Stellaris
Ad Astra Technology Mod
FirePrince  [sviluppatore] 1 set 2022, ore 17:33
Bugs? Issues? Incompatible mods? List 'em here.
If you've run into any bugs, issues or incompatible mods, just list them here.
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I want to start by saying that I absolutely love this mod and everything it adds, and especially appreciate the effort put into the descriptions. It adds a lot of flavor. That being said, I'm running into issues when using it with other mods. After adding this mod, the khan fleets (modified by The Great Khan Expanded, Khorgis Khan?, and Crisis Manager) and the Katzen (from Gigastructural Engineering) lose 1% hull health a day until they're going around with fleets that have 0% hull health. I tried removing all other mods affecting crisis strength when I noticed the problem, but the problem only went away when I removed this mod. Then after adding everything back except this mod, they still didn't lose their hull. So, I'm guessing they might be getting access to a lot of hull regen, and then this mod makes it overflow? Could just be an issue of too many things stacking together which would be my own problem for wanting to stack so many mods together, but I figured it might be worth reporting.
Alright, so, I couldn't get the mod to work with the others no matter what I tried, so I cleared out my entire mod list and launched the game with this being the only mod enabled. And to my surprise, it's not a compatibility issue. This mod just seems to be straight up breaking the mid-game crises on its own. The khan and grey tempest (and katzen when gigastructures was installed) all lose their hull health until they're going around with 0% hull. Even the normal marauders at the start of the game without a khan only have 0% hull and instantly call off any raid they try to perform. Interestingly enough, the default end-game crises all work perfectly fine with this mod and all the others installed that boost their power up. It's only the mid-game crises that are going around with 0% hull even when this is the only mod installed.
FirePrince  [sviluppatore] 5 set 2022, ore 21:45 
Ah yes lol and sry, the values for this are all negative, I'll remove this. Thx for the hint.
Ultima modifica da FirePrince; 6 set 2022, ore 0:15
The Streamlined Mega-Production tech for Hive Minds (tech_streamlined_megaproduction_hive) has in its weight modifier code block the following:
modifier = { factor = 0 has_ethic = ethic_gestalt_consciousness }
Which means that despite being a hive mind tech such empires are utterly unable to get the tech. Meanwhile, the follow-up tech Starlifting Operations (tech_starlift_operations_hive) wouldn't work either even if you could get Streamlined Mega-Production, as the Hive Mind version of Starlifting Operations has the regular version of Streamlined Mega-Production listed as a prerequisite instead of the hive mind version of that tech. I realized this after looking at the mod images some more and realizing I never got some of the listed buildings despite being deep in repeatables. I am worried that there may be more oversights like this in the mod (I assume these are issues that were in the original), so you may want to go over the techs and buildings especially for hive minds and machines to make sure everything is linked correctly.
FirePrince  [sviluppatore] 6 set 2022, ore 0:28 
Ou* what a shame, thx for your feedback, fix incoming!
After an update, this mod caused a save to crash. Granted, it is a save designed just for CPU stress testing, due to the amount of stuff I installed, but you might want to look into this anyways. I also came along a tool that may help in pinpointing the cause.

https://exceptions.dev.stellarstellaris.com/

https://pastebin.com/JxVzdH7b
FirePrince  [sviluppatore] 6 set 2022, ore 1:09 
@Lesovikk: the last changes should not the reason for this (I checked again). Your first link has no file!?

PS: I removed the scripted triggers from the armies folder, which could be the reason. (version 1.06 if so sorry and thanks for the fast report - I must now off)
Ultima modifica da FirePrince; 6 set 2022, ore 1:26
Didn't do anything. I think it is probably something else. I'll start a new save.
Plus I wasn't that far into the save, in terms of how far I had set the time frame
FirePrince  [sviluppatore] 6 set 2022, ore 2:31 
If you could look into the ..\steamapps\workshop\content\281990\2857350778 folder the version nr should be 1.0.6. Anyway, I would be interested if the new version still crashes (on your old save).
Ultima modifica da FirePrince; 6 set 2022, ore 2:31
I'm seeing what looks like an incompatibility issue with NSC in 3.6. When i run these two together the defense station/fortress don't appear in the Ship Designer. Take this away and they come right back.
FirePrince  [sviluppatore] 23 dic 2022, ore 2:24 
@UTPriest: sry, on the first glance I don't see any conflict here.
Minor bug:
00_ad_astra_jobs.txt, line 95 says "modifier = { factor = 5 has_job = head_researcher }". This is causing a glitch in my current game where, as far as I can tell, every month my head researcher dudes try to become cynosural researchers, and either they or the current cynosure guys become unemployed, but the head researcher jobs fill up immediately from the lower strata before the original guys move back, leading to a couple of guys being unemployed.
I commented out this line and it has not disrupted the mod in any way except to fix this glitch.
It's a fairly minor issue, but I've noticed from time to time that I'm getting the Shoddy Engineering tech as a research option off of anomalies. After some brief code-diving, it looks like this tech is just meant for pirates and whatnot, and probably shouldn't be ending up in the research list to sit there forever as a trap option.

I'm not sure how exactly a tech goes from the list of techs to being discoverable via anomaly, but if there's an easily set flag to make this tech not discoverable in that way, that would smooth off one of the rough edges of this delightful mod.

Alternatively, it might be worth reworking, making it an option that lets you toss away your quality standards for ships, but in exchange they're cheaper and faster to build.
FirePrince  [sviluppatore] 13 feb 2023, ore 10:50 
@iron_claymore, Logos: thanks, fixed! It is indeed a non player tech.
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