Stellaris

Stellaris

Hypertraversal Manipulation 2
 This topic has been pinned, so it's probably important
Vauthil  [developer] Jan 6, 2022 @ 12:46pm
Known Bugs & Issues
List of things known and either planned to be addressed or a core game problem that cannot be addressed.

My newly generated system appeared in the center of the galaxy map instead of where it should normally go!
Congratulations, you're now at the invisible edge of the galaxy map. Everything that tries to get made there ends up thrown in the center of the galaxy instead. Pick another direction if you're running the Advanced Bore or Ripper.

I used the Augur and the game crashed!
If the crash is following the use of the Truncator, Isolator, or Ripper, congratulations, you've run into the infamous hyperlane removal crash in the game's DirectX 11 renderer. Switch your game to DirectX 9 and the crashing should stop.

This is a long-standing (since 3.4) problem in Stellaris that affects all mods that remove hyperlanes. It's up to Paradox to fix it. Keep in mind that the DirectX 11 renderer is technically still listed as experimental; DirectX 9 is your safe choice.

The messages aren't in my native language!
The only currently supported languages are English and Simplified Chinese. All others use the English text, but if you are fluent in another language and want to help out then I will happily accept localizations in other languages.
Last edited by Vauthil; Apr 28, 2023 @ 11:21pm
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Showing 1-9 of 9 comments
Vauthil  [developer] Jan 7, 2022 @ 4:53pm 
2.3.0 update should have solved the "my god it's huge" UI issue for the Connector so I've removed it from the list.

I've added the ACOT beam thing because I know it's a thing. This doesn't happen with the vanilla beams because they actually require reactor juice, but for some reason the Alpha+ tech ACOT beam upgrades are costless. The Augur's teeny reactor is the only way I can prevent cracker beams that aren't bound to a specific chassis type from being put on it.
Vauthil  [developer] May 12, 2022 @ 11:17am 
As mentioned elsewhere, country-defined ship limits are going to be a pain for a bit. Any mod that adds a ship with a custom ship limit will probably conflict and will need to get reconciled in something like Irony.

The Augur will occasionally show it needs to be upgraded when a new component tech has been researched. It'll catch up, you just have to see it because the Augur can't be a civilian ship (I tried it, it went... strangely).
Vauthil  [developer] May 16, 2022 @ 4:28pm 
The Ship Limit problem is handled for anything using the Merger of Rules. If/when NSC (which, being an overhaul mod, isn't included in the Merger) gets their implementation in I'll see what I can do there. Other mods that modify the ship limits will still come into conflict with this one, but if people report those I'll see what I can do.

I've also removed the warning re: other beams going on the Augur. It only has the one beam now and I put a supermassive black hole on the upgrade weight scale so the game should never use another one when it's auto-upgrading.
Vauthil  [developer] May 31, 2022 @ 7:36am 
Added note about Truncator/Isolator crashing happening.
Vauthil  [developer] Jan 18, 2023 @ 4:52pm 
Cleaned up the hyperlane removal note (because it's still an issue but all of us who have mods that do this stuff have settled for running on DirectX9 to get around it).

Added note about Ripper. Need to do research on toggling whatever country flag is involved there, I guess.
Vauthil  [developer] Jan 18, 2023 @ 5:43pm 
And fixed up the wormhole discovery problem; your empire will have the flag set that they've seen a wormhole when you unlock the Ripper tech if you somehow missed doing that beforehand.
Vauthil  [developer] Mar 16, 2023 @ 8:59pm 
Everybody swears the DX11 hyperlane removal crash bug is a thing of the past as of Stellaris 3.7. I could not manage to crash it myself either, so I'm going to consider it fixed.

Now the most glaring mod issue appears to be a lack of localizations. I don't want to inflict bad auto-translations on people so that's how it is until fluent people offer localizations.
Vauthil  [developer] Apr 10, 2023 @ 1:16pm 
Added back in a note about hyperlane removal crashes, because it's cropping up again despite reports that Paradox had fixed this in 3.8. This is due to a bug with the DirectX 11 renderer when removing hyperlanes.

DirectX 9 is the stable renderer for Stellaris. Please use it if you are using this mod and want to do anything with removing hyperlanes.

All mods that do hyperlane removal once the galaxy is rendered will run into this crash sooner or later. I wish we could have a fix that doesn't involve telling people how to run their game.
Vauthil  [developer] Apr 28, 2023 @ 11:24pm 
Added note about interactions at the edge of the galaxy map. Stellar real estate just isn't what it used to be.
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