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This is fixed, the change request was merged into Gigas.
1. New game just started with the trait Mesh Network, and all jobs it affects are being boosted by 130% at 5.2K pops, so 10x what is should be
4. I am playing with no other mods
Notes : I did a test with no other traits except for bulky and had no civics and stated with Prosperous Unification and still had the glitch. I also tested it was glitch when starting with it and adding it. It will also cap at 250%.
thank you very much for reporting. Well that is a fun one! I will investigate how to fix this ... in the meanwhile enjoy the bug ;)
# ALLOYS - NOT CATALYTIC
produces = {
trigger = { has_oxr_mdlc_zone_pc_machine_ecu_alloys = yes oxr_planet_owner_is_catalytic = no }
alloys = @[ 6 * oxr_mdlc_wm_base_fabricator_output ]
mult = value:scripted_modifier_mult|MODIFIER|rikk_mdlc_world_machine_districts_base_production|
}
upkeep = {
trigger = { has_oxr_mdlc_zone_pc_machine_ecu_alloys = yes oxr_planet_owner_is_catalytic = no }
alloys = @[ 6 * oxr_mdlc_wm_base_fabricator_output ]
}
It seems that in this setup, the district consumes alloys as upkeep while also producing alloys. Could this be intended, or would it be more consistent to change `upkeep` to use `minerals` instead? Thank you!
Thank you very much for finding this! It was definitely not intentional. I just pushed up a fix for it now!
Thank you Exasperation! I have pushed up a fix for it.
Thanks to both of you for your attention to detail and for taking the time to make bug writeups!
Yet now it somehow reduces(or replaces) starting machine trait pick slots. I'm using the mod "10 trait picks", it works fine alongside my other ~70 mods.
After I enabled M&REC I got 5 less trait picks for machines (yet organics are fine), no matter if I place the two mods below or above each other.
I used to play with both mods while Stellaris was 3.+, it worked fine those times, but not now(
Old version:
Hi Invizible, it's because I did an override of the Machine species.. it was the only way I knew to get the Automaton machines for the World Machine origin to have -1 energy upkeep. I will look for another way to do it so I don't have to override..
Hi Raxze, I think I see a potential bug with pops being promoted up into a job that has a workforce multiplier, in the base game.
the extra pop(s) stay stuck in promotion .. it's causing Meshnet pop bonuses to be applied x3 to jobs, since menial drones are coming up in the strata but never finish promoting.
That is an issue in the base game which is causing this. I don't have a way to address it now. I will file a bug in the main Stellaris forums
I just pushed up the fix now, thank you very much for reporting this.
You can click on “flexible programming” several times without being able to deselect it. Doing so adds nothing extra, and what's more, if you just click on it several times, it is impossible to reset all the rulers traits, even by closing and reopening the page.
I created a new discussion page about this bug. I'm not sure if I did the right thing, so I'm posting here too.
idk if it's modded on but same problème with "primebot"
I don't know if the mod does that, but I didn't see any additions even after adding a mod that adds leader traits. it would be nice if that were the case.