• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

elberto

Recruit
21 Badges
May 18, 2017
5
0
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Pillars of Eternity
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
All these bugs occured in a singleplayer game:

  • Hydroponic Farm V / Mining Network V / Power Plant V: Can only be build on the homeworld, seems they require Empire Capital complex.
  • Old Factory: I had the event where the factory was destroyed and I could pick either recovering energy or minerals, yet I could instantly repair the factory and it's still there.
  • Battleships: I have researched the technology, but there's no default design listed in the Ship Designer.
  • Adding a ship design with an already used name deletes the existing one. Deleting the newly added design restores it.
  • Terraforming settled world shuffles tile resources, but you already know that.
  • Conquered Fallen Empire Ringworlds appear as habitats, but count towards directly controlled planets as well.
  • A hive mind/genetic modification bug: Pops of conquered planets that have been given the hive mind trait by genetic modification are not growing. Had something to do with default species rights, you have to set population control to allow for growing.
I will expand this list in case I find more bugs. o/
 
Last edited:
Upvote 0

yiome

Major
38 Badges
Apr 11, 2017
512
1
  • Majesty 2 Collection
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Age of Wonders III
  • Europa Universalis IV: Cossacks
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Cities: Skylines - After Dark
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
At least two of these are not bugs:
1 Level V buildings are indeed only available to capital (For example: http://www.stellariswiki.com/Buildings#Mining_networks)
2 Not sure about what do you mean by Ringworld count as habitat. The core limit is per system basis, so if you own new system (Ringworld within Beacon of xxx in this case) it would add to new system under your direct control. This also applies to adding Habitat to previous empty system that has no habitable world. Adding Habitats to system that already has a colony however won't increase the core system count as it is still in the same system.
 

Y3110w

Corporal
20 Badges
May 18, 2017
27
0
  • Tyranny: Archon Edition
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Age of Wonders III
  • Tyranny - Bastards Wound
  • Tyranny - Tales from the Tiers
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
I and a couple of other people in the stellaris.online chat are unable to find servers with the bradbury beta, both versions
 

elberto

Recruit
21 Badges
May 18, 2017
5
0
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Pillars of Eternity
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
I and a couple of other people in the stellaris.online chat are unable to find servers with the bradbury beta, both versions
I had similar problems before, caused by a custom made name list. I suppose the game checks the hash code of all files, and if you change any, it's not the same version anymore. I fixed it by uninstalling, deleting all files in the game folder, and doing a clean install.
 

Gruntsatwork

Stellaris Custodian (Game Designer)
Paradox Staff
61 Badges
Apr 17, 2014
755
662
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Rome Gold
  • Victoria: Revolutions
  • Magicka
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Darkest Hour
  • Shadowrun: Dragonfall
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Tyranny - Bastards Wound
  • Shadowrun Returns
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Hearts of Iron IV: Together for Victory
  • Victoria 2
  • Hearts of Iron IV: No Step Back
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV
  • Crusader Kings II: Conclave
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
Hi @elberto thanks for taking the time and reporting your findings. If you could answer a few questions for me, that would be much appreciated.

When you say Old Factory, could you maybe describe the anomaly in more detail? or make a screenshot?
We are aware of the ship design issue but as it seems utterly random its hard to nail down exactly.
I'm afraid I can't reproduce this as it stands. You should not be able to delete your last design and deleting it while having another one does not restore the original one that was overwritten.
Terraforming, yes, we are aware and have a fix in our internal build.

Again thanks for reporting those issues, we very much appreciate it :)
 

KazeAmaru

Corporal
31 Badges
Feb 18, 2016
37
47
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Crusader Kings II: Jade Dragon
  • Crusader Kings III: Royal Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
Hi @elberto thanks for taking the time and reporting your findings. If you could answer a few questions for me, that would be much appreciated.

When you say Old Factory, could you maybe describe the anomaly in more detail? or make a screenshot?
We are aware of the ship design issue but as it seems utterly random its hard to nail down exactly.
I'm afraid I can't reproduce this as it stands. You should not be able to delete your last design and deleting it while having another one does not restore the original one that was overwritten.
Terraforming, yes, we are aware and have a fix in our internal build.

Again thanks for reporting those issues, we very much appreciate it :)

Sadly I cannot provide screenshots but I can in detail described what is meant with the bug concerning the factory.

Once the factory is detected the event fires as it should, making population disappear. Sooner or later you get the event to destroy the factory ( as it is booby-trapped and killing your population, you sent to work in it ). Now you get the event "We destroyed the factory" and you may choose to keep the Energy Credits or Mineral bonus on the tile. However the factory building is not removed ( doesn't vanish ) but is merely destroyed ( Ruined Building symbol appears ) and thus can be repaired. Giving the player effectively the bonus of their choice ( whatever they have chosen at the end of the event chain ) and the production of the old factory.

I heard some people on reddit even claiming the chain for the old factory can fire again. Meaning that you can, potentially, boost a tile into godlike stats. I cannot confirm this story, however I had the issue/bug that the original poster described as well. So it is, indeed, definitely a bug with the end of the event chain.
 

elberto

Recruit
21 Badges
May 18, 2017
5
0
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Pillars of Eternity
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
Sadly I cannot provide screenshots but I can in detail described what is meant with the bug concerning the factory.

Once the factory is detected the event fires as it should, making population disappear. Sooner or later you get the event to destroy the factory ( as it is booby-trapped and killing your population, you sent to work in it ). Now you get the event "We destroyed the factory" and you may choose to keep the Energy Credits or Mineral bonus on the tile. However the factory building is not removed ( doesn't vanish ) but is merely destroyed ( Ruined Building symbol appears ) and thus can be repaired. Giving the player effectively the bonus of their choice ( whatever they have chosen at the end of the event chain ) and the production of the old factory.

I heard some people on reddit even claiming the chain for the old factory can fire again. Meaning that you can, potentially, boost a tile into godlike stats. I cannot confirm this story, however I had the issue/bug that the original poster described as well. So it is, indeed, definitely a bug with the end of the event chain.

Exactly.

Regarding the ship design not appearing: I was playing as a hive mind with the corresponding name list, and my cruiser was named "Type Omega". Now, after researching the Battleship, the default design for that was probably also named Type Omega and didn't appear in the list, so I made a new design with exactly that name, and my cruiser design disappeared from the list. When I deleted the newly added battleship design again, the cruiser's reappeared. I suppose it's caused by equal naming.