Stellaris - [3.7.4] Misc. bug roundup (2024)

Description
[3.7.4] Misc. bug roundup

Game Version
Canis Minor v3.7.4, checksum varied over course of game

What version do you use?
Steam

What expansions do you have installed?
All except Toxoids.

Do you have mods enabled?
Yes (the Storm Cluster, several versions over the course of the game)

Please explain your issue is in as much detail as possible.
Since 3.8 is imminent, I'm just going to drop a list of all my bug notes from my current game that I don't think I've gotten around to making individual reports for yet.

General
- Gish spawned with the Titanic Lifeforms deposit, but doesn't have a related planet modifier.
- generate_pre_ftl_hive_on_planet doesn't change Ocean Paradise modifier from regular +% happiness version to hive-specific +stability version.
- right-click -> Explore Natural Wormhole disabled for cloaked fleets when system within closed borders
- Stellar Culture Shock modifier not removed from planets when colony is destroyed and there are no more pops to be shocked by stellar culture
- A subject converting from a vassal to a protectorate doesn't end any research agreements they have, despite them not being allowed for the subject type.
- Pirates block trade routes, but don't seem to block trade collection.
- The secondary star in living_planet_system has a minimum size greater than its maximum size. Possibly the values are reversed? Doesn't seem to cause any actual gameplay issues, but I figured I'd mention it.
- great_wound_system is missing the hostile_system flag
- primitive_robot_system has base usage_odds of 9k instead of 90k (which is what all the other similar distar systems use)
- crystal_system is a "Free Feature" according to the script comments, but still requires distar to spawn
- Artillery (Stealth) ship role on destroyer auto-designed with afterburners I instead of cloaking II
- Possibly intended, but civilian ships, army transports, and starbases of at least starhold size mount archeotech components for free which causes some dissonance if you research ancient pulse armor early enough that your colony ships are mounting better defenses than your corvettes.
- Minor artifact component costs don't scale properly with slot size, making them far more efficient on larger slots and ships. Cost should double every size increase like they do for all other resources, not go 8/10/12.
- A lot of the system right-click options break for eager explorers vessels. Survey System works, but research project/debris in system, assist cloaking detection, and assist research don't (list is non-exhaustive).
- There seems to be no way to see how much cloaking detection you have in systems you own.
- Rich Gas Deposits anomaly message is missing text: "The potential gain this would serve to us because heavily outweighs any damage that could be caused to the environment." Either there's text missing between 'because' and 'heavily' or the 'because' should be removed. "The potential gain this would serve to us" reads very awkwardly. Something like "The potential benefits" or The entire sentence also feels very grammatically awkward. Something like "The potential benefits of exploiting this would heavily outweigh any environmental damage it could cause."
- Manifesti Speaking Uslurp event:
1. event option tooltip doesn't mention -10 stability penalty, making it appear all upside
2. event option tooltip said it would give +20% happiness, not +20% society research
3. modifier is assigned to a random planet (iirc tooltip said it would be my capital planet), making it very likely the +20% society research modifier is completely wasting and giving a disconnect with the event text saying it's happening in universities and research institutes. Modifier should either be empire-wide or assigned to the planet(s) with the highest research output.
- something keeps throwing "Unknown promotion `Owner` in text: Owner.GetCrimeDeviancy" in error.log
- error.log complains about "Incorrect MOD descriptor" for disabled mods in playset
- Colonist job weight is far too high, it should be lower than Clerk. Amenities management doesn't seem to want to disable it if your pops are repugnant (dropping it under the 3 amenities threshold)
- Got the 'new resource discovered' pop-up on the 3rd living metal deposit I found. It also doesn't work properly with the trapped asteroid anomaly (rare crystals).
- Organic Singularity pre-FTL event doesn't warn you that you'll be unable to change your initial approach until after you've already chosen one
- Hallucinogen Removal special project costs unity to not get but is free to ignore forever. And there aren't enough planets with modifiers that I'd want to remove something that makes one of them different if it's at least part upside.
- EDIT: Unable to investigate mercenary fleet or station in system I have full intel on since Investigate button is disabled due to "We cannot launch a First Contact investigation while Cloaked."
- EDIT: Trapped Asteroid event sends alerts and describes spawned crystal entity as hostile even if it's already pacified.
- EDIT: Wormholes in nebula systems you have low intel on aren't visible on galaxy map despite being visible in system view, and the system right-click -> Explore Natural Wormhole option being available.

AI
- AI is building Hydroponics Farms instead of Agricultural Districts, which is slowing, more expensive, and missing out on housing.
- AI possibly unable to remove enforcer buildings when they become unnecessary (i.e. when the criminal branch office is removed)
- AI refuses to use no-downside edicts made free by edict fund (esp. seen w/ fortify the border & map the stars)
- Fanatic Purifiers leaving envoys unused instead of building spy networks. Possibly because they can't have rivals?
- AI prioritizing building unconnected hyper-relays over an outpost in a system with 2 energy, 3 minerals, 1 alloys, 1 motes.
- In general AI priority for building outposts in system with strategic resources or archaeology sites in cases where those systems don't border another unclaimed system seems too low, and prioritization for hyper-relays seems FAR too high. I'd suggest making them require has_ai_expansion_plan = no, 90+% fleet cap used, positive alloy and rare crystal income, a minimum alloy stockpile of 5k, and a minimum influence stockpile of 225-300.
- There being no ai alloy or influence budget for hyper-relays might be a significant contributing factor to this.
- AI putting society research on hold for 19 months to add the traditional trait to a single pop employed as a colonist (and therefore not producing any unity)
- AI doesn't cancel explore wormhole orders when another ship explores it first
- AI sends multiple ships to explore the same wormhole
- AI doesn't explore wormholes in systems owned by other empires, which makes coordinating allied fleet movement more difficult than it should be as they're forced to take long paths around the galaxy instead of wormholes in allied or neutral space.
- AI builds defense-grid supercomputers on starbases with no defense platforms instead of aura buildings
- AI builds Communications Jammers on all starbases and seems unable to delete it, preventing it from adding more relevant or useful buildings to non-bastion starbases when they're unnlocked (hydroponics, naval logistics office, nebula refinery, etc.)
- Necrophage AI wastes time and research gene modding non-necrophage pops before necrophaging them
- If you pacify amoebas but your subject doesn't, they'll still send their fleets to hunt amoebas in your territory. Economically this does make sense for them, but I should be able to tell them not to do that.
- Khan doesn't forbid systems containing FE fleets if the FE doesn't own them, and FEs leave their fleet hanging out in unclaimed systems after killing space critters
- If you don't research Coilguns, starbase autodesign arms Outposts and Starports with T1 Mass Drivers regardless of what other M slot weapons you have available. (In this case T4 lasers I've got T4 lasers and swarmer missiles available). Once you upgrade to a Starhold it starts making reasonable armament choices, however. My empire's AI personality is even Federation Builders, who are supposed to have an energy weapons preference, so I've no idea why my starbases insist on obsolete kinetics.
- Starbase autodesigns use short-range brawling weapons
- Autodesign mixes disruptors in with non-penetrating weapons, possibly because they're tagged as anti-hull despite not having a hull bonus.
- After researching cloaking, most science ships belonging to AI near Fallen Empires with closed borders become permanently trapped in emergency FTL as they keep trying and failing to path through them.
- AI empires pushed Security Contractors through as one of the first galcom resolutions (don't remember exactly which #), but years later only 2/11 have actually made a mercenary enclave and 3 of them still don't even have a command limit high enough for it to be possible.
- 4 AI empires and counting have been willing to become my subject but not form a federation with me, the -50 acceptance for not using unrestricted wars really hurts for pacifists and is practically insurmountable without stacking favors
- No AI exists to help AI empires make reasonable choices about trade hub starbase placement
- I keep catching AI colonies with 2-4 unemployed artisans and/or metallurgists implying they've been deleting industrial districts for some reason

Steps to reproduce the issue.
Varies. Let me know if you want specifics on something.
Attaching a few saves from this game, more are available in my various other 3.7.4 bug reports.

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Stellaris - [3.7.4] Misc. bug roundup (2024)
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