Stellaris

Stellaris

Additional Balanced Starbase Components
3 Comments
Warhawk 4 Oct @ 2:41pm 
Thanks for looking into it, at least. If it's a runtime issue then it's not as if it can be fixed by changing some script files, but I've never had it happen with any other mod up to this point. It was resolved on my 4.0.23 save just by removal. That said, this is probably the first and only mod I've ever used that adjusted starbase modules as opposed to buildings, so it could be a more consistent vanilla bug than I'd be aware of.
JadedApprentice  [author] 4 Oct @ 6:38am 
@Warhawk I actually had this issue pop up myself in an older 4.1.3 save that I wasn't able to track down either completely. As far as I can find, people have reported modules and buildings not working properly when built if they overwrite another or the starbase is repairing/in combat in general so I'm assuming its a strange vanilla bug.
Warhawk 3 Oct @ 9:15pm 
Very unusual and specific bug that I tried hunting down myself, to no avail: Newly built shipyards are not activating logic to function as shipyards, leaving the tab still grayed out. Reloading the save brings them online, but that's not a solution because it's affecting the AI as well. I don't have any mods which would be conflicting, though I'm still running on the previous game version. Hard to believe it would be that impactful though, considering how many other woefully outdated mods still work. The gamestate save data looks fine as well, which makes sense since it's fine on reloading, so something is hung up when the module is first assigned.