Stellaris

Stellaris

Mass Effect Ultimate Species Collection
Bug Report
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - set_location in events/masseffect_events.txtline: 263
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - target in events/masseffect_events.txtline: 264
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - distance in events/masseffect_events.txtline: 265
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - angle in events/masseffect_events.txtline: 266
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - } in events/masseffect_events.txtline: 268
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - = in events/masseffect_events.txtline: 268
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - name in events/masseffect_events.txtline: 269
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - design in events/masseffect_events.txtline: 270
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - graphical_culture in events/masseffect_events.txtline: 271
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - } in events/masseffect_events.txtline: 273
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - = in events/masseffect_events.txtline: 273
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - name in events/masseffect_events.txtline: 274
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - design in events/masseffect_events.txtline: 275
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - graphical_culture in events/masseffect_events.txtline: 276
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - } in events/masseffect_events.txtline: 278
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - = in events/masseffect_events.txtline: 278
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - name in events/masseffect_events.txtline: 279
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - design in events/masseffect_events.txtline: 280
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - graphical_culture in events/masseffect_events.txtline: 281
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - } in events/masseffect_events.txtline: 283
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - = in events/masseffect_events.txtline: 283
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - name in events/masseffect_events.txtline: 284
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - design in events/masseffect_events.txtline: 285
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - graphical_culture in events/masseffect_events.txtline: 286
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - } in events/masseffect_events.txtline: 288
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - = in events/masseffect_events.txtline: 288
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - name in events/masseffect_events.txtline: 289
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - design in events/masseffect_events.txtline: 290
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - graphical_culture in events/masseffect_events.txtline: 291
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - } in events/masseffect_events.txtline: 293
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - = in events/masseffect_events.txtline: 293
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - name in events/masseffect_events.txtline: 294
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - design in events/masseffect_events.txtline: 295
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - graphical_culture in events/masseffect_events.txtline: 296
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - } in events/masseffect_events.txtline: 298
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - = in events/masseffect_events.txtline: 298
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - name in events/masseffect_events.txtline: 299
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - design in events/masseffect_events.txtline: 300
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - graphical_culture in events/masseffect_events.txtline: 301
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - } in events/masseffect_events.txtline: 303
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - = in events/masseffect_events.txtline: 303
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - name in events/masseffect_events.txtline: 304
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - design in events/masseffect_events.txtline: 305
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - graphical_culture in events/masseffect_events.txtline: 306
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - } in events/masseffect_events.txtline: 308
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - = in events/masseffect_events.txtline: 308
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - name in events/masseffect_events.txtline: 309
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - design in events/masseffect_events.txtline: 310
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - graphical_culture in events/masseffect_events.txtline: 311
[20:23:47][eventmanager.cpp:235]: Corrupt Event Table Entry - } in events/masseffect_events.txtline: 313

I'm not sure what this means, but I think you need to see it.

My uneducated guess is that the file referenced above is an Event text file and it is encoded in UTF-Eight With BOM.

ALL TEXT FILES IN THE COMMON AND EVENT FOLDERS MUST BE ENCODED IN ANSI.
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Showing 1-15 of 18 comments
killblock623  [developer] 5 May, 2020 @ 7:10pm 
That is from an event I purposefully disabled using a # sign because it's for a future update. If you open the file you'll get a little sneak peak ;)
Last edited by killblock623; 5 May, 2020 @ 7:10pm
TurtleShroom 5 May, 2020 @ 8:44pm 
There is also an issue with the closing brackets on your Species Traits. There are THREE Traits called "Cost". Each of them cost zero Biological Points to put in.

Furthermore, despite playing a legitimate corporation, I am getting the ability to place Criminal Branch Offices in my game. A Building called the Cerberus Offices gave it away. You do not need to change any Vanilla rendition Building to allow a Corporation to build Criminal and Normal Branch Office Buildings. Simply duplicate the Criminal ones into their own file and go to town.

Lastly, those grossly OP Civics and annoying Species Traits both spawn randomly in the game. I get computer players with STG and Sleeper Cells and such all the time! I have to delete those files in order to enjoy the Species Portraits that I like so much.
TurtleShroom 6 May, 2020 @ 1:03pm 
I have found the exact location of the bug that broke the Species Traits.


#me_trait_bioelectrical_field = {
cost = 1
potential_crossbreeding_chance = 0.25
opposites = { }
allowed_archetypes = { BIOLOGICAL }
modification = yes
randomized = no
icon = "gfx/interface/traits/trait_angara_bad.dds"

modifier = {
planet_pops_consumer_goods_upkeep_mult = -0.10
pop_amenities_usage_mult = -0.10
}
}

#me_trait_electromagnetic = {
cost = -2
potential_crossbreeding_chance = 0.25
opposites = { }
allowed_archetypes = { BIOLOGICAL }
modification = yes
randomized = no
icon = "gfx/interface/traits/trait_angara.dds"

modifier = {
planet_jobs_upkeep_mult = 0.10
planet_pop_housing_usage_mult = 0.15
}
}

#me_trait_emotional = {
cost = 3
potential_crossbreeding_chance = 0.25
opposites = { }
allowed_archetypes = { BIOLOGICAL }
modification = yes
randomized = no
icon = "gfx/interface/icons/traits/trait_traditional.dds"

modifier = {
planet_jobs_society_research_produces_mult = 0.20
pop_happiness = 0.10
planet_jobs_unity_produces_mult = 0.15
}


As you can see, you accidentally placed a pound sign at the name of the Trait, removing it by commentary and causing the whole file to fall apart.
killblock623  [developer] 6 May, 2020 @ 4:08pm 
That was on purpose. That is for a future "big" update. Also I found the issue with the branch office buiildings, just forgot to update them for multiple civics being changed into origins. I didnt alter vanilla buildings
Last edited by killblock623; 6 May, 2020 @ 4:09pm
TurtleShroom 6 May, 2020 @ 8:51pm 
No, you misunderstand. There is only ONE pound sign at the first line. The rest of the brackets are still open, causing them to break.
MrMasterMoe 28 May, 2020 @ 3:44pm 
Just a heads up, this mod adds 3 blank civics. They are called:
- modifier
- potential
- random_weight
coloring book 1 Aug, 2020 @ 1:03pm 
Can't scroll down in flag selector sadly lol. small thing.
Amanfreed 5 Aug, 2020 @ 2:12am 
Please fix the blank civics they can create a "generic empire" that seems to be causing issues
#9743 13 Jan, 2021 @ 4:55am 
When I load up the game only a few of the factions are there and the others aren't.
Velkla 19 Jan, 2021 @ 11:48am 
I removed the blank civics by deleting:

#origin_andromeda_initiative = {
is_origin = yes
icon = "gfx/interface/civics/civic_initiative.dds"
picture = GFX_origin_andromeda

potential = {
ethics = { NOT = { value = ethic_gestalt_consciousness } }
ethics = {
NOR = {
value = ethic_fanatic_xenophobe
value = ethic_xenophobe
}
}
}
random_weight = { base = 0 }
modifier = {
all_technology_research_speed = 0.05
country_naval_cap_mult = -0.10
edicts_cost_mult = -0.20
}

description = origin_tooltip_andromeda_initiative_effects
}

#origin_nexus_exiles = {
is_origin = yes
icon = "gfx/interface/icons/governments/civics/civic_free_haven.dds"
picture = GFX_origin_nexus_exiles
potential = {
ethics = { NOT = { value = ethic_gestalt_consciousness } }
ethics = {
NOR = {
value = ethic_fanatic_xenophobe
value = ethic_xenophobe
}
}
}
random_weight = { base = 0 }
modifier = {
planet_jobs_upkeep_mult = -0.20
edicts_cost_mult = 0.15
planet_stability_add = -10
}

description = origin_tooltip_nexus_exiles_effects
}

in \common\governments\civics\me_origins.txt.
Scrambleman17 14 Jul, 2021 @ 8:25pm 
Hi, just came here to tell ya, that with this mod enable, clone vats produce robots instead of biopops.
OverlordMGC 21 Jun, 2023 @ 10:39am 
%SEQ% error in namelists.
ManBearPig908 24 Mar, 2024 @ 12:41am 
The origins tools of the reapers,the migrant fleet and the Cerberus origin are bugged they are still using the old habitat system. I set up all of the mass effect empires to spawn in game and these three specific empires always collapse and create new empires after the first month. If you try to actually play these origins its next impossible.
killblock623  [developer] 24 May, 2024 @ 12:25am 
Originally posted by ManBearPig908:
The origins tools of the reapers,the migrant fleet and the Cerberus origin are bugged they are still using the old habitat system. I set up all of the mass effect empires to spawn in game and these three specific empires always collapse and create new empires after the first month. If you try to actually play these origins its next impossible.
I'm fixing it now. What exactly did they change
ManBearPig908 2 Jun, 2024 @ 6:23pm 
Originally posted by killblock623:
Originally posted by ManBearPig908:
The origins tools of the reapers,the migrant fleet and the Cerberus origin are bugged they are still using the old habitat system. I set up all of the mass effect empires to spawn in game and these three specific empires always collapse and create new empires after the first month. If you try to actually play these origins its next impossible.
I'm fixing it now. What exactly did they change


They reworked the habitats a few patches ago it broke those specific origins void dwellers origin still works fine. I just tried to test the mod because i haven't played for a few months now with this mod there is no species traits so i can't test it. if you want to test it and see for yourself just load up one of those origins and watch what happens to the habitat before and after the first month ticks over. I do hope you are able to fix it this mod in my opinion is a must have.

I guess i fixed the problem with the species traits not showing up. I had made all the mass effect races as playable empires and after the update they all broke. It is a simple fix all i had to do was change the portrait to something else and back that seems to have fixed the issue. The origins are still broke though.
Last edited by ManBearPig908; 3 Jul, 2024 @ 7:22am
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