Stellaris

Stellaris

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Stellaris Fixes
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5 May @ 12:53pm
24 Sep @ 11:28am
27 Change Notes ( view )

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Stellaris Fixes

Description
Fixes a number of bugs:
- Fixed that empires with *any* non-psychic pops were disqualified from federation psychic battles.
- Superlight cosmogenesis event can no longer terraform nanite worlds into deserts.
- Wonder Sphere no longer counts against Dyson Sphere capacity, and doesn't allow you to build an extra Dyson Sphere in some circumstances.
- Pre-ftl modifier "Artistic Boom" that adds entertainer jobs is removed when a gestalt takes control of the planet.
- Fixed "All Artisan enclaves destroyed" message occuring every time an Artisan enclave was destroyed
- More fixes will be added over time

Fixes that were removed because they were fixed in the base game:

- Fixed crash when uncovering the secrets of the First League as a wilderness empire. (4.0.?)
- Capturing Tiyanki will not trigger the event for killing them. (4.1)
-Wilderness empires will no longer recieve (unconstructable) fallen empire buildings from reverse engineering minor artifacts (fixed in 4.0.5) Edit: According to bug reports this wasn't actually fixed, I will see if I can re-fix it.
-Fixed a wilderness building not being destroyed when the planet was conquered by a non-wilderness empire. (fixed in 4.0.6)
- Fixed wilderness unable to recruit gene warrior armies. (Fixed in 4.0.10)
- Fixed that the physics lab technology was impossible to research without access to volatile motes. (Fixed in 4.0.10)
- Fixed incubator trait scaling improperly (4.0.14)
- Fixed hollow bones trait having 1/10th the intended effect (4.0.14)
- Fixed genetic memory trait capping at 25% habitability rather than 50% (Tooltip changed in 4.0.14/15?)


Place at the top of load order.

For Stellaris version 4.1.x.
Compatible with existing saves.
Not achievment compatible.
Popular Discussions View All (1)
3
7 May @ 10:10pm
Bioship's Combat Computer
璃湘 Windlands
103 Comments
Markus 27 Sep @ 2:16pm 
atm volatile zones unbuildable.

in common\inline_scripts\zones\shared_volatile_motes_zone.txt

unlock = { # planet scope

hidden_trigger = {
has_rare_crystals_deposit= yes
exists = owner
}

should be

unlock = { # planet scope

hidden_trigger = {
has_volatile_motes_deposit = yes
exists = owner
}
SushiDragon  [author] 24 Sep @ 12:25pm 
I have now updated this mod for 4.1.
Markus 22 Sep @ 9:34am 
no shit sherlock. maybe because this is for 4.0x not 4.1 ?
黑虎阿芙洛狄忒 22 Sep @ 8:29am 
After investigation, it was found that enabling this mod will cause a crash when launching the new version of the game or loading a save file.
JKyuubi 13 Aug @ 6:29pm 
Hopefully this finds others that have been confused as I was well.
JKyuubi 13 Aug @ 6:28pm 
I think
JKyuubi 13 Aug @ 6:28pm 
@Space Force: Droop Snoot, the problem is UI Compat with that Planetary mod.
BlackLight 31 Jul @ 5:53am 
Can you also take a look at the auto modding trait bug that won't allow different auto modding traits to stack? The devs listed this problem as 'fixed', but those traits still aren't stacking.
Space Force: Droop Snoot 22 Jun @ 3:45pm 
Any plans to try fix the crash that happens in machine world districts when a specialization is picked for a district?
Realhollow 21 Jun @ 9:09am 
Oh sounds interesting