Stellaris

Stellaris

Stellaris: Reborn (1/3) [OUTDATED]
 This topic has been pinned, so it's probably important
Coulson  [developer] 27 Jan, 2020 @ 5:05am
Bug / Crash Reports
Please add your Error logs!
You can find them under:

Documents\Paradox Interactive\Stellaris\crashes - For crashes
Documents\Paradox Interactive\Stellaris\logs - For Errors
< >
Showing 1-15 of 93 comments
Kepos 28 Jan, 2020 @ 7:08am 
Latest update (January 28th) brought missing text and underscore_placeholders for traditions eplanation.
Coulson  [developer] 28 Jan, 2020 @ 7:14am 
@Kepos I thought I just fixed this, can you please try again (With restarting the game)? If the error still appears I will take a look
Kepos 28 Jan, 2020 @ 8:08am 
Ah, yes, I got another small DL now and the issue is solved. Played the whole day long, so I may have missed this patch at first place. Fast reaction. Thx! :steamhappy:

One note, I'm playing with several additional music and ambience mods on a dual-boot Windows/Linux machine. While on Linux loading time is quite fast, on Windows I'm always crossing fingers while the very long loading time. As it is pretty much the same machine, same sound mods, I have no clue what might cause this. When the game is started, all is fine.
So, additional pure sound-mods are working with your Reborn-mod.
shaw42 29 Jan, 2020 @ 8:08am 
the game is crashing in middle of game play.
JerreyRough 30 Jan, 2020 @ 12:50am 
Unique systems introduced by Gigastructures are not designed for Real Space. Their system size is out of wack, with some structures either right beside or inside the star itself.
Muatra 30 Jan, 2020 @ 6:29pm 
Not sure if it's a bug, but I noticed a few of the Sol sector planets aren't scaled appropriately for their systems, such as the Tau Ceti system, which has a massive molten world only a few inches away from its sun. It's not that glaring an issue, since it's only cosmetic, but I think there might be something conflicting in Real Space and Sol starts (which seems odd, given that the original mod doesn't do that).
hurka79 31 Jan, 2020 @ 12:07am 
i select the 3 mods, done, start, after that, just white screen, nothing happening, stellaris not responding...
Giorgio76 31 Jan, 2020 @ 10:32am 
On thing I noticed on the Expansion Planner tab is that all the planets (regardless of size or type) show all districts as x1 blue, x1 red, and a variable number of yellow boxes. When you click on each planet individually (a separate screen), it shows the correct number of districts by type.
rsmithjr2 31 Jan, 2020 @ 8:14pm 
Was the mod updated today? I didn't change anything but when I opened my save game a bunch of new techs became available, tons of my pops went unemployed, and the game repeatedly crashed on the date 10/2/2306
TheHiker_ 31 Jan, 2020 @ 8:52pm 
The premade empires all only have the default number of ethics and 2 civics. they aren't taking full advantage of the mod
MAINEGOR 31 Jan, 2020 @ 11:04pm 
I just want to say that this is an amazing mod, I was literally playing half of these mods a few days ago, dealing with issues and trying to make things work then you just come along and release this magnificent thing. So thank you so much.

I seem to have a few missing policies, from memory the ones that jump out is the economic stance and subsequently the expanded trade policies. Like I have the original trade policies, the wealth creation, consumer benefits and marketplace of ideas, but I thought that the "we've got a policy for that" mod expanded that. Or some mod did because I remember it. I can tell especially that it should be here because one of the factions mentions making the market free to gain support. I don't know why it's missing but restarting does nothing. Maybe I'm just insane and remembering things wrong but the fact a faction mentions it leans towards those policies missing. Any ideas on what may be causing it?
America 31 Jan, 2020 @ 11:29pm 
Cultural overhaul is clashing with something as the AI empires don't take full advantage of the new civics and ethics also when I play a determined exterminator I had 29 fleet power otherwise the mod seems to be running fine for me
twiggerhappy 1 Feb, 2020 @ 8:44am 
Large portion of the civics do not work example consumerism does not give more clerks to anything and trade league does not increase collection range. Half of the consumer tradition tree also does not work. Are there any plans to fix / make these compatible with each other.
Brandark 1 Feb, 2020 @ 10:04am 
Think I found a bug: After loading a savegame, the flag is randomized. Seems that the flag-layout isn't saved properly. However the failure only occurs after starting a game, saving it and reloading it.
GaiaPapaya 1 Feb, 2020 @ 11:35am 
Mods (2/3) and (3/3) show a warning "Something looks wrong with the downloaded files. Please Contact the author of the mod" and cannot be enabled. The 3 mods are in alphabetical order and I have no other mods downloaded.
< >
Showing 1-15 of 93 comments
Per page: 1530 50