Stellaris

Stellaris

Primitive Players 2.0
 This topic has been pinned, so it's probably important
Pode  [developer] May 6, 2017 @ 4:41pm
Bug Reports
Post em here. They'll go in the known issues thread once we've run em down and decided to label them features instead (kidding).

Save us all some time. Disable other mods and confirm the bug really is in this one before posting.
Last edited by Pode; May 6, 2017 @ 8:15pm
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Showing 1-15 of 196 comments
1359810649 May 6, 2017 @ 10:50pm 
Today,I find a problem.when I use the fastest speed by using this mod, FPS(Frames Per Second) will become lower.If I dont use this mod or use normal speed,fps is normal. .
Pode  [developer] May 7, 2017 @ 12:36am 
Removed some test code that snuck into the release, let me know if that doesn't fix the FPS bug
1359810649 May 7, 2017 @ 3:46am 
ok,thank you
Skjadir Blutaxt May 7, 2017 @ 10:39am 
Ok.
I think i found an problem that shows up if you use the Utopia DLC.
For some reason (no idea why) the physics lab doesn´t give the 25% bonus.
The things is the other two lab typs work perfect ...
Pode  [developer] May 7, 2017 @ 1:24pm 
Huh. Does it happen without Utopia? I'm going to have trouble reproducing a Utopia related bug without Utopia :(
Constable May 7, 2017 @ 3:17pm 
Mechanist Civic Issue:
Currently
A) With the Mechanist Civic selected, the game does not start the player with 4 Robot Pops and 4 Living Pops.

- and -

B) The player is still able to select the Mechanist Civic from the Civics list.


- - - - -

This being said, I vote for Robotic being allowed as it is likely that a scientifically orient race
would favor robotic supplementation.
Pode  [developer] May 7, 2017 @ 3:53pm 
Hm. I'd hoped deleting the unused code would fix the mechanist issue. I don't have Utopia, so it's gonna be tough to fix this one. I'll need a lot of help from you, sorry.

Can you try and see if syncretics species have the equivalent problem? Or is it just mechanists?

If it's just mechanists, I suspect tech prerequisite weirdness, not the pop initializer event. Thought mechanist gave all the techs you need for the robots though.
Constable May 7, 2017 @ 4:15pm 
Syncretic works correctly.
HolyFarglesnot May 7, 2017 @ 6:10pm 
Hey Pode, the biolab tech doesn't give the +25% tech boost to society. Is it a different tech for society research?
Pode  [developer] May 7, 2017 @ 6:37pm 
Biolab is supposed to, did I F that up?

Will have to read up on mechanistic on wiki and see if I can guess what the problem might be then.
Pode  [developer] May 8, 2017 @ 8:16am 
Constable, I suspect the issue is the industrial base tech that vanilla starts with and I put behind a prereq. It might be disabling the gifted exoskeleton and robotic techs that depend on it, thus the robots.
Constable May 8, 2017 @ 10:23am 
@Pode
That theory sounds correct to me.
HolyFarglesnot May 8, 2017 @ 2:21pm 
@Pode So it would seem. Well, good luck. I hope it gets solved. I am hoping to see the Biolab bug fixed soon, as I really love this mod. It's become a staple for my current modlist!
Last edited by HolyFarglesnot; May 8, 2017 @ 2:27pm
HolyFarglesnot May 8, 2017 @ 3:16pm 
@Pode Unity production isn't restored after I get the government techs either.
Pode  [developer] May 8, 2017 @ 3:25pm 
Huh. Was in testing, at least for the planetary admin.
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