Just noticed the bug report section - my bad, please disregard this post. (is there any way to delete posts?)
Greetings,
playing Stellaris Version Le Guin v2.2.2 (5b48)
with DLC: Apocalypse, Horizon Signal, Utopia
and no mods.
I have found the following issues with the Odd Factory Event:
1. Hive Mind Populations do not need upkeep when working at the Odd Factory, I assume because they are technically not supposed to be considered "Workers" as there are only Complex and Menial Drones, but the game treats them as Workers when working at the Odd Factory.
2. The Event seems to be using outdated things like: Safety Checked Alien Factory: Edict Cost +25% on planets which won't increase anything - the base cost still remains the same for the decisions (since they replaced the old planetary Edicts i thought i'd mention them). At least the district build time increase works, even though the build time tooltip doesn't show the correct number until you actually build a district.
3. The trigger for losing a pop to the factory traps also happens if nobody is working in it resulting in no population lost (e.g. only 2 colonists at the planet happily working) (not 100% sure about that but i am fairly certain - i assume it triggers when a new pop has grown instead of when a pop is working the factory)
Greetings,
playing Stellaris Version Le Guin v2.2.2 (5b48)
with DLC: Apocalypse, Horizon Signal, Utopia
and no mods.
I have found the following issues with the Odd Factory Event:
1. Hive Mind Populations do not need upkeep when working at the Odd Factory, I assume because they are technically not supposed to be considered "Workers" as there are only Complex and Menial Drones, but the game treats them as Workers when working at the Odd Factory.
2. The Event seems to be using outdated things like: Safety Checked Alien Factory: Edict Cost +25% on planets which won't increase anything - the base cost still remains the same for the decisions (since they replaced the old planetary Edicts i thought i'd mention them). At least the district build time increase works, even though the build time tooltip doesn't show the correct number until you actually build a district.
3. The trigger for losing a pop to the factory traps also happens if nobody is working in it resulting in no population lost (e.g. only 2 colonists at the planet happily working) (not 100% sure about that but i am fairly certain - i assume it triggers when a new pop has grown instead of when a pop is working the factory)
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