• 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.
I slapped together a quick fix for Wilderness empires (or tried to anyway).
It's supposed to prevent having colonies with only 1 pop left as much as possible, and also to make it impossible to lose all pops.

Instructions:
Extract the content of the 7-zip archive to your "Documents\Paradox Interactive\Stellaris\mod" folder,
Open your Paradox/Stellaris Launcher, add the mod "Wilderness Fixed" in a Playset.
The mod should be enabled immediately, so just make sure you are using that Playset before starting the game.
 

Attachments

  • wilderness_fix.7z
    10 KB · Views: 0
  • 1Haha
  • 1
Reactions:
I slapped together a quick fix for Wilderness empires (or tried to anyway).
It's supposed to prevent having colonies with only 1 pop left as much as possible, and also to make it impossible to lose all pops.

Instructions:
Extract the content of the 7-zip archive to your "Documents\Paradox Interactive\Stellaris\mod" folder,
Open your Paradox/Stellaris Launcher, add the mod "Wilderness Fixed" in a Playset.
The mod should be enabled immediately, so just make sure you are using that Playset before starting the game.

I can safely assume that it changes the checksum, right?
 
I can safely assume that it changes the checksum, right?
Yes. This isn't for anyone who would care about that, rather for someone who really wants to play Wilderness before there is a proper fix.
Or someone who's curious and wants to see if it actually fixes anything.
 
  • 2Like
Reactions:
Do we have any news on when slaves will be fixed so they can actually take up worker jobs?
If you ask on Monday morning, someone will be at work to answer :D
 
  • 2Haha
  • 2
Reactions:
So let's see wilderness empires are still broken. So is Necrophage (can't purge) so is Syncretic Evolution (servile pops can take all jobs and be leaders) so is Synthetic Fertility (can't get new leaders or factions) and now Cybernetic Creed bugged too( wrong pop growth ) and it's a month after release. But I'm glad PDX nerfed the fallen empire buildings
 
  • 7Haha
  • 4Like
  • 1
Reactions:
Playing on 4.0.17 open BETA, we have had 2 separate games fail to load now. Latest being on year 2297, so we didn't even get to mid-game point.

Reverting to 4.0.16, saving the game there and then the file works on 4.0.17 BETA again as normal.
 
  • 3
  • 2Like
Reactions:
Playing on 4.0.17 open BETA, we have had 2 separate games fail to load now. Latest being on year 2297, so we didn't even get to mid-game point.

Reverting to 4.0.16, saving the game there and then the file works on 4.0.17 BETA again as normal.
Got this in a Singleplayer save, thanks for the solution.
 
  • 1
  • 1Like
Reactions:
Somewhere along the way, I think changes to migration have made bio-trophies stupid. Mine keep migrating to a world with low habitability, mediocre amenities, and no jobs for them, when I have a much better one of their own habitability and with bio trophy jobs unfilled.
 
  • 1Haha
Reactions:
When do you plan on fixing ring worlds?
50% of my machine empire in my current save is ring worlds and I am unable to build anything because it's wiped every month. I'm in constant trade deficit, and due to your introduction of trade deficit penalties I have doubled empire size. I can't play.
 
  • 1
Reactions:
Not that this is really important in the grand scheme of things but the space piracy event often seems to fail in my games. It fires but does not name a system (the area where the name would be is blank) and no pirates appear.
 
  • 1
Reactions:
Somewhere along the way, I think changes to migration have made bio-trophies stupid. Mine keep migrating to a world with low habitability, mediocre amenities, and no jobs for them, when I have a much better one of their own habitability and with bio trophy jobs unfilled.
Similarly, Maintenance Drones all flock to one planet, which now has 57.5k amenities.

Helpfully, I am not allowed to set limits for this job type. :rolleyes:
 
Somewhere along the way, I think changes to migration have made bio-trophies stupid. Mine keep migrating to a world with low habitability, mediocre amenities, and no jobs for them, when I have a much better one of their own habitability and with bio trophy jobs unfilled.
Why do the organics choose discomfort and toil? They have been provided with an optimal habitat and the satisfaction of all biological needs. Amenities are supplied according to the recommended quotas. Yet they migrate to territories where engagement in labour is a probability or requirement. What is the basis of this irrational behaviour?
 
  • 1
Reactions:
If we talk priority:
  • Broken origins / authorities combinations (Wilderness bugs, empty Ring Worlds etc.): you are not allowed to break content that people paid for.
  • Performance Issues: this is the big promise of patch 4.0 and reson why people don’t finish their games.
  • Balance Issues: Purity authorities, Civilians, Rogue Servitors, other exploits. Existence of these balance issues makes „fair” games less fun because you feel that you don’t play the game optimally.
  • AI issues: ensuring that AI is capable of handling the new economy system. So low because AI can be boosted with difficulty-based modifiers as a crutch until that.
  • Economy Rebalance: reduction of fat in the game. There are too many modifiers that affect the economy so it quickly spirals out of control.
 
  • 2
  • 1Like
  • 1
  • 1
Reactions:
We’ll be updating the Open Beta branch again later on tonight with a build that fixes a number of issues, including Wilderness, the Synaptic Lathe, and our most common Out of Sync error. This branch still has a bug in it that is corrupting saves - we should have a fix for that before this goes live (tentatively scheduled for Wednesday). This branch also includes the experimental fast save transfer, which will remain in Open Beta for some time longer.

Players have reported that loading a 4.0.17 open beta save in 4.0.16 and saving it will let you load it in 4.0.17. We recognize that this is incredibly inconvenient, but we’ll have a fix for the issue before it goes into actual release.

Here are release notes for the Open Beta update that should go up later tonight:

Featured Bugfixes​

  • Fixed Wilderness (again / more) - it should no longer implode randomly.
  • Fixed Synaptic Lathe (again / more)
    • The Synaptic Lathe now correctly purges pops and produces science. (Special thanks to /u/Little_Elia for investigating. We fixed some of it a different way than you did, but your post helped in identifying the issues.)
    • Pops will correctly process in or out of Neural Chip state if they are moved to or from the Lathe. (They will not be visible in the Neural Chip job until the monthly tick passes.)
    • The Synaptic Lathe purge should once again benefit from things that modify purge speed.
    • The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0. (The Lathe had a "stable state" hack that stopped the purge below 40 pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.)

Featured Stability​

  • Fixed cross OS issue with randomized ethics in pop assembly leading to NUM_POP_GROUPS OOS (this is a big one)

Features (Normal)​

  • The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.

Improvements​

  • Districts on Machine and Hive Worlds should now swap to displaying if they are a generator or mining district as appropriate.
  • Fallen empire building techs are less likely to crowd out your research options.
  • Starbase Capacity tooltip now shows number of owned systems contributing to Starbase Capacity.
  • The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the game

Balance​

  • Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand Archive
  • Secondary districts on hive worlds and machine worlds should now support targeted research specialisations
  • Wilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisation
  • The event A Complete Collection will now only take one pop, avoiding depopulating entire planets.
  • AI empires will be more likely to declare a Cosmogenesis empire a crisis as they develop more Infinity Theses

Bugfixes​

  • Fixed how Synaptic Lathe is being displayed in the sector view.
  • Fixed recent issues introduced to the Synthetic Fertility origin by removing the invisible purge that was being applied (result in no factions being formed and no leaders being recruitable)
  • Virtuality Civilians are now also properly deleted if they do exists somehow. Non-Virtual Civilians can still exist for Virtual Empires.
  • Balanced effects for Innate Design with Wilderness.
  • You may no longer scrap 50% of your virtual pops for alloys.
  • Fixed issues where free traders could start with too many buildings
  • Fixed issues with fallen empires spawned by the Scion origin having incorrect buildings and districts
  • The composer of strands should no longer devolve thousands of pops. 400 is plenty.
  • The Pioneer Politics Agenda now has an appropriate icon.
  • Enabled the Heartgrove district specialisation for Wilderness empires
  • Turned Wildernerss enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.
  • Treasure Curators now have an actual building icon as their workplace instead of a deposit icon.
  • Fixed a rare scenario where Driven Assimilators couldn't assimilate.
  • Prevent marking some jobs (criminals, civilians, unemployed) as favorite that should never be prioritized.
  • Space Fauna ship size selector will correctly display ship model preview.
  • Space Fauna designer will show the progress bar when creating a new design.
  • Purging a Gestalt Pop Group will no longer instantly kill all of them. Extract resources to your hearts content!
  • Conqured Starbases will no longer have text appear on the "Return Starbase" button
  • Fixed non-slaves being assigned to jobs before slaves.
  • When checking if ship designs are identical, we now ignore the order of components within a section.
  • Fixed saving a Deep Space Citadel design creating duplicate designs and instantly changing the design of your DSCs.
  • Update Districts display if their swapped appearance changes
  • Processing and Forced Labor Purge should now correctly give resources when purging lithoids or machines
  • Habitats now get their districts even when not colonized yet

Stability​

  • Fixed crash in accepting peace due to deal containing transfer of non existing starbase
  • Six more Out of Sync fixes

Performance​

  • Reduced mil power recalculations done by outliner fleet entry
  • Reduced habitability recalculations done by pop growth/decline
  • Reduced amount of times planet view tries to update pop group clothing

UI​

  • The "Save As New Design" popup now updates the Save button immediately when you edit the name.
  • Fixed ship designer not updating the design name when you change it to the currently saved name.
  • Improve Buildings tooltips modifiers handling
  • Colony naming will now more often use custom names for the default value (colonizing Mars will propose Mars as the default colony name)
  • Reset Starting System when changing Origins when needed during the Empire Creation
  • Fixed some planetary modifier icons that were low resolution

Modding​

  • Added can_change_category to pop categories.
  • Adds swap_type and swap_type_weight for districts to District Specializations.
  • Changed various effects using pop amount/size to allow 0
  • Migrated zone slots:zone relationships to zone_sets in place of using inline scripts
  • District Specializations now belong to sets, and Zone Slots can now include or exclude entire zone sets
 
  • 16Like
  • 4
Reactions: