Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For example barren habitat looks like: habitation district, leisure district, city district, mining district.
Without mod habibats districts work fine and look like: habitation district, leisure district, mining district, research district.
Same thing happens with gas, molten, frozen habitats. They all got city district intead of habitat district. I tried to change load order of mods, but it didnt help.
If I use UI Overhaul Dynamic + submod for more buildings slot
All districts except towns dissapear
It happens after first month over
It doesn't happens if I use Infinite slots or without more slots submod
P.S. Sorry for bad english
Error logs in Order:
1. Crash Log , Last 3 Actions that took place / errors took place.
[02:21:10][effect_impl.cpp:243]: Script Error: Invalid context switch[event_target:gpm_new_constructed_habitat], file: events/gpm_habitat_events.txt line: 56, Scope:
type=country
id=7
random={ 0 3284579373 }
from={
type=megastructure
id=67108889
random={ 0 4291113118 }
from={
type=galactic_object
id=765
random={ 0 2493494839 }
from={
type=fleet
id=755
random={ 0 3481516841 }
}
}
}
[02:21:10][effect_impl.cpp:243]: Script Error: Invalid context switch[event_target:gpm_new_constructed_habitat], file: events/gpm_habitat_events.txt line: 114, Scope:
type=country
id=7
random={ 0 3284579373 }
from={
type=megastructure
id=67108889
random={ 0 4291113118 }
from={
type=galactic_object
id=765
random={ 0 2493494839 }
from={
type=fleet
id=755
random={ 0 3481516841 }
}
}
}
[02:21:36][event.cpp:630]: Script Error, attempted to execute an event on an unsupported scope!
Event: districtoverhaulapsr.01
Event Scope: planet
Executing Scope: type=planet
id=16777215
random={ 0 1718152822 }
2. Crash Log from a test after the 1. Crash.
[02:32:00][eventtarget.cpp:1735]: Undefined event target: gpm_new_constructed_habitat, location: file: events/gpm_habitat_events.txt line: 56
[02:32:00][effect_impl.cpp:243]: Script Error: Invalid context switch[event_target:gpm_new_constructed_habitat], file: events/gpm_habitat_events.txt line: 56, Scope:
type=country
id=7
random={ 0 1145873022 }
from={
type=megastructure
id=67108889
random={ 0 2207395563 }
from={
type=galactic_object
id=765
random={ 0 654356561 }
from={
type=fleet
id=755
random={ 0 1897140981 }
}
}
}
[02:32:00][eventtarget.cpp:1735]: Undefined event target: gpm_new_constructed_habitat, location: file: events/gpm_habitat_events.txt line: 114
[02:32:00][effect_impl.cpp:243]: Script Error: Invalid context switch[event_target:gpm_new_constructed_habitat], file: events/gpm_habitat_events.txt line: 114, Scope:
type=country
id=7
random={ 0 1145873022 }
from={
type=megastructure
id=67108889
random={ 0 2207395563 }
from={
type=galactic_object
id=765
random={ 0 654356561 }
from={
type=fleet
id=755
random={ 0 1897140981 }
}
}
}
[02:32:12][trigger_impl.cpp:836]: Script Error: Invalid context switch[owner], file: file: file: events/zz_hungry_buildings_events.txt line: 12 line: 1 line: 1, Scope:
[02:32:21][event.cpp:630]: Script Error, attempted to execute an event on an unsupported scope!
Event: districtoverhaulapsr.01
Event Scope: planet
Executing Scope: type=planet
id=16777215
random={ 0 313590078 }
Would love some ideas on what actually went wrong ^^
Invalid code in the scripted trigger:
has_modifier = has_modifier = aquatic
Shoudn't have two has_modifiers there
Planetary Diversity
Planetary Diversity - Unique Worlds
Planetary Diversity - More Arcologies
Planetary Diversity - Exotic Worlds
Planetary Diversity - Reworked Habitability
Planetary Diversity - Shroud Worlds
Diverse Rooms
UI Overhaul 1080p Plus
~Glavius's Ultimate AI
Beautiful Universe v2.0
Guilli's Planet Modifiers 2.6
Real Space 3.4
Kurogane Expanded
Downscaled Ships
Dynamic Political Events
Expanded Colours [180 Colours]
Amazing Space Battles
Astronomical Emblem Pack
!!!Universal Resource Patch
Job Descriptions (Achievement OK)
Epic Explosions
Unofficial Hive DLC: Forgotten Queens
Guilli's Technologies 2.6
STREGA Updated
TALL WHITE Updated
advancedascension
PLANETARY DIVERSITY New Worlds Module
Alien Suns
Thinner Borders
Fatal Foundations Story Pack [2.5]
Stellaris Enhanced Sound Project
Unofficial Machine & Synthetic Empire DLC
Extended Vanilla Clothes
!! Planet View 2 [7D|45B|10C] for 2.4+
Real Pop Ethics Shifting
Beautiful Universe & Real Space Patch
This mod could save you 30% or more on lag insurance
Zyralynn species: Zamite
Extra Ship Components 3.0 [2.4+]
Cybrxkhan's Assortment of Namelists for Stellaris
Sins of the Prophets: Stellaris
Honor Leaders - New Mechanic -(Federations Update In Progress)
Quadrant Fixed
Battle Debris - Starship Graveyards
Wide Fleet Formation
!!Modifiers fix(2.6.*)
Faster Ship Experience [2.4]
Encourage Growth Permanently
Carrying Capacity
Additional Traits
[ 2.3.x ] - Ultimate Sci-Fi Ambient Music Pack
!!!!Machine DLC & Hive DLC Patch
Sins of the Prophets: Downscaled Ships Patch (2.6)
4 Ethic Points + 3 Civic Points
Talking Non-Humanoid Portraits
!!Planetary Diversity - Glavius's Ultimate AI patch
Real Space - New Frontiers
Archaeology Story Pack
~~Ariphaos Unofficial Patch (2.5)
Kurogane Shipset - DS Compatch
Precursor Story Pack
Banned! (2.5)
Shut Up, We Don't Care! (2.5)
Automatic Pop Migration [Updated]
District Overhaul 2
My biggest guess would be Gullis Planet Modifiers since the error log shows (gpm)
Disabled Mods at the Time of playing:
~~Ariphaos Unofficial Patch (2.5) (Disabled)
Extra Ship Components 3.0 [2.4+] (Disabled)
I'm also getting a significant number of deposits giving districts I can't use on homeworlds and I think elsewhere, probably because your districts are only unlocked by the do_whatever flag and if something *else* puts a deposit there like planetary diversity or anything on a homeworld they don't show up.
The issue occurs even when I disable all mods except this one and UI Overhaul Dynamic and 36 building slots. That is also the order I am loading them in.
This isn't a bug. Due to the way Stellaris works the job descriptions of districts are requiring an owner to be shown (as the jobs require an owner to set the correct jobs, as there are different jobs for gestalt and non-gestalt empires). This means that you will get a better description when you have colonized the planet. You can see it on city districts, as they don't have a trigger for the job, as city district only show for regular empires.