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stellarisunofficialpatch's Issues

AI and Utopia.90 and 91 in late game

FYI, the AI can cause huge (10-15 minute) lag spikes by switching between utopia.90 and utopia.91 frequently, with thousands of pops.

Debugging a late game (~2470) vanilla game and debug_events shows 355113 events for utopia.90 and 642489 events for utopia.91. Player empire has 2100 pops, highest AI has ~4000 pops.

The game I'm debugging may have additional issues though as it also seems to be continuously retriggering on_planet_survey actions every daily tick.

CTD ariphaos_patch_purge_pop scripted effect

Have a situation where I've encountered a CTD and traced to this mod (3.7.4 game). Basically what happens is:

  1. This effect is invoked via event (on monthly pulse)
  2. Event is fired: fire_on_action = { on_action = on_pop_purged scopes = { from = controller fromfrom = prev } }
  3. Another mods subscribes to the on_pop_purged event
  4. Another mod kills the pop kill_pop = yes
  5. Ariphaos invokes kill_pop = yes
  6. Game CTDs

puddle_technician_drone is worker

The puddle_technician_drone pop job is incorrectly defined as a worker (not a simple_drone) in the 03_worker_jobs.txt file instead of the 04_gestalt_jobs.txt file.

There is a possibility that the Sol system appears twice. (3.6.0)

Stellaris version: 3.6.0 (0028)
Mods: None
DLCs: All
Screenshot 2022-12-01 072957
Explanation: There is a possibility that two Sol systems can spawn if you start the game as UNE. The main reason for this is the wrong check for the initialisation odds modifier of the Nuclear wasteland Sol System in special_system_initializers.txt:
image
(which funnily is the same check as the check for the Deneb system. Copy and paste work from paradox :P )
image
My guess is the flag check has_star_flag = deneb_system fails because the Nuked Sol System and the Deneb System are initialised at the same time (in misc_system_init) but writing a NOT = {} before the any_country = {} block should fix the issue anyhow.

This bug is in the game at least from 3.5.2, that's the earliest bug report I could find on the forum, but I thought Paradox would fix it in 3.6.

'Erutite' trait modifier vs 'intelligent' trait modifier?

The 'Erutite' and 'Enigmatic Intelligence' traits use an abberant modifier to change the research output 'planet_researchers_produces_mult'
Most species traits use the 'planet_jobs__research_produces_mult modifier, including intelligent and the other Enigmatic Intelligence variants

I don't know if the difference has any impact in the way the trait works, or if it is just some legacy code with only a tooltip difference.
I can make a branch to implement the change, but I'd like to know for sure if it is even relevant.

Invalid anomaly code

This is not called by any event or other bits. The anomaly cant spawn due to the requirement of a space_owner. I have checked the mod before posting this. I have also reported the issue to the devs LINK

station_uninhabitable_category = {
	desc = "station_uninhabitable_category_desc"
	picture = GFX_evt_ship_travel
	level = 1

	spawn_chance = {
		modifier = {
			add = 3
			uninhabitable_regular_planet = yes
			num_minerals > 0
			exists = space_owner
			space_owner = { is_same_value = from.owner }
		}
	}

	on_success = anomaly.700
}

LOC:

 station_uninhabitable_category:0 "Space Station"
 station_uninhabitable_category_desc:0 "As this [Root.GetPlanetMoon] was surveyed, a small nearby space station used its orbital thrusters in a vain attempt to hide from our Science Ship. What are they hiding?"

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