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Stellaris Dev Diary #330 - Community Fixes in Eridanus

Hi all!

When we first announced the 3.11 “Eridanus” update, we mentioned that for the patch the Custodian team would be largely focused on fixing bugs rather than new features. As part of this initiative, @PDS_Iggy reached out to some community modders and incorporated some of their fixes into the base game. I wanted to spend today highlighting their contributions.

Community Fixes​

Some changes from these mods are being partially incorporated into the base game in the 3.11 “Eridanus” update:

Ariphaos Unofficial Patch
Developed by Ariphaos with assistance from Fireprince, and incorporates multiple other mods:​
  • Risa's Unofficial Patch by Risa
  • Bug Fixes by alexrider903
  • Bugfixes by ECHO
  • Community Flash Patch by Roverstorm
  • Modifiers fix by jasonpepe
  • Unofficial Bug Patch by SirBlackAxe
  • Glavius AI by Glavius
  • StarNet by Savlor with assistance from OldEnt

VanillaFixes
Developed by Harain with support from The24thDS​

In some cases, we re-implemented their fixes or chose not to include some changes for various reasons, but we want to thank the community for being so active in helping us find and fix issues. We have marked the community contributed bugfixes with the ¤ symbol in the patch notes in order to give proper credit for them.

The list of community fixes that we will be incorporating in 3.11 is as follows:

Incorporated Community Fixes​

Improvement

  • ¤ Gangsters should no longer assassinate Chosen Ones or Legendary leaders
  • ¤ If a Zombie or Nerve Stapled pop manages to lie on their resume and become a specialist or ruler they should be demoted much faster
  • ¤ Xenophobic leaders are now half as likely to accept brainslugs while Xenophilic ones are twice as likely to accept them
  • ¤ Improved spawning logic for anomalies that clear deposits to not spawn on planets with strategic resources
Balance
  • ¤ Empires that value other species, such as Rogue Servitors, will now get extra annoyed if you engage in genocide or necrophaging
  • ¤ Gestalt empires can now sell their minor artifacts provided that they have access to the galactic market
  • ¤ Marauder ships should now have a decently larger amount of armor for most shipsizes
  • ¤ Refugees should now also be willing to flee to Rogue Servitors if they are welcomed as Bio-trophies
Bugfixes
  • ¤ The Expel Corporation war goal now also removes Branch Offices belonging to the defender from your allies' planets
  • ¤ A supremely unlucky pre-FTL nation should no longer be able to have multiple machine uprisings if they fight off the first one
  • ¤ The Atomic Clock event will now properly trigger after 42 years and 3 days following the superior Stellaris Standard Calendar, which has 360 day years
  • ¤ Authoritarianism should no longer become more popular because you have egalitarian councilors
  • ¤ Become the Crisis AI empires will now always decline becoming vassals to awakened empires
  • ¤ Fixed a rare case where the Shard would not turn hostile against the player
  • ¤ Fixed a rare error that would occur if your scientist who finished a dig site died before you clicked the final dig site event
  • ¤ Fixed the checks for the Debris Field anomaly making it rarer than it should be
  • ¤ Fixed the Lush Planet Anomaly requiring Sol to have spawned, also updated the event rewards to work in a tileless Stellaris
  • ¤ Hyperlanes should no longer get attached to sealed systems
  • ¤ Imperial Fiefdom AI will no longer consider subjects to be viable overlords when they are looking for one
  • ¤ The Fleet Maneuvers event can no longer happen in capital systems
  • ¤ The Horizon Signal Event Chain will now correctly prioritize your head of research for narrative events
  • ¤ The Manifesti event chain will now properly end if you apprehend them early enough
  • ¤ The puddle technician drone job is now properly a drone job
  • ¤ The Sentinel Order should no longer spawn in systems not connected to the rest of the galaxy, leaving everyone else to deal with the Prethoryn
  • ¤ Upscaling the Messenger will now properly remove the negative modifiers from the ships
  • ¤ Vultaumar III will now properly have both alloys and mineral deposits
  • ¤ Irass III will now properly have both alloys and mineral deposits, while Irass VIII has gained its missing exotic gases
AI
  • ¤ Improved AI decision-making for the "Find Military Applications" Artifact Action
  • ¤ Improved AI logic when it comes to when to use the Strip Mining decision
  • ¤ Reduced the AI willingness to accept trade deals for food or consumer goods if they don't use those resources
  • ¤ AI Hive-Mind empires now have an increased chance to research terraforming technologies since they are unlikely to get more pop types from migration pacts.

Thank you for your assistance in making the galaxy a better place. Keep an eye out for the Seddom system when 3.11 arrives.

Next Week​

The Custodian team has been burning down the bug queue at a nice rate, so next week we’ll go over some of the fixes they're adding in 3.11.
 
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  • ¤ Improved spawning logic for anomalies that clear deposits to not spawn on planets with strategic resources
I hope you did not use has_strategic_resource or has_any_strategic_resource to do that.
Last time I checked, these triggers do not work properly and filter any resource (not just strategic ones). Might make some anomalies incredibly rare.
Or is it something that will be fixed too?

Still, this is a good start.
 
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There was a mod linked to one of my bugreport posts that fixed the "Gestalt scientists can get research councilor traits if you dont own Galactic Paragorn DLC" but i sadly dont see it in the list.
 
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No, that is RIV, their alternate dimension twin.

I am not joking.
I am surprised we didn't get a RIV advisor from the last dlc. It just being the same advisor but the lines are disjointed like they are in Astral planes.
 
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  • A supremely unlucky pre-FTL nation should no longer be able to have multiple machine uprisings if they fight off the first one
You know, I always thought that was a feature of them not learning their lesson.
 
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When we first announced the 3.11 “Eridanus” update, we mentioned that for the patch the Custodian team would be largely focused on fixing bugs rather than new features. As part of this initiative, @PDS_Iggy reached out to some community modders and incorporated some of their fixes into the base game. I wanted to spend today highlighting their contributions.

Unprecedented! This is exactly the reason I kept buying the recent DLC despite not really liking their direction.
This is such excellent decision-making and community engagement, I want to show you that I wholeheartedly support the Custodian team and such endeavors of incorporating of community work!
I will keep buying Stellaris content if you keep this up!
Thank you very much! ♥
 
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I would love to read some examples of not included fixes and the reasons! Just curious, not saying it's wrong or anything :p
Changes to the design, such as making a feature work differently, were generally not included. Besides that the main changes that were skipped over were ones that used deprecated triggers or were no longer needed as we had fixed it in another place. Most common one was killing all the pops on a colony before destroying it. A few patches ago we just added the "kill all pops" part to the effect that destroys colonies.
 
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With such a long list of extensive mods that have been used for these fixes, I'm surprised the actual list of fixes is so short.

There's a lot of major bugs in the game now going by the bug reports section, such as a lot of leader traits apparently not working at all, and some longstanding headaches like ships always using Hyper Relays to exit a system, even when that means a civilian ship tries to auto-"escape" straight into a hostile fleet instead of using any other hyperlane to escape.
 
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This is the real deal! However, is it too late to get:
  • Implemented a policy to disable military ship production in juggernauts. Ship production is disabled by default.

Added somewhere?
 
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Are there going to be more features included from the Starnet/Glavius AI mods?

I really like the changes these mods give to the game, specially regarding the research efficiency of AI with the upcoming research changes.
 
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