Community Flash Patch

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Author: RoverStorm

Last revision: 5 Apr, 2020 at 23:59 UTC (3)

File size: 1.18 MB

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Description:

This is a lightning-released bugfix for post-patch bugs. I recommend placing it at the top of your mod list so other mods can over-ride it as necessary.

I will keep it updated with any bugfixes that I find and am able to fix, and are clearly bugs.

-Bugs that my mod fixes:

* Trade League Policy now correctly gives all three bonuses from trade, as the in-game tooltip (and developer) says. Roll on down to Rockfeller Street!
* Sacred Nexus now gives 8 jobs like all the other tier 3 unity buildings, as the 7 jobs it currently provides strongly looks like an accidental carry-over from old sacred nexus. Begin praising now!
* Merchant Guilds has had Byzantine civic removed from it’s list of incompatable civics. Just took a while getting through the system. By the way, I need you to sign here….
* If your capital is on a habitat, the habitat should no longer switch to any designation other than Capital. Because having a capital is sort of important for all those hobos that call themselves "Envoys".
* Cave Cleaner special job and similar event jobs should no longer repeatively fire their current pop and hire a miner pop, only to repeat the process until every worker pop on the planet is an unemployed specialist. Sorry folks, the gold rush was a false alarm.
* Totalitarian Faction should no longer be upset about pre-sapients "not being in stratified or academic privilege living standards" if you have no species fully enslaved, being purged, or non-full citizen robots. I ALSO discovered that they will be upset with any species you have set to "assimilation" under the same situation. Now your aristocrats will be perfectly happy with you forcing brainwash-I mean psionic powers on all the newcomers, and hopefully won’t care that random cockroaches aren’t in a hierarchy.
* The individual who was given a billion year contract to manage your sectors if you turn on sector automation has been revealed to be several black holes in a trench coat. Thankfully, they only know how to embezzle minerals/energy by filing for the clearing of tile blockers that you lack the technology for. The solution is that sector automation, until further notice, is not allowed to clear tile blockers. *NEW* OFFICIALLY FIXED! Paradox called this fellow’s mommy and they’ve stopped attempting to eat all the minerals and energy.
* Level 3 Bureaucratic Buildings no longer require you to have a negative rare crystal income AND be an AI to allow you to build it. And like many things the bureaucracy exists to solve, this was fixed by a random internet user in five minutes with four lines of code.
* Level 2 Bureaucratic Buildings now let you upgrade to level 3. Because like many things in the bureaucracy, why wouldn’t the same issue be caused by multiple things.
* Droids can once again be colonists. Not that they eat food, but because amenities are very important and oversights are still bugs.
* Big thanks to towergame for his Minor Sanctions fix! (https://steamcommunity.com/sharedfiles/filedetails/?id=2031517059)
* The Governor trait that boosts Bureaucratic output should now correctly work on Hive Minds and Machine Empires. Because nothing screams bureaucracy like literally being born to obey The One.

-Bugs fixes I am currently testing and may be close to release:

* Totalitarian Faction fix is now on it’s second AND third attempt. It is on the live patch. Feedback on if it works would be appreciated.

-Bugs I am aware of and am actively trying to solve:

* The Great Khan is rather bugged, and the game believes he is dead long before he actually dies.

Why haven’t I fixed it yet? This requires a lot of trial and error with writing fixes for these minor sanctions. This is still being worked on, but I’ve held off adding it to the testing phase while I figure out the best way to code this.

-Possible bugs I am trying to find:

* Presapients being purged when they are set to "protected".
* Devouring Swarms getting the "Iron Fist" trait but it possibly doing nothing (checking if Iron Fist increases processing)
* Logging into a game "redistributes" resource income.

What’s taking so long? Er, this bug has been around since Stellaris was first released. I’m not entirely certain if it CAN be fixed by this point, but I will try.

-Bugs being checked for intentional design:

None!

Find a bug? Want it added to the bugfix? Just leave a comment and I’ll add it if I can fix it before Paradox!

If any bug fixed in this mod become added to the game, I’ll update the mod and remove the fix to minimize mod conflicts. I’ll continually update this as more bugs are discovered and fixed by myself and anyone else in the community!

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Revisions:

Old revisions of this mod are available below. Click the link to download.