

* Denouncing both Fallen Empires apparently makes everyone violate galactic law? * Logging into a game “redistributes” resource income. * Devouring Swarms getting the “Iron Fist” trait but it possibly doing nothing (checking if Iron Fist increases processing) * Presapients being purged when they are set to “protected”. Bugs I am trying to locate/verify in the code: * The Great Khan is rather bugged, and the game believes he is dead long before he actually dies. Bugs I am aware of and am actively trying to solve: Bugs fixes I am currently testing and may be close to release:
#STELLARIS 161 PATCH DOWNLOAD MOD#
Instead of a joke, I should confess this was fixed in previous versions of this mod and I forgot to document it. * The Stage 4 Industrial Development Resolution in the Galactic Community now correctly applies it’s modifiers to Foundry, Factory, and Refinery Habitats as well as Foundry and Factory Ecumenopolis designations. Hive Minds just got a little greedy, sorry fellows. Also, the planetary designation for bureaucracy should apply to them correctly as well. * The Governor trait(s) that boosts Bureaucratic output for Gestalt Administrative Drones should now give both Hive Minds and Machine Empires the listed (and standard) +10% Administrative Capacity, instead of the +6.66% that Machine Empires got and the ludicrous +20% that Hive Minds got. Now your aristocrats will be perfectly happy with you forcing brainwash-I mean psionic powers on all the newcomers, and hopefully won’t care that random cockroaches aren’t in a hierarchy. I ALSO discovered that they will be upset with any species you have set to “assimilation” under the same situation. * Totalitarian Faction should no longer be upset about pre-sapients “not being in stratified or academic privilege living standards” if you have no species fully enslaved, being purged, or non-full citizen robots.

Sorry folks, the gold rush was a false alarm. * Cave Cleaner special job and similar event jobs should no longer repeatively fire their current pop and hire a miner pop, only to repeat the process until every worker pop on the planet is an unemployed specialist. Because having a capital is sort of important for all those hobos that call themselves “Envoys”. * If your capital is on a habitat, the habitat should no longer switch to any designation other than Capital. * Sacred Nexus now gives 8 jobs like all the other tier 3 unity buildings, as the 7 jobs it currently provides strongly looks like an accidental carry-over from old sacred nexus. It is NOT a long-term bug hunting effort, and I’m not very good at modding so I can’t fix every bug. My goal with this mod is to be one of the first responders to simple bugs introduced in a new patch. I will keep it updated with any bugfixes that I find and am able to fix, and are clearly bugs.
#STELLARIS 161 PATCH DOWNLOAD MODS#
I recommend placing it at the top of your mod list so other mods can over-ride it as necessary. This is a lightning-released bugfix for post-patch bugs. Authors description: Community Flash Patch
