's your mod too, right?) so these side-effects were pretty new to me lmao. They are a nice balanced trade-off and I'd love to see your do more of these self-activated situations.


Btw, is the multiple crime events increases ("youth being forced into gangs") also part of your mod?
Cuz I started getting them around the same time - but their all flavour-texted as Deviant Drones even though I am not a hive empire in my savegame.


Nope, I only made this and took over the Machine Consciousness mod which i adopted, but one thing my mod does do a bit is nudge the base game and other mods into triggering there negative events. Which is due to the fact that i put genuine pressuare on stability, amenities and crime. While i do have an event that does give deviancy IN the emergency situation that one is not mine. As mine checks for gestalts and i do not even have anything with that name. I even checked the base game but it is not from there either.
PCR_Anibal Aug 11, 2022 @ 10:59am 
Hi, not a bug per se but an incompatibility, any mod that adds more ethic points can cause problems as fanatic egalitarian/fanatic materialist disallows all the religious stances.
Brick  [developer] Aug 12, 2022 @ 12:49am 
Originally posted by PCR_Anibal:
Hi, not a bug per se but an incompatibility, any mod that adds more ethic points can cause problems as fanatic egalitarian/fanatic materialist disallows all the religious stances.

That is a bug alright, thank you for the heads up i will look into that and make sure it gets sorted in next update.
Brick  [developer] Aug 13, 2022 @ 5:07am 
Originally posted by PCR_Anibal:
Hi, not a bug per se but an incompatibility, any mod that adds more ethic points can cause problems as fanatic egalitarian/fanatic materialist disallows all the religious stances.

So i am currently working on the update, but the requirements for the policies in the religious tab only check for spiritualist stuff, so i am mightly confused why a egalitarian/materialist does not get access to stuff as there are fallbacks. Do you by chance still have access to the game and can tell me what civics you are running? Or if you are a megacorp by chance?
Brant-Flir Mar 18, 2023 @ 7:36pm 
Just started using your mod and loving it. Thanks for crafting and sharing it. Very minor error: I believe "Trail by Fire" decision was meant to be "Trial" by fire.
Brick  [developer] Mar 19, 2023 @ 12:54am 
Originally posted by Brant-Flir:
Just started using your mod and loving it. Thanks for crafting and sharing it. Very minor error: I believe "Trail by Fire" decision was meant to be "Trial" by fire.


Oops, that is correct. Thank you i am blind to those sorts of things sadly, will be fixed next version.
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