Stellaris

Stellaris

Supernovae - Cosmic Fury
Primitive System Supernova Bug Fix
I've noticed that when the system with the primitives goes supernova the game crashes to desktop.
Looked into the issue and it was a misplaced "is_surveyed" check that would execute on the country instead of the targeted system.
The line in question is 1528 in file events/mzilli_supernova_events.txt
It should be:
trigger = { event_target:mzilli_supernova = { is_surveyed = { who = root status = yes } } }
instead of
trigger = { is_surveyed = { who = root status = yes } }

Hope this helped.
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Compatibility:

Sadly as a followup issue the game still crashes afterwards (though the animation is played correctly) with multiple scope errors from other mods trying to rescan(?) the planets.

The problem here is that the error report states the scopes like this:
[11:45:53][event.cpp:616]: Script Error, attempted to execute an event on an unsupported scope! Event: planet_type.2 Event Scope: planet Executing Scope: type=planet id=16777215 random={ 0 1226037206 }
So apparently the scope is correct, but leads to a scope error anyways.

I have fours mods that get triggered here at the same time and all of them fail with the same error (and get logged).

These are:
Unique Ascension Perks (event ids: UniqueAscensionPerksEvents.3129, UniqueAscensionPerksEvents.3130 and UniqueAscensionPerksEvents.439)
The Zenith of Fallen Empires - Utopian Pradise (event id: zenith_modifiers.2 )
Planetary Diversity - Planetary Habitats (event id: moonbase.1)
Gigastructural Enigneering (event id: planet_type.2 and planet_type.3 )

The latter three mods of which are only checking the planet to see if it already has a specific flag and set it, if not. The Unique Ascension Perks events create new pops or deposits, but only if you have a specific perk. Neither of these are a problem out of context.

Now, I'm not blaming you for this, but it is a weird behaviour where I can't pin point to any other one mod to be the root cause.

Any ideas?
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Edit: Apparently the problem was that
reset_planet
was called on the star that went supernova in lines 751, 756, and 761 (same file as above). After removing those lines the game didn't crash anymore.
The problem must have been that the scope of a planet and a star was "planet" in both cases, though still different.

I'm not sure what reset_planet even does, since it didn't remove any modifiers from the shattered worlds (they're still experiencing thunderstorms and have lush vegetation).
Maybe
clear_planet_modifiers
would be appropriate here as well or instead.

Hope I could help you out with this!
Senast ändrad av nighthawk; 10 nov, 2019 @ 4:20
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nighthawk 10 nov, 2019 @ 4:24 
Might I also suggest that, if at all possible, you adhere to the users selection of number of AI empires (don't spawn the hivemind if 0 is selected). As well as the users selection of primitives (don't spawn the doomed primitives if no primitives should be spawned). I'm not sure how feasible that is as I haven't looked into accessing the settings ingame, but it should be possible, right?

That would be very nice, thank you in advance (I've just removed the lines as I almost always play without AIs these days - thanks to Paradox' performance issues).
mzilli  [utvecklare] 15 nov, 2019 @ 21:06 
Thanks for the diagnosis! I've patched the "reset_planet" crash, replacing that line with "clear_planet_modifiers" and "clear_deposits".

I've found that the error log lies from time to time -- just because it says a certain line of code is an issue, doesn't mean it actually is one. No idea what the mod issue is, but I'll poke around and see if I can find anything.

Sorry I didn't notice this thread until just now. :P
mzilli  [utvecklare] 16 nov, 2019 @ 13:26 
I also tweaked the weights for the different random-gen systems so you shouldn't encounter primitives or the hive mind if your galaxy settings forbid them. :)
nighthawk 16 nov, 2019 @ 23:57 
Thank you very much!

I've noticed I wasn't quite clear about this earlier, but the "reset_planet" that will be applied to the star has to be removed yes, though I'm not sure if that part really needs to be replaced with "clear_planet_modifiers", since it still is applied to a star and not a planet.

The other times where "reset_planet" is called though - yes, replacing those is exactl what I thought about.

Might you still be interested in a save, where the event will fire at the next day? Sadly it is quite cluttered with other mods, so might not load properly. I could see if it does though, provided you're interested.
It's UwU 5 maj, 2022 @ 17:33 
huh huh primitve system go BOOM!!
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