Stellaris - All Starbases labelled as shipyards regardless of buildings/modules

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HunterK13

Recruit
Apr 5, 2023
6
3
Description
All Starbases labelled as shipyards regardless of buildings/modules

Game Version
3.7.4, save file was created in 3.7.3

What version do you use?
Steam

What expansions do you have installed?
All

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
I noticed that every single one of my non-orbital ring starbases was being labelled as a shipyard in the Outliner, even though not one of them has a single shipyard module (my Mega Shipyard and Juggernaut are my only shipyards).

Steps to reproduce the issue.
Unknown

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Last edited:

mial42

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Sep 28, 2020
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This always happens if you have no starbases with any shipyard modules. The reason is that the designation tells the AI what to build, and so this is the game telling the AI to build a shipyard if they have none. Fine enough. But it doesn't check for the existence of a megashipyard or a juggernaut, or that a player controls an empire (player doesn't get any benefit from this). If anyone from Paradox is reading this, this problem is due to the shipyard definition in common/starbase_types/00_starbase types. Changing the following block:
Code:
    weight_modifier = {
        base = 0
        complex_trigger_modifier = { #+100 for each shipyard
            trigger = count_starbase_modules
            parameters = {
                type = shipyard
            }
            mode = add
            mult = 100
        }
        modifier = {
            add = 1000
            owner = {
                NOT = {
                    any_owned_starbase = {
                        has_starbase_module = shipyard
                    }
                }
            }
        }
    }
to:
Code:
    weight_modifier = {
        base = 0
        complex_trigger_modifier = { #+100 for each shipyard
            trigger = count_starbase_modules
            parameters = {
                type = shipyard
            }
            mode = add
            mult = 100
        }
        modifier = {
            add = 1000
            owner = {
                is_ai = yes
                NOT = {
                    any_owned_starbase = {
                        has_starbase_module = shipyard
                    }
                }
            }
        }
    }
by adding is_ai = yes in the owner block fixes this bug. I've verified that this works, since I made this fix in my personal mod.
 
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