Stellaris

Stellaris

District Overhaul 2
RevansSchatten  [developer] 18 Mar, 2020 @ 7:38am
Bug Reports
If you find any bugs, please post them here.
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Showing 1-15 of 187 comments
K0lyan 18 Mar, 2020 @ 9:27am 
Hello, i got a problem with district overhaul 2 and planetary divercity - planetary habitats. district overhaul messes with habitats districts: it exchange one district for city district.

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.
garyriley1982 18 Mar, 2020 @ 12:12pm 
weird situation with Plentiful Traditions, where the planets lose their districts.
Andomi 18 Mar, 2020 @ 4:11pm 
Hello, I found a bug
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
Last edited by Andomi; 18 Mar, 2020 @ 4:22pm
GG Knifemaster 18 Mar, 2020 @ 7:16pm 
Got at the Year 2275 03/22 a Game Crash , Date of the crash stays the same.

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 ^^
K0lyan 18 Mar, 2020 @ 8:33pm 
As for my problem: district overhaul 2 add the 5th district type (city) for habitats from planet diversity mod. This cause problems with planet diversity planet view mod, because planet view mod can show only 4 district types for habitat.
RevansSchatten  [developer] 19 Mar, 2020 @ 5:10am 
@GG Knifemaster, can you maybe attatch a list of the mods that you were using? I think that this will be an issue that another mod got updated which messed up an compatibility.
pheonix89 19 Mar, 2020 @ 7:56am 
Aquatic planets aren't getting ocean housing:

Invalid code in the scripted trigger:

has_modifier = has_modifier = aquatic

Shoudn't have two has_modifiers there
GG Knifemaster 19 Mar, 2020 @ 8:17am 
Full Mod list

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)

pheonix89 19 Mar, 2020 @ 11:25am 
Bug and possible bug: The pd ovverride file has the tidal generator district add misspelled so it doesn't work.

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.
ekoparker 19 Mar, 2020 @ 12:56pm 
Everything appears to be working smoothly except for a small bug where park rangers are listed as mod_job_park_ranger or something like that
cascadeCompiler 19 Mar, 2020 @ 4:27pm 
Hello, I've done some searching and I can't seem to find anyone else experiencing this issue I'm having. For some reason, all the districts except for the city districts on planets besides my starting planet don't list what jobs the districts provide. When I hover my mouse over the district type it lists the name and upkeep costs but nothing else.
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.
RevansSchatten  [developer] 19 Mar, 2020 @ 4:44pm 
Originally posted by cascadeCompiler:
Hello, I've done some searching and I can't seem to find anyone else experiencing this issue I'm having. For some reason, all the districts except for the city districts on planets besides my starting planet don't list what jobs the districts provide. When I hover my mouse over the district type it lists the name and upkeep costs but nothing else.
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.
Frogj1 19 Mar, 2020 @ 7:52pm 
Hello,I'm not sure if i should report this as a "bug".But when I terraformed a continental world into a retinal world of Planetary Diversity mod,both the features and districts of this mod disappeared .Could you please fix this because I really don't wanna disable any of two.
Towboat421 20 Mar, 2020 @ 12:24am 
I believe this mod has some conflict with the unique ascention mod the mastery and pacification of nature I was mid playthrough and activated both perks and qued them and later found that I was missing basic housing districts and at -86 housing. Found a in game work around by making other housing districts like the underground tiles but the deleted housing tiles hampered my progress.
CB|Torlo 20 Mar, 2020 @ 1:22am 
Hey @RevansSchatten, word to the wise, you did the same mistake you did before with underground caves with your external habitats, just the other way around. I got a bunch of external habitat districts on my planets. (which also erased my archeology discricts, which was how I noticed). So they aren't limited to habitats.
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