• 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.

fourteenfour

Colonel
33 Badges
Apr 27, 2018
1.122
2.527
  • Surviving Mars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Stellaris: Ancient Relics
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
Description
Machine Intelligence Industrial District is only one job er

Game Version
3.13.1 VELA (e6fd)

What version do you use?
Steam

What expansions do you have installed?
I have the Subscription

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Loading saved game or starting new game, my machine intelligence empire - it is driven assimilator - has only one job per industrial district rendering them unplayable

Steps to reproduce the issue.


Upload Attachment
File(s) attached
 

Attachments

  • 2200.01.01.sav
    1,3 MB · Views: 0
  • 2Like
Reactions:
Rogue Servitors are fine. Individual Machines are fine. Hives are fine. Vanilla Gestalt Machines and Driven Assimilators are bugged like this. DEs are also affected.

Machine World Industrial Districts provide twice the jobs and in this case... just 2 jobs instead of 4. Ringworlds are unaffected.

I've studied the script in common\districts\00_urban_districts.txt. I've no idea how regular empires get the jobs. All the other districts explicitly add jobs. Industrial District doesn't add jobs, the code for it must be somewhere else that's inaccessible.
 
Last edited:
I've studied the script in common\districts\00_urban_districts.txt. I've no idea how regular empires get the jobs. All the other districts explicitly add jobs. Industrial District doesn't add jobs, the code for it must be somewhere else that's inaccessible.
It's via an inline script, common\inline_scripts\jobs\industrial_districts_foundry_add.txt. The patch notes say double jobs for gestalts on ecumenopolis were removed and indeed there were double jobs in the script, although there are also double jobs there for hives and they remain, so not sure what the intent was exactly.
 
  • 3Like
Reactions:
Here's a fix, but it'll modify the checksum (no achievements, multiplayer incompatible with those who do not have the same file). It'll have to do until the devs patch it.

You can also just subscribe to this mod instead https://steamcommunity.com/sharedfiles/filedetails/?id=3337038084

Go to Stellaris\common\inline_scripts\jobs and open industrial_districts_foundry_add.txt with Notepad.

About 7 paragraphs in you'll have these two paragraphs:

Code:
triggered_planet_modifier = {
    potential = {
        exists = owner
        owner = {
            is_machine_empire = yes
            is_catalytic_empire = no
            country_uses_consumer_goods = no
        }
    }
    modifier = {
        job_fabricator_add = $AMOUNT$
    }
}

triggered_planet_modifier = {
    potential = {
        is_planet_class = pc_machine
        exists = owner
        owner = {
            is_machine_empire = yes
            is_catalytic_empire = no
            country_uses_consumer_goods = no
            has_ascension_perk = ap_machine_worlds
        }
    }
    modifier = {
        job_fabricator_add = $AMOUNT$
    }
}

Simply copy paste the job_fabricator_add = $AMOUNT$ line on a new line, such that the modifier field in both paragraphs will look like this:

Code:
modifier = {
        job_fabricator_add = $AMOUNT$
        job_fabricator_add = $AMOUNT$
    }

It's via an inline script, common\inline_scripts\jobs\industrial_districts_foundry_add.txt. The patch notes say double jobs for gestalts on ecumenopolis were removed and indeed there were double jobs in the script, although there are also double jobs there for hives and they remain, so not sure what the intent was exactly.
The person that edited the file likely accidentally deleted the wrong lines, so that's how this bug came to be. Thanks for the tip.
 
Last edited:
  • 3
Reactions:
The person that edited the file likely accidentally deleted the wrong lines, so that's how this bug came to be. Thanks for the tip.
No problem! Funnily enough, if you switch to catalytic drones, the issue should stop happening since that part of the script was kept unchanged. Same for hives.

Indeed, the ecumenopolis foundry arcology is running the script with amount set to 6, which in this case due to the 2 initial jobs will result in 12 total jobs instead of the intended 6, but the solution isn't changing the base (and global) effect of the script, but rather adding a conditional check to either file for this specific scenario.
 
Ringworlds are unaffected.
They are, in fact, affected. (note, screenshot taken from a file made before today's patch. I don't know how that might affect things)

20240924112547_1.jpg
 
  • 1Like
  • 1
Reactions:
Here's a fix, but it'll modify the checksum (no achievements, multiplayer incompatible with those who do not have the same file). It'll have to do until the devs patch it.

Go to Stellaris\common\inline_scripts\jobs and open industrial_districts_foundry_add.txt with Notepad.

About 7 paragraphs in you'll have these two paragraphs:

Code:
triggered_planet_modifier = {
    potential = {
        exists = owner
        owner = {
            is_machine_empire = yes
            is_catalytic_empire = no
            country_uses_consumer_goods = no
        }
    }
    modifier = {
        job_fabricator_add = $AMOUNT$
    }
}

triggered_planet_modifier = {
    potential = {
        is_planet_class = pc_machine
        exists = owner
        owner = {
            is_machine_empire = yes
            is_catalytic_empire = no
            country_uses_consumer_goods = no
            has_ascension_perk = ap_machine_worlds
        }
    }
    modifier = {
        job_fabricator_add = $AMOUNT$
    }
}

Simply copy paste the job_fabricator_add = $AMOUNT$ line on a new line, such that the modifier field in both paragraphs will look like this:

Code:
modifier = {
        job_fabricator_add = $AMOUNT$
        job_fabricator_add = $AMOUNT$
    }


The person that edited the file likely accidentally deleted the wrong lines, so that's how this bug came to be. Thanks for the tip.
Thank you so much for this fix.