Stellaris

Stellaris

Supernovae - Cosmic Fury
Janack 8. juni 2019 kl. 17:26
Bug Reporting
I'm going to start this thread as a way to help the mod developer. Please list any bugs, localization issues and what not in this thread so we can all help Mzilli create the best possible mod.
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Janack 8. juni 2019 kl. 17:52 
I'm getting mzilli_supernova.30.desc.intro for the localization text for:

mzilli_supernova.32.desc.intro: 0

It's been a minute since I wrote an event recalling specific names, so I don't have a fix for it off hand.

My planet has Planetary shields, no weak or strong magnetic fields modifiers and was ravaged. It became a Tomb World with 50% devastation. Its been a rough go thus far but I'm enjoying the play through as United Earth.
Janack 9. juni 2019 kl. 0:06 
Sol doesn't populate with near by systems, Barnard's Star, Alpha Centauri, Sirius, and Procyon.

Fix: you need to add the referenced system into your mod. For some reason it won't pull from core source. I tested your mod with the fix described and now Alpha Centauri, Sirius and Barnard's Star, and Procyon all spawn.
mzilli  [udvikler] 9. juni 2019 kl. 9:58 
Thanks for starting this thread!

The localisation issue has been fixed, I'll upload it when I get home from work.

The Sol neighbors spawn correctly for me, but I'll play around with it and see what happens.

Sounds like you got a particularly powerful GRB. But a shield should've reduced the damage more. I'll look into it.
Sidst redigeret af mzilli; 9. juni 2019 kl. 10:02
Janack 9. juni 2019 kl. 14:52 
Follow up to GRB, when I went to the planet it still was turned to a Tomb World but didn't suffer any devastation. So there is that, I pulled up the debugtooltip menu and I saw I had the flag Extra Crispy... Bad luck for me...
mzilli  [udvikler] 9. juni 2019 kl. 16:08 
The Sol neighbors work fine for me, not sure what the problem is there but I suspect it's on your end. Try with just vanilla and this mod and see what happens?

There are three levels of GRB: medium rare, well done, and extra crispy. Thing is, extra crispy + a planetary shield + no magnetic field modifiers shouldn't have turned it into a tomb world. Maybe I misplaced a { somewhere... I'll keep looking into it. Thanks again for the bug reports!
mzilli  [udvikler] 10. juni 2019 kl. 11:28 
So it's looking like the "modifiers not counting down" bug is related to the "barren/nanite planets won't terraform" bug. Hopefully the fix for the latter will work for the former too.
Janack 10. juni 2019 kl. 17:00 
Found the conflict, it derives from Real Space 3.3. RS 3.3 uses Small Sol, Medium Sol, Large Sol, due to that I think it conflicts with the looking up of T1 & T1 Colonies, the only way I found around it was to include the referenced systems into the solar_system_initializers .txt file. I hope this helps.
mzilli  [udvikler] 13. juni 2019 kl. 20:03 
So apparently the issue with modifiers not counting down only happens on uninhabitable worlds: barren, nanite, star, etc. I've moved the "Looming Supernova" modifier to the player's homeworld for now so it will count down as intended. This is temporary: once the devs fix the underlying issue I'll move it back to the star.
Loveless1987 13. juni 2019 kl. 21:32 
I have encountered a bug. But I'm not sure if its the mod, something paradox did, or another mod I'm running. When the Ticking event triggers and the star gets the super nova countdown modifier, the countdown doesn't actually count down. Its stays where it started. Now, I've not played long enough to see if it happens anyway(my games never last much longer that 150 yrs), but when I saw that it brought to mind the issue of barren worlds never terraforming because the counter doesn't tick. I worry the super nova will never actually happen. This isn't in my home system, its when it triggers in a system elsewhere in the galaxy.

Edit: It seems you are already aware of the issue. I apologize for my slow post.
Sidst redigeret af Loveless1987; 13. juni 2019 kl. 21:33
mzilli  [udvikler] 13. juni 2019 kl. 21:35 
@darksideresident That's a known issue in vanilla 2.3, one that will hopefully be fixed by the devs soon. The mechanics in this mod still work fine, the countdown in the modifier is just for convenience. I also released a patch a few hours ago that shifts the countdown to another planet in the system where it counts down as normal. You can restart your game with the new version, or continue your save if you want -- I promise everything still works either way. :P
Sidst redigeret af mzilli; 13. juni 2019 kl. 21:35
mzilli  [udvikler] 18. juni 2019 kl. 20:27 
The modifier bug is still active in 2.3.2, sadly. Hopefully they'll squash it in the next beta patch.
Janack 18. juni 2019 kl. 22:09 
I'm active once more with the Star Trek: New Horizons team and see what we are doing to squash the modifier bug if any.

Have you looked at any of the vanilla events that add a temp planetary modifier?
Sidst redigeret af Janack; 18. juni 2019 kl. 22:11
mzilli  [udvikler] 19. juni 2019 kl. 10:49 
Yes, the Unrest events that add faction attraction modifiers seem to work normally. I think the key difference is that this mod applies them to uninhabited worlds (the stars) but I don't understand why that would make a difference. I assumed the issue with Barren/Nanite terraforming was related, but apparently not.
Hey, I am getting the Imminent Nova pop up spam. The system in question is not in my empire but one that I have a Defensive Pact with. They have a habitat in they system as well. I do play with a bunch of mods so it might be on my end.

After braking the Defensive Pact it is still happening, it might be the fact I can see the system (it is not in "fog of war")
Sidst redigeret af SULLYYYYYYYYYYYYYYYYYYYYYYYYYYYY; 19. okt. 2021 kl. 2:46
mzilli  [udvikler] 19. okt. 2021 kl. 11:59 
Yesterday's update should have fixed the issue for all subsequent instances. Can you send me your save file (from after the most recent spam) so I can make sure?
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