Stellaris

Stellaris

Machines & Robot Expansion Continued
Openly Retro  [developer] Feb 18, 2024 @ 5:34pm
Bug Reports
If you notice an issue, please post here. Include a screenshot if you can.
Details are IMPORTANT.

1- What were you doing?
2- What did you expect?
3- What happened instead?
4- Which other mods are you using, if any? This is important because there can be conflicts with other mods that I don't know about as I can't check every mod. I can use Irony to load your modlist if you provide the JSON file.

Also:
- Is "Merger of Rules" at the end of your modlist? Merger fixes a lot of compatibility issues, and has rules for this mod in it. If you don't use Merger, rules from this mod can be written over by other mods, creating bugs.

Once a bug has been reported here, I will add it to the issue tracker at the MRE:C issue tracker on Github [github.com] and once it is fixed I will post in the patch notes here on Steam that it was addressed.

Known bugs

- Issue with recruiting leaders as Mechanical empire. #277 [github.com] , #222 [github.com]
- Gestalt machine empires can make councilor leaders with GUI. #315 [github.com], already patched in v2.4.4
- Issues with abyss dimension event [Eeo] #342 [github.com]

Important things fixed
- Despicable Neutral empires don't appear any more as a result of this mod. If you are getting Neutrals, it is most likely from a portrait mod or another mod that introduces a custom species class in the origin. I have filed a bug at the official forums [forum.paradoxplaza.com] that I hope gets fixed so I can turn on the custom origins again for AI. The issue is custom species classes.
Last edited by Openly Retro; Mar 18 @ 8:34pm
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Showing 1-15 of 111 comments
Openly Retro  [developer] Feb 18, 2024 @ 5:56pm 
Open bugs from 3.9:

- Leader builder tooltips aren't correct -- **I've done a lot of work fixing the trait tooltips. They are 99% correct but that last 1% is a challenge**
- Auto-machine world decision can complete but the world won't transform if there is a blocker
- Can add more traits to a leader, using the core modifying GUI, after the leader reaches lvl 10 and player has picked traits normally via level-up system.
- Some traits that are useless for gestalt machine empires are available as level-up picks. Champion of the people is one of them. **Unfortunately this is an issue with the base game. Taking them out of the pick options will require overwriting the base traits files.**


As more bugs get identified I'll add them to this comment.
Last edited by Openly Retro; Mar 26, 2024 @ 9:59am
Rewasder Mar 8, 2024 @ 12:57pm 
The civics "central processing core" and "signal relay" should be giving traits to a couple of nodes but they don't seem to be there
Openly Retro  [developer] Mar 26, 2024 @ 9:55am 
Originally posted by Rewasder:
The civics "central processing core" and "signal relay" should be giving traits to a couple of nodes but they don't seem to be there

This has been fixed :D
Shadowke76 Mar 29, 2024 @ 9:32am 
Are there problems economical within the mod (I only use this one) or is it maybe a nerf of the machine empires by the devs to boost the machine age DLc sale? Or I'm just playing the economy the wrong way: I played a new game and looked at every planet economical and now everything goes like it should be. My apologies
Last edited by Shadowke76; Mar 31, 2024 @ 12:16am
harozuken Apr 13, 2024 @ 9:47am 
I replied to an old post before seeing this bug report, but ill re-post it here. the Malware civic unique operation seems to be completing instantly and not giving any benefits.
InvIzIble Apr 27, 2024 @ 1:53am 
Hi, thank you for quick response)
Continued thread from mods mane page: hivemind empires' pop assembly is fine. I wish I could upload a screenshot to describe whats going on with non-gestalt empire organic pop assembly)

So, i've tried "Vat grown" origin from Extra Origins 3.11 https://steamcommunity.com/sharedfiles/filedetails/?id=2028670202
And
"Reign of death" origin from The Dark Arts of Necromancy [3.2.2] https://steamcommunity.com/sharedfiles/filedetails/?id=2720294349
Both origins have their pops growth replaced one way or another with pop assembly (assembler-type jobs for Reign of death; passive +5 pop-assembly for Vat Grown), both dont do their's assembly while MREC active, no matter where is it's position within mods list
Btw I don't obtain the DLC with clone soldier impire, so cant test vanilla non-gestalt pop assembly

UPD tested non-gestalt empire's clone vats - their pop assembly is fine, so only other mod's organic assembly is somehow affected
Last edited by InvIzIble; Apr 27, 2024 @ 3:30am
kNow Name Apr 27, 2024 @ 6:58am 
Irony mod manager found this:

Error in common\script_values\xvcv_mdlc_script_values.txt: Ln: 118 Col: 2
}
^
Note: The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at ("common\\script_values\\xvcv_mdlc_script_values.txt",
Ln: 97, Col: 30) was not closed.

Specifically it looks like count_cat_1_mamp_on_planet is missing the closing bracket for the limit from a quick glance.
Openly Retro  [developer] Apr 27, 2024 @ 8:45am 
Originally posted by kNow Name:
Irony mod manager found this:

Error in common\script_values\xvcv_mdlc_script_values.txt: Ln: 118 Col: 2
}
^
Note: The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at ("common\\script_values\\xvcv_mdlc_script_values.txt",
Ln: 97, Col: 30) was not closed.

Specifically it looks like count_cat_1_mamp_on_planet is missing the closing bracket for the limit from a quick glance.

hi Know Name ... I will push up a fix for this today, I also found it last night while investigating Invizible's report
Openly Retro  [developer] Apr 27, 2024 @ 8:45am 
Originally posted by InvIzIble:
Hi, thank you for quick response)
Continued thread from mods mane page: hivemind empires' pop assembly is fine. I wish I could upload a screenshot to describe whats going on with non-gestalt empire organic pop assembly)

So, i've tried "Vat grown" origin from Extra Origins 3.11 https://steamcommunity.com/sharedfiles/filedetails/?id=2028670202
And
"Reign of death" origin from The Dark Arts of Necromancy [3.2.2] https://steamcommunity.com/sharedfiles/filedetails/?id=2720294349
Both origins have their pops growth replaced one way or another with pop assembly (assembler-type jobs for Reign of death; passive +5 pop-assembly for Vat Grown), both dont do their's assembly while MREC active, no matter where is it's position within mods list
Btw I don't obtain the DLC with clone soldier impire, so cant test vanilla non-gestalt pop assembly

UPD tested non-gestalt empire's clone vats - their pop assembly is fine, so only other mod's organic assembly is somehow affected

Thank you very much for taking the time to write all this up. I have a small fix to push up this afternoon, I hope that will address this issue.
InvIzIble Apr 27, 2024 @ 2:47pm 
Originally posted by Openly Retro:
Originally posted by InvIzIble:
Hi, thank you for quick response)
Continued thread from mods mane page: hivemind empires' pop assembly is fine. I wish I could upload a screenshot to describe whats going on with non-gestalt empire organic pop assembly)

So, i've tried "Vat grown" origin from Extra Origins 3.11 https://steamcommunity.com/sharedfiles/filedetails/?id=2028670202
And
"Reign of death" origin from The Dark Arts of Necromancy [3.2.2] https://steamcommunity.com/sharedfiles/filedetails/?id=2720294349
Both origins have their pops growth replaced one way or another with pop assembly (assembler-type jobs for Reign of death; passive +5 pop-assembly for Vat Grown), both dont do their's assembly while MREC active, no matter where is it's position within mods list
Btw I don't obtain the DLC with clone soldier impire, so cant test vanilla non-gestalt pop assembly

UPD tested non-gestalt empire's clone vats - their pop assembly is fine, so only other mod's organic assembly is somehow affected

Thank you very much for taking the time to write all this up. I have a small fix to push up this afternoon, I hope that will address this issue.

Thank you for your time and any attempts to give this mod it's second life)
Yet last fix didnt help

UPD
Author of another mod with same problem firstly responded as "If both mods modify the game rule that would cause issues.", if that will help to find the issue)
Last edited by InvIzIble; Apr 29, 2024 @ 2:25am
Destwin Apr 29, 2024 @ 7:20am 
I tried the M.A.M.P Ascension Perk on my Rogue Servitor. Did all 4 special projects, unlocked the building, got it built on a planet. But then I get the "There must be at least two non-M.A.M.P pops present, and one must be a machine to be upgraded" thing.
I thought this could have something to do with bio-trophies, so I build anoter Assembly Bay in a planet that has 0 bio-trophies and still got the same message.
harozuken Apr 29, 2024 @ 10:14am 
I had the same problem as @Destwin with rogue servitors. tred it on reg worlds, ring worlds, ecumonopoli, and stations, all say i dont have non-M.A.M.P. pops.
Openly Retro  [developer] Apr 29, 2024 @ 4:30pm 
Originally posted by harozuken:
I had the same problem as @Destwin with rogue servitors. tred it on reg worlds, ring worlds, ecumonopoli, and stations, all say i dont have non-M.A.M.P. pops.

Originally posted by Destwin:
I tried the M.A.M.P Ascension Perk on my Rogue Servitor. Did all 4 special projects, unlocked the building, got it built on a planet. But then I get the "There must be at least two non-M.A.M.P pops present, and one must be a machine to be upgraded" thing.
I thought this could have something to do with bio-trophies, so I build anoter Assembly Bay in a planet that has 0 bio-trophies and still got the same message.

I confirmed this bug and on investigation I found an issue with the planetary decision logic, a comparison was incorrect. Can you confirm it works with the latest update?
Openly Retro  [developer] Apr 29, 2024 @ 4:32pm 
Originally posted by InvIzIble:
UPD
Author of another mod with same problem firstly responded as "If both mods modify the game rule that would cause issues.", if that will help to find the issue)

Indeed it looks like this was the issue, for which I apologize, it was an oversight as I'm learning more about Merger of Rules, so I will work with Merger to get what changes I want in. I reverted my change. Can you confirm pop assembly works again w/ the latest update?
InvIzIble Apr 30, 2024 @ 3:19am 
Originally posted by Openly Retro:
Originally posted by InvIzIble:
UPD
Author of another mod with same problem firstly responded as "If both mods modify the game rule that would cause issues.", if that will help to find the issue)

Indeed it looks like this was the issue, for which I apologize, it was an oversight as I'm learning more about Merger of Rules, so I will work with Merger to get what changes I want in. I reverted my change. Can you confirm pop assembly works again w/ the latest update?

Pop assembly works again, thank you greatly :3
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