
Steam Workshop::SirBlackAxe's Unofficial Bug Patch [3.4.5]*
Alright, here we go. This mod should contain fixes for a whole bunch of bugs with 3.4.5. I'm marking it as beta because while I've done some testing I haven't verified that everything I tried to fix is now working correctly. In particular I haven't picked up Overlord yet so I've got no way to test the pile of fixes for orbital rings. I also haven't really tested the MegaCorp stuff. I intend to add some more fixes to this; I haven't finished porting all stuff I had patched in 3.3 yet, and I've got another list of newer things to look into as well.
Here's the list of bugs that should be fixed with this unofficial patch:
Government
- Agendas
- Slave Optimization: Should no longer possible for starting rulers to have this agenda if slavery isn't allowed.
- AI Personalities
- Weights and restrictions based on species traits expanded to include nonbasic traits (advanced genemodding, mechanical for synth ascension, presapient for uplifts).
- Megacorps can no longer be Metalheads unless they're Criminal Syndicates. -1000 opinion with everyone is bad for business.
- Xenophobic Isolationists
- Replaced -2 weight for not being pacifist, which is never true, with -2 for having the Pompous Purists civic.
- Replaced +2 weight for being pacifist, which is always true, with +2 for being fanatic pacifist or fanatic xenophobe.
- Origins & Civics
- Shattered Ring
- Home system star now randomized instead of always sc_g.
- Corporate Death Cult: No longer start with both a temple and a sacrificial temple.
- Void Dwellers
- Holo-Theatres replaced by leisure district if there are no free building slots, instead of causing you to start with a ruined building.
- Corporate Death Cult
- No longer start with both a temple and a sacrificial temple.
- Lithoid: No longer start with two Sacrificial Temples and two Temples.
- Permanent Employment
- Holo-Theatres is now replaced by both a Posthumous Employment Center and a Trade District, so there are worker jobs available for the zombies.
- Now possible to spawn zombies on any habitat with workers, not just the energy habitat.
- Reanimators: Dread Encampment is no longer ruined on game start.
- Shattered Ring
- Factions
- Demands that previously gave -0.001/-0.01 approval while unfulfilled now give 0, and will no longer drop you under an approval threshold via rounding. As a interesting side effect, unfulfilled issues that aren't reducing faction approval now display as yellow dots in the faction interface.
- [Verified] Diplomatic stance policy demands are now visible while unfulfilled.
- [Verified] Minor artifact action demands are now visible while unfulfilled, as long as you have enough artifacts to use them.
- Imperialist
- Having the Overlord DLC enabled no longer makes it impossible to fail the Subject State demand.
- Local Rivalry should no longer be visible if you have no valid empires to rival.
- Imperial Hegemony demand is no longer visible if you're a subject (you see the Subject State demand instead).
- Conquest demand now always remains visible for as long as it's fulfilled.
- Progressive
- Contact with another empire using a leader enhancement policy now unlocks the corresponding demand as long as you have tech_vitality_boosters, since it's impossible for fanatic egalitarians to roll Selected Lineages and that locks them out of +5 approval.
- Supremacist
- Giant Massacre now remains fulfilled if you kill the only guardian you have contact with, instead of vanishing from the issue list.
- Asserting Dominance demand now available to fanatic purifiers.
- Technologist
- Non-Materialist robots now have x0.1 attraction (formerly x2) to the Technologist faction, so they're more likely to join the one that matches their ethics. Non-Materialist, non-Spiritualist synth pops are still allowed to join, but it should now be theoretically possible to embrace other factions after synthetic ascension.
- [Unchanged] Spiritualist synths are still unable to join any faction.
- I considered of preventing non-Materialist synths from joining the Technologist faction entirely, so that they'd be forced to join the faction that matched their ethics, but decided dev intent for this mechanic wasn't clear enough for me to remove it.
- Synth Envy demand can now trigger earlier than 50 years into the game, but can no longer be triggered by fallen empires. Mechanists still won't trigger it until 50 years have passed or they research Droids.
- Bleeding Edge now available to subjects if it's fulfilled.
- Being a protectorate or having a scholarium subject now counts towards Science Without Borders.
- Secret Knowledge is now visible while unfulfilled if you have contact with the curators.
- Non-Materialist robots now have x0.1 attraction (formerly x2) to the Technologist faction, so they're more likely to join the one that matches their ethics. Non-Materialist, non-Spiritualist synth pops are still allowed to join, but it should now be theoretically possible to embrace other factions after synthetic ascension.
- Totalitarian
- Stratified Society demand now fulfilled by the Indentured Assets civic in addition to the Slaver Guilds civic.
- Extranational Authority demand now fulfilled by being Galactic Emperor.
- Traditionalist
- Hallowed World now visible before choosing the perk, so players can know the perk increases approval.
- Psionic Pursuit now hidden if you take a different ascension path and are no longer able to fulfill it.
- Xenoist
- [Verified] Landgrab Objections now hidden if fulfilled and no primitives are available to invade.
Unchanged: The Xenoist faction still has a ludicrous 175% maximum faction approval.
- Policies
- [Fix Failed] [Pending Update] Refugees: Refugees Allowed (NOTE: Fix is incomplete in current patch version. Should work when I push v.02)
- It should now be possible for Rogue Servitors to receive refugees.
- It should now be possible to receive refugees of species with residence or assimilation citizenship. Previously pops with residence citizenship could only be refugees if they also had Caste System citizenship, which is both impossible and obsolete.
- [Unchanged] Synths are still incapable of being refugees.
- [Pending Update] I fixed the is_valid_refugee_pop trigger but overlooked a second instance of the same bug in the has_any_habitability trigger. Should work when I release the next patch update.
- First Contact Protocol
- AI Hive Minds with the Empath civic are now more likely to use a proactive first contact policy.
- AI Empath hive minds and Rogue Servitors should no longer use hostile first contact.
- [Fix Failed] [Pending Update] Refugees: Refugees Allowed (NOTE: Fix is incomplete in current patch version. Should work when I push v.02)
- Species Rights
- Military Service
- Zombies can no longer have full military service, just like nerve-stapled pops (since they can't produce leaders).
- Slavery Type
- [Verified] Corrected the tooltips for Battle Thralls and Indentured Servitude to mention exceptions for the Enforcer job, not the Soldier job.
- Military Service
- Technology
- [Verified] Technologies that unlock leader traits now say so on their tech cards. (Technically a QoL change, not a bug.)
- Global Production Strategy icon now depicts the Ministry of Production building, instead of the Administrative Park building.
- Now possible to for empires with a single planet to draw the Colonial Bureaucracy and Galactic Bureaucracy technologies as research options, as long as they have at least 50 pops. This allows technologically enlightened and one-planet challenge empires to use espionage and upgrade their unity buildings. Possibly also impacts AI empires with the Shattered Ring origin, which are unable to research Terrestrial Sculpting.
- Blocker clearing techs now possible to discover for empires with a single planet (e.g. if they were released as a vassal).
- Exotic Gas Extraction: Can now be drawn if you own a nebula system and have Zero-G Mining (for nebula refineries).
- Dark Matter Drawing: Can now be drawn if you have subspace sensors and own a black hole (Black Hole Observatory).
- Removed second instance of "is_dangerous = yes" from tech_psi_jump_drive_1. Likely had no effect on gameplay.
- Empires created after game start (e.g. by releasing sectors as vassals) should no longer destroy all their own farming districts and factory buildings.
- [Partial Fix] Factory buildings now survive, but farming districts are still obliterated. Will investigate further.
- The Horde, the Dessanu Consonance, and any other irregular non-gestalt empires should no longer destroy their planetary infrastructure or have districts, buildings, and deposits that stop producing jobs.
- Pops should no longer be able to auto-migrate away from colonies with only one pop.
- Automation
- Amenities automation can now build Leisure districts on habitats.
- Crime automation should now build overseer residences on Thrall-Worlds.
- Housing automation should now build slave huts on Thrall-Worlds and Luxury Residences / Communal Housing on Resort Worlds.
- Colony Designations
- Basic resource designations: Increases to basic resource district build speed now still apply if the district type is uncapped.
- Ecumenpolis Industrial: Should now correctly give +25% factory & foundry arcology build speed, instead of +25% Industrial district build speed.
- Hydroponics Station: Should now give gestalts an Agri-Drone job instead of an unworkable Farmer job. Description also adjusted.
- Decisions
- Cease Robot Assembly now requires access to some form of robot assembly to cease, to prevent AI empires from pointlessly wasting unity on it.
- [Can't Test] Strip Mine should no longer cause AI Prospectoriums to destroy every single agricultural district in their entire empire. It now requires the colony to have no unbuilt mining districts, and the AI won't use it on Agri-Worlds or if it's possible for it to destroy an already-constructed farming district.
- Districts
- Industrial Segment: No longer replaces a catalytic drone with an artisan drone for machine intelligence empires that aren't Rogue Servitors.
- Moved the "exists = owner" trigger outside of the "owner = { }" block in the potential block for district_arcology_leisure, district_arcology_organic_housing, and district_arcology_religious. Unclear if this actually had any gameplay effects.
- Scrap Miner job description now visible on shattered ring worlds owned by empires with the Subterranean origin.
- Buildings
- Planetary Shield Generators can no longer be disabled to avoid paying their upkeep while a planet isn't being bombarded.
- Can now use Clone Vats to assemble a Budding species that doesn't already exist on the planet.
- [Verified] Administrative & Uplink Node buildings moved from government category to unity category.
- Event buildings now have building categories.
- [Verified] AI will now destroy their holo-theatres buildings if they've disabled all the entertainer & duelist jobs, have 5+ free amenities, and are out of building slots.
- Branch Office Buildings
- Standard and criminal branch office buildings should now swap back and forth if the branch office owner changes, but I haven't tested this fix yet.
- AI is now capable* of building Private Mining Consortium / Wildcate Miners, Food Conglomerate / Bio-Reprocessing Facilities, Private Shipyards / Wrecking Yards, and Military Contractors. AI is still unable to build Executive Retreats.
- I think the actual odds of them using these buildings remains low due to ai_weight discrepancies. They will probably continue to build Commercial Forum / Corporate Embassy / Private Research Initiative / Virtual Entertainment Studios in most cases.
- Update: AI seems willing to build Military Contractors in the 4th slot instead of Virtual Entertainment Studios.
- Certain branch office buildings are no longer allowed on Resort Worlds and Thrall-Worlds. Criminal Syndicates won't follow your rules, however.
- Jobs
- Colonist
- Base job weight reduced from 200 (20x specialist weight) to 1 (same as worker jobs).
- Now produces energy if colonist is robotic or phototrophic.
- Criminal: No longer preventing from generating trade value while using Decadent Lifestyle living standards.
- Corrupt Drone & Deviant Drone
- No longer check for high living standards to validate unemployment penalties.
- Now use pop_amenities_usage_no_happiness_base instead of pop_amenities_usage_base.
- Corrupt Drone: No longer tries to produce trade value based on non-Gestalt living standards.
- Death Chroniclers now have 1 energy upkeep if robotic.
- [Verified] Merchant tooltip no longer claims they produce unity.
- Odd Factory jobs are once again unworkable if a planet only has a single pop, in order to prevent colony depopulation.
- Colonist
- The likelihood of an Alpine, Savanna, or Tomb world spawning with the High Gravity or Low Gravity planet modifier is now effected by the planet's size, just like other planet classes.
- Precursor home systems: Restored some resource deposits that were being accidentally overwritten.
- 10 minerals deposit on Irass III
- 10 energy deposit on Irass VIII
- 10 minerals deposit on Vultaumar III
- Unhappy slaves now have increased attraction to the Xenophile ethic instead of the Egalitarian ethic, because the Xenoist faction cares about slavery and the Progressive faction doesn't.
- Species Traits
- Nerve-Stapled and Zombie should now grant -1000% demotion time if they somehow end up as specialists.
- AI World Preference now gives +1% habitability on Alpine worlds in addition to all other regular climate types.
- The following traits that are irrelevant on completed robots no longer effect slave price: Recycled, Luxurious, Mass-Produced, Custom-Made.
- [Unchanged] Traits that are irrelevant on slaves until they're freed (e.g. ones that modify leaders) still do.
- [Verified] Habitat Preference icon now depicts a habitat instead of a ring world.
- AI empires that don't use food should no longer design robots with the Harvesters trait.
- Leader Traits
- Mercenary Warrior (General) now uses the Mercenary Warrior icon instead of the Glory Seeker icon.
- Starbases
- Owning no starbases with a shipyard module will no longer give every single starbase you own the Shipyard designation if you have a Mega Shipyard, an Orbital Ring with a Shipyard module, or you aren't AI.
- Communications Jammers no longer cause Disruption Field Generator, Transit Hub, and Command Center starbase buildings in the same system to have their construction aborted.
- Disruption Field Generators can no longer be built in pulsar systems where they have no effect.
- Hyperlane Registrar
- AI can now build outside chokepoints.
- AI now builds at trading hubs and anchorages instead of on bastions.
- Hydroponics Bay: AI now less likely to build if it doesn't use food or has stockpiled at least 10k.
- Transit hub description corrected and updated.
- Shroud Beacon: AI now less likely to build in same sector as Shroudwalkers.
- AI now capable of constructing the following starbase buildings which were previously player-only: Deep Space Black Site, Transit Hub (only if a colony has unemployment or a shortage of jobs or housing), Offspring Outlook (except on anchorages), Black Hole Observatory, Trader Proxy Office, Salvager Workshop, Mercenary Garrison (bastions only), Shroud Beacon (except on bastions).
- AI can now build Nebula Refinery, Art College, and Curator Think Tank buildings at all starbase designation (previously only allowed on anchorages and trading hubs).
- [Can't Test] Orbital Rings
- Now possible for AI to build Naval Logistics Offices on Orbital Rings.
- AI can now build modules on Orbital Rings with the Orbital Shipyard, Orbital Docks, or Defense Ring designation.
- AI can now construct buildings on Orbital Rings with the generic Orbital Ring designation.
- AI can now build the Orbital Filing System on orbital rings over planets with tier 2 or 3 monument buildings even if they don't have an administrative designation (previously only allowed with unupgraded tier 1 monuments).
- AI can now build the Alloy Processing Facilities on orbital rings over Ecumenopolises, Machine Worlds, and Hive Worlds with industrial or foundry designations even if they don't have a foundry building.
- AI can now build the Orbital Logistics Systems on orbital rings over Ecumenopolises and Machine Worlds with industrial or factory designations even if they don't have a factory building.
- [Unchanged]
- (Dev intent unclear): The Fleet Academy starbase building remains unavailable for Orbital Rings. It's prevented from being built on rings in its definition, but the AI Orbital Shipyard design says it should try to build one.
- The Synaptic Relays and Orbital Maintenance Drops orbital ring buildings are still player-only.
- AI still doesn't take into account whether a Climate Optimization Stations building would be better (i.e. are there at least 5 farmers) when deciding if it should build a Hydroponics Bay on an orbital ring.
- AI still can't build Resource Silos, Transit Hubs, or Black Hole Observatories on orbital rings, and can only build Nebula Refineries on rings with the Orbital Docks designation.
- Ghost pops: 20 events and 8 scripted effects that could destroy a colony without killing all its pops first now do so, which I think should prevent ghost pops from forming. Installing this patch will NOT remove any ghost pops that already exist in your game, however.
- [Verified] AI can now buy CaravanCoinz, play the slots, and open reliquaries. You should be much more likely to encounter the Galatron.
- [Exposed Secondary Bug] [Pending Update] AI now wastes tons of energy buying hundreds of thousands of CaravanCoinz. Fix pending for next version of this mod.
- Nivlac
- Reverted Nivlac infertility rules to 3.1 behavior, where they were able to reproduce if discovered by anyone except Driven Assimilators. (Currently they can only reproduce if discovered by Rogue Servitors or Driven Assimilators).
- distar.3016 should now tell you when it fails to find a valid homeworld for the Nivlac Circle, instead of quietly failing to trigger. The event still ends abruptly without giving you any Nivlacs, however. (Dev intent unclear, not sure what the correct fix would be.)
- The Khan's generals now have the Mercenary Warrior trait.
- Rulers that gain a level-up trait are no longer prevented from also getting one in their regular class when they leave office, and vice-versa.
- Chosen One rulers that leave office should now gain the appropriate Chosen One trait for their pre-ruler class when they leave office, unless they return to being an envoy.
- Colony events
- Events triggered by specific planet modifiers/features should now work properly when there are multiple on the same planet or they're supposed to loop, and you're no longer permanently locked out of an event if the planet has ground combat when it first tried to fire. You should now get a new one every 5-20 years as long as any option remains valid.
- Events related to the following modifiers will now repeat indefinitely, as seems to be intended: Strong Magnetic Field, Unstable Tectonics, and Asteroid Belt.
- Magnetic Miracle is still once per empire, but no longer requires colonizing 3 separate planets with a Strong Magnetic Field. Remains human-only.
- AI empires can now trigger modifier-based colony events (except for the lonely bot). They still can't get random colony events, though.
- Pops with the Survivor trait now survive their planet being terraformed into a tomb world by abandoned terraforming equipment even if you don't have the Post-Apocalyptic origin. Cave Dwellers and Irradiated presapients will now also survive. (Lithoids still don't.)
- Insidious Ophidians
- Reverted event to once per galaxy as in 3.3, instead of once per planet. Now also available to AI, so you usually won't be the empire to encounter them.
- [Unchanged] (Dev intent unclear): Still available on planets that have been terraformed or which have already had colony events. Unsure if this is a bug or not.
- The Wasteland Radiation and Pacifist Movement events can now trigger on planets with has_planet_flag = armageddon_nuked (Previously were both NOT and OR).
- Events triggered by specific planet modifiers/features should now work properly when there are multiple on the same planet or they're supposed to loop, and you're no longer permanently locked out of an event if the planet has ground combat when it first tried to fire. You should now get a new one every 5-20 years as long as any option remains valid.
- Anomalies
- On Solar Sails and Crashed Ship can no longer be found by gestalts, who are locked out of the archaeology sites they create.
- Dev intent is unclear for Crashed Ship: Gestalts fail to spawn the site when they research the anomaly themselves, but can still excavate it if someone else spawns it.
- On Solar Sails and Crashed Ship can no longer be found by gestalts, who are locked out of the archaeology sites they create.
- is_oligarchy now returns true for egalitarians with oligarchic authority.
- is_democracy is now capable of returning true.
- has_no_non_gate_megastructure is now capable of returning false if system doesn't have a ring world.
- This should make megastructures one-per-system again.
- districts_good_minerals now false if planet has pm_wenkwort_custodian modifier.
- districts_good_food now true if planet has paradise_planet, ancient_harvesters, or eat_the_titans.
- has_any_farming_district_or_buildings now true if planet has eat_the_titans modifier.
- [Unchanged] Livestock still don't count because I can't easily differentiate between bio and lithoid, so AI remains unable to build food processing buildings for them.
- has_any_mining_district now true if planet has d_turtle_miner or d_cave_shroom_veins deposit.
- has_any_generator_district_or_building now true if 4+ grid amalgamated pops on planet, or if planet has divine algorithm modifier and owner is gestalt.
- Galactic Commerce
- Merchant Guilds now included on the list of civics that cause AIs to have x1.2 support for being a trader empire.
- Trader empires now support all 5 resolutions, not just the first one.
- Militarists now oppose Holistic Asset Coordination in addition to Leveraged Privateering.
- The Greater Good
- Vote weight tooltips for the Greater Good resolutions no longer claim every empire that would be in breach of them due to living standards if the resolution succeeds is a Slaver empire.
- Rogue Servitors now support the Universal Prosperity Mandate resolution instead of opposing it. (They had both x2 and x0 support, I removed the x0 for not being egalitarian.)
- [Unchanged] (Dev intent unclear): Authoritarians still have two separate modifiers for most Greater Good resolutions, one x0.75 and one x0.6. I'm not sure which to remove.
- Slaver Empire now localized to Abductor Empire to make it more clear it specifically refers to empires with access to the Raiding bombardment stance, not any empire that uses slaves.
- Gestalts now have x2 weight to support repealing defense privatization resolutions.
- Being in breach of lower levels of Mutual Defense should now persist when a higher level gets passed.
- Focus: The Gray Tempest now has a tooltip comment explaining that the AI weights for it don't work because it doesn't conquer territory. No actual fix implemented because I'm not sure what else could be used instead.
- War Goals
- Losing a humiliation war to a fallen empire should now also remove any claims the losing empire's subjects have on the FE.
- Expel Corporation should now remove branch offices from all empires using the war goal, and their subjects, instead of just from the war leader.
Disclaimer: I am one person, not an entire QA team. The amount of time and ability I have for actually testing everything I try to fix is limited, and quite frankly I want to be able to actually play the game too. As such this bug fix may contain bugs of its own, and I'm likely to prioritize bugs which impact my own games when choosing which bug fixes I add in the future. That said, please let me know if you encounter a problem with this patch or think there's a particularly important bug I should look into fixing.
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