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[18:09:31][event.cpp:1005]: Event tier_counter.5 has no valid options
(Not always tier_counter.5, there was an 11 in one of them.)
I have just updated the mod to fix some stuff (paradox not using their own naming scheme for "null_void_beam" tech
Can you check if it works again for you?
There are still some error messages in the log, but ingame everything seems to work right now for me.
I think even techs from new DLCs should work now.
If there are certain techs, that are not triggering correctly, please tell me.
Gotta learn for an exam, but I made a reminder in my calendar. ;-)
I get this error message in the log.
[08:33:28][localization_util.cpp:25]: Missing localization key [Recent breakthroughs in engineering unlocked new possibilities of research. You can now research technologies of tier 2.] events/tech_tier_events.txt:228
[08:33:28][eventmanager.cpp:392]: Event tier_counter.5 has no pictures in events/tech_tier_events.txt
[08:33:28][eventmanager.cpp:395]: Event tier_counter.5 has no options in events/tech_tier_events.txt
I guess its because there are new techs?
Anything in specific not working right now or do you mean the techs from new DLCs?
I can still update the mod, but I hope you understand that I do not have the money right now to buy DLCs for a game I am not playing. :D
First off, I am not playing Stellaris anymore (maybe in the future again, but not right now).
So, I am not going to buy any further DLCs.
I own every DLC except for Lithoids, Necroids, and Aquatics.
Do those add any new techs?
The free updates might also contain new techs that are not included in my mod until now.
I can update the mod with all the techs that are available to me.
If anybody wants to update this mod by himself, there is a link in the description to a github repository with some python code to generate the mod.
It is open source (MIT license), so anybody is free to use my code.
Also, I am happy to give support if any questions regarding the code may arise.
Since the Wiki has finally been updated to 3.1, after having been stuck on 2.8 for a *VERY* long time, that might be something that's doable for oyu, Alien?
This mod was a great addition to the game because it release players from keeping track of the amount of tech for certain tiers. Can you please do an update and include all remaining DLC's? Or maybe write some step-by-step instructions on how to do it so maybe another modder will continue to update this mod.
Nemesis
Federations
Lithoids
Necroids
If they add techs to existing files, the mod should include them, but if new files were added I have to include those.
The other DLC techs should work.
I can have a deeper look tomorrow.
I removed the Situation_log.gui file and this should fix the conflict.
I will have to look into making a check at the beginning of the game for that.
Thx, for telling me about that!
This mod triggers whenever a new research is finished and counts it.
So, techs that were researched before the mod was installed cannot be counted.
That is why the mod is only enabled if a new game is started.
Sorry for the bad text formatting.
You can still read the numbers though, right?
Unfortunatly, I am not sure how to fix that and I do not have the time and motivation to investigate.
I have not been playing Stellaris for quite some time, so I am just trying to keep my mods up to date if somebody tells me about an update that breaks this mod.
Feel free to submit a pull request to my github repository if you have a fix for that:
https://github.com/timohl/stellaris-better-tech-info
I can also answer any questions about code in the github issue section.
Please let me know if something does not work correctly.
@TECC Did you try this mod with a new game?
Because I do not think savegames will work.
This mod triggers at the start of a game to add the log entry to the situation log.
I have just updated the mod for 2.5.1.
If you notice any remaining bugs like certain techs not counting, please tell me what techs make problems.
From my testing I have not found any techs not working, but I do not have the last DLC, so I am not sure.
However, I have not found time to fix the UI being too small.
Sorry for that, but I guess at least it is still usable.
The 1080p Plus mod is a great idea.
I will look into this, but I am not sure how long it will take or how much time I have.
But I will try to get this done this year. ;-)
I am not sure, if I can just move the text down.
Would you mind if there were 3 event chains - one for each tech area?
Have fun with it and tell me if there are any problems. ;-)
@AL|EN Please tell me if the localisation is now fixed for languages other than English.
This is going to be the first thing I do after upgrading for 2.2.
Probably having time for that on Friday.
Since I already use a script to generate the mod, it should be rather easy to do that.
My Stellaris main game language isn't English and because you mod archive has only <xxx>_l_english.yml file, all strings are displayed as '<code>_<name>_<something>'
Players who use non-English language would be very happy to see proper texts displayed in English at least.
Could you please fix this problem?
You can do it by: copy <xxx>_l_english.yml into <xxx>_l_polish.yml AND replace 'l_english:' to 'l_polish:' inside <xxx>_l_polish.yml.
Then repeat this for every non-English language.
Maybe you could create script to automate this proces to not forget adding missing translation files when you will update main <xxx>_l_english.yml files?
I had exams and a lot of work to do, but now I have more freetime again. :D
This mod should now be updated to 2.0.2.
I am not sure right now, but there might be an issue with technologies introduced by the Apocalypse DLC not counting.
Also, since 2.0.0 introduced an additional tier, the event chain in the situation log is kind of overfilled and might overlap.
Maybe I could fix this by splitting it into three event chains.
Do you have any better idea?
I try to fix my mods until the end of next week.