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Archivist of Cats

Private
21 Badges
May 10, 2025
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Description
Wilderness Mote Harvesting traps don't exist in the building planner. Look at my screenshots for proof, don't just tell me what I already know.

Game Version
4.0.16 open Beta

What version do you use?
Steam

What expansions do you have installed?
Plantoids, Humanoids, Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Necroids, Nemesis, Aquatics, Overlord, Toxoids, First Contact, Astral Planes, Season 8 Expansion Pass, The Machine Age, Grand Archive

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
For the love of God people, look at my screenshots before posting, they prove my point.

Alright, those strategic resource production buildings that modify jobs like the mining, or energy credit jobs are not showing up in the building planner. I only noticed it with the mote harvesting traps, but it would be worth while to check the others.
The ones that provide the jobs that directly transform minerals into the strategic resources do work.
If you think that this building works as intended in the wilderness origin, then please, I am begging you to place the screenshot disproving me. Don't tell me I'm wrong when I have picture proof AND YOU DON'T, that will incur my wrath.

Steps to reproduce the issue.
Research "Mote Harvesting Traps" and marvel at the inability to build the Mote Harvesting Traps. The building also doesn't show up in the nexus district.

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I haven't seen Mote Harvesting Traps since 4.0; iirc it's just to harvest the resource with a mining station?

With Wilderness, I've been researching and building Chemical Digesters for my motes.
 
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I haven't seen Mote Harvesting Traps since 4.0; iirc it's just to harvest the resource with a mining station?

With Wilderness, I've been researching and building Chemical Digesters for my motes.
Well, if you look at my screenshot, you'll be able to see that the technology provides a building that makes technicians produce 0.5 volatile motes. I cannot build that building. I think this is the replacement of the current industry job modifying system since Wilderness doesn't have buildings that modify metallurgist jobs.
 
Well, if you look at my screenshot, you'll be able to see that the technology provides a building that makes technicians produce 0.5 volatile motes. I cannot build that building. I think this is the replacement of the current industry job modifying system since Wilderness doesn't have buildings that modify metallurgist jobs.
That building is iirc used when there is a source of motes on the planet itsell.

You need an another tech that gives you the Chemical Digester building for mote production on planets without a source of motes..

A Chemical Digester and one of each for gasses and crystals is more than enough for most empire.
I put them all on a single planet and set the designation to refinery.
 
That building is iirc used when there is a source of motes on the planet itsell.

You need an another tech that gives you the Chemical Digester building for mote production on planets without a source of motes..

A Chemical Digester and one of each for gasses and crystals is more than enough for most empire.
I put them all on a single planet and set the designation to refinery.
You are wrong. The digester buildings are working correctly, as seen in the line under my problem listed. However, as seen in this screenshot provided, this planet has the mote mining planetary feature, but the building still won't show up. In the second screenshot provided,I built a digester building on the planet, and the building that modifies technician jobs still does not show up. Do people just comment on things without looking at the screenshots? The technology clearly states "Unlocks Building: Mote Harvesting Traps" which has the description of:
"Planet limit: 1
117 days 180 minerals
upkeep 0.5 energy credits
upkeep reduction modifiers
volatile motes per 100 technicians: +0.5
Planetary build speed modifiers."
It's almost like the wilderness origin has a ton of new and weird things that are not consistent with non wilderness empires.
 

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You are wrong. The digester buildings are working correctly, as seen in the line under my problem listed. However, as seen in this screenshot provided, this planet has the mote mining planetary feature, but the building still won't show up. In the second screenshot provided,I built a digester building on the planet, and the building that modifies technician jobs still does not show up. Do people just comment on things without looking at the screenshots? The technology clearly states "Unlocks Building: Mote Harvesting Traps" which has the description of:
"Planet limit: 1
117 days 180 minerals
upkeep 0.5 energy credits
upkeep reduction modifiers
volatile motes per 100 technicians: +0.5
Planetary build speed modifiers."
It's almost like the wilderness origin has a ton of new and weird things that are not consistent with non wilderness empires.
Also, the building tag does not state any restrictions based on planetary features.
 
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Description
Wilderness strategic resource production not showing up in building planner after bing researched.

Game Version
4.0.16 open Beta

What version do you use?
Steam

What expansions do you have installed?
Plantoids, Humanoids, Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Necroids, Nemesis, Aquatics, Overlord, Toxoids, First Contact, Astral Planes, Season 8 Expansion Pass, The Machine Age, Grand Archive

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Alright, those strategic resource production buildings that modify jobs like the mining, or energy credit jobs are not showing up in the building planner. I only noticed it with the mote harvesting traps, but it would be worth while to check the others
The ones that provide the jobs that directly transform minerals into the strategic resources do work.

Steps to reproduce the issue.
Research "Mote Harvesting Traps" and marvel at the inability to build the Mote Harvesting Traps. The building also doesn't show up in the nexus district.

Upload Attachment
File(s) attached
Alright, anyone else who decides to argue with me, I've proved that this building does not exist in the context in which it says it exists in. Therefore, it is a bug. Unless you can prove to me that this building exists in a different context with the Wilderness origin, then I do not care about what you have to say. I do not care about work arounds, I do not care about your experience unless you can directly disprove my claim with a screenshot.
 
This building works the same as it does for non-Wilderness. It can only be built on planets with the planetary feature that adds dust to miner jobs already (dust caverns and dust desert).
No buildings with restrictions list their restriction (other than planet/empire cap), it is a design choice not a bug.
 
This building works the same as it does for non-Wilderness. It can only be built on planets with the planetary feature that adds dust to miner jobs already (dust caverns and dust desert).
No buildings with restrictions list their restriction (other than planet/empire cap), it is a design choice not a bug.
And I'm telling people that this building does not exist in that context, here's the proof, regardless of poor design choices on Paradox's part. Again: I am once again asking people to look at my screenshots, you know, because I'm reporting a bug where the building does not exist where it should.
Since you seem to be able to prove me wrong, why don't you post screenshots of this building in a wilderness empire working as intended?
 

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Description
Wilderness Mote Harvesting traps don't exist in the building planner. Look at my screenshots for proof, don't just tell me what I already know.

Game Version
4.0.16 open Beta

What version do you use?
Steam

What expansions do you have installed?
Plantoids, Humanoids, Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Necroids, Nemesis, Aquatics, Overlord, Toxoids, First Contact, Astral Planes, Season 8 Expansion Pass, The Machine Age, Grand Archive

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
For the love of God people, look at my screenshots before posting, they prove my point.

Alright, those strategic resource production buildings that modify jobs like the mining, or energy credit jobs are not showing up in the building planner. I only noticed it with the mote harvesting traps, but it would be worth while to check the others.
The ones that provide the jobs that directly transform minerals into the strategic resources do work.
If you think that this building works as intended in the wilderness origin, then please, I am begging you to place the screenshot disproving me. Don't tell me I'm wrong when I have picture proof AND YOU DON'T, that will incur my wrath.

Steps to reproduce the issue.
Research "Mote Harvesting Traps" and marvel at the inability to build the Mote Harvesting Traps. The building also doesn't show up in the nexus district.

Upload Attachment
File(s) attached
Looking directly at the script, you are correct. There is no building Wilderness gets access to that allows them to take advantage of the three strategic natural resources. The Harvester, Extractor and Crystal Mine are all marked for non-wilderness, and the only wilderness buildings for them are the production buildings. What is interesting is the WIlderness strategic resource production buildings actually add jobs to make them directly, where as the non-wilderness ones now allow artisans and metallurgists to produce them. So this could possibly be by design and not an error.
 
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Looking directly at the script, you are correct. There is no building Wilderness gets access to that allows them to take advantage of the three strategic natural resources. The Harvester, Extractor and Crystal Mine are all marked for non-wilderness, and the only wilderness buildings for them are the production buildings. What is interesting is the WIlderness strategic resource production buildings actually add jobs to make them directly, where as the non-wilderness ones now allow artisans and metallurgists to produce them. So this could possibly be by design and not an error.
Unfortunately, this is conjecture, you are not a dev. If it's not supposed to exist for Widlerness empires, then why does the technology say that it provides the building? They're clearly capable of creating tailored technologies to origins/governments. This is why I'm saying it's a bug, because either it's a misrepresentation of the technology, or it does not provide a building it should. Either way, it should be corrected, though after they fix the "wilderness empires obliterate themselves" bug they introduced earlier.