Stellaris

Stellaris

!CGM: Planets Enhanced
 This topic has been pinned, so it's probably important
ExNihil  [developer] 23 Jun, 2018 @ 4:11pm
Bug Reports
Please post in this thread any bugs you encounter BUT read this first:

1. If you are using other mods specify which.
2. Try pinpointing the issue as best you can. If you do some testing on your own it would be very helpful.
Last edited by ExNihil; 26 Jun, 2018 @ 2:28am
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Showing 1-15 of 89 comments
Captain Athraws 24 Jun, 2018 @ 7:43am 
I really enjoyed the first playthough with this mod. Well Done!

However, found an error in the auto building logic for some of the new specialty buildings that require global resources (Helium 3, Dark Matter Rods). I observed that sectors will build the specialty buildings once you have the resource available, but they'll keep building them well beyond the _quantity_ of the resource that you have available.

In my playthough I only had 2 Dark Matter Rods, but by the end of the game, one of my (small) sectors had a shortage of more than 6 rods and .8 Helium 3.
Balthichou 24 Jun, 2018 @ 8:27am 
Hello there ! This seems like a great mod, but sadly, it and your other mod (CGM buildings) appear to make my game crash when both installed. I've been testing things with only those two mods installed, and I consistantly get a day 2 crash. Both those mods work fine on their own.

If that's of any help, I'm playing on Mac OS 10.12.6 with the latest version of Stellaris.

Am I missing anything in the mod settings ? I'm choosing the "Default" setting for both mods.
Akkadian 24 Jun, 2018 @ 11:37am 
Using planetary projects gets me to this pop up, the top button is greyed out. You already confirmed that it's a bug and asked me to post it here. {LINK REMOVED}
Lorcogoth 24 Jun, 2018 @ 3:37pm 
Are the Ecumenopolis worlds part of your mod I just decided to play with the recommended mods for your CGM! mods.

now the Ecumenopolis worlds seem a bit weird, because they give a +20% boost on all resources, while they are supposed to only give bonuses for science and energy from their descriptions, in addition the 30% debuff for food is in practice only a 10% debuf due to the +20% boost to all resources.
Chaincat 24 Jun, 2018 @ 7:21pm 
Turning off modded tile blockers makes it so I can't confirm my settings.
< blank > 25 Jun, 2018 @ 10:13am 
Auto colonization has actually never worked for me, for some reason. And I've noticed a couple times that if you do something like use the instant_build console command and try to use it, the construction ai refuses to work anymore. Otherwise it works great.
christophe.poth 25 Jun, 2018 @ 3:03pm 
Add a comment

Cpt. Kirk 50 minutes ago
same issue with GPM

xnadu27 58 minutes ago
@christophe.poth, I have noticed this as well.

christophe.poth 1 hour ago
Hi ExNihil !

Thanks for this wonderul mod ! really great and well done !
Just to ask it seems that with your mod activated the unique tile of the wondrous planet of guill'is palnet modifier doesn't appears anymore on the wondrous planet added by his mod...
Incompatibily perhaps ? the wondrous planet of guill'is appears in game , but the unique wonder tile is relaced by another and missing...
Hope you can help, having both mod working together would be a blast !!!!
Anyways thanks !
ExNihil  [developer] 25 Jun, 2018 @ 4:23pm 
Please keep the reports going. I have very little RL time ATM, but I'm reading .
KenYipTX 25 Jun, 2018 @ 7:57pm 
I think this mod greatly reduce the number of the habitable planets, my setting for the habitable planets is x1 but after installing the mod I feel like not only me but also the AIs got less habitable planets than usual.
ExNihil  [developer] 26 Jun, 2018 @ 2:24am 
Originally posted by Silver:
Using planetary projects gets me to this pop up, the top button is greyed out. You already confirmed that it's a bug and asked me to post it here. {LINK REMOVED}

I might need a save from you to debug this. The code appears to be correct.
ExNihil  [developer] 26 Jun, 2018 @ 2:25am 
Originally posted by Balthichou:
Hello there ! This seems like a great mod, but sadly, it and your other mod (CGM buildings) appear to make my game crash when both installed. I've been testing things with only those two mods installed, and I consistantly get a day 2 crash. Both those mods work fine on their own.

If that's of any help, I'm playing on Mac OS 10.12.6 with the latest version of Stellaris.

Am I missing anything in the mod settings ? I'm choosing the "Default" setting for both mods.

There is an issue with Mac OS 10, I dunno why - this doesn't appear to be caused by the mod per se, but rather by some bug in the vanilla exe file.
ExNihil  [developer] 26 Jun, 2018 @ 2:28am 
Originally posted by Captain Athraws:
I really enjoyed the first playthough with this mod. Well Done!

However, found an error in the auto building logic for some of the new specialty buildings that require global resources (Helium 3, Dark Matter Rods). I observed that sectors will build the specialty buildings once you have the resource available, but they'll keep building them well beyond the _quantity_ of the resource that you have available.

In my playthough I only had 2 Dark Matter Rods, but by the end of the game, one of my (small) sectors had a shortage of more than 6 rods and .8 Helium 3.

Mod updated - please check to see if this issue is resolved.
Eelismon 26 Jun, 2018 @ 3:10am 
It seems that Marginal Worlds (any of them) have a grayed-out terraforming button, meaning that they're quite a bit worse for lategame.


Is there a setting for this?
Bug: strange graphical issues when resettling after clearing tileblockers (from your mod and vanilla)

See my latest screenshot I uploaded to Steam.
christophe.poth 26 Jun, 2018 @ 9:02am 
HI ExNihil !

New report , but this time not sure it's related to your mod , but just in case and because prior incompat with guilli's planet modifier ...
The precursor planetary shield added by guilli's planet modifier appears below the planet (graphic scaling issue...) guilli's changed the syqtem scale recently according to a change in real space 3.1 , but as i use real space max compatibility , it assured me that there would be no issue for RS max compat users...
So if CGM PE changes system scaling , perhaps your mod is involved in this issue ?

Anyways thanks a lot for your great work and dedicated help !
I copy/paste this in the bug reports ....

Regards
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