Stellaris

Stellaris

Isolated Origin
Uroshnor  [developer] 2 May, 2020 @ 3:57pm
Bug Reports
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Showing 1-10 of 10 comments
QOMRADEQUEER 11 May, 2020 @ 7:32am 
Not sure if intentional or not, but the spawned L-Gates are endpoints, the same as in Terminal Egress, rather than deactivated L-Gates. Additionally, I've had at least one instance of said endpoint spawning on top of a deactivated L-Gate. They were both just rendered over each over and both could be interacted with. Was kinda amusing.
Uroshnor  [developer] 12 May, 2020 @ 3:07am 
Originally posted by Magus:
Not sure if intentional or not, but the spawned L-Gates are endpoints, the same as in Terminal Egress, rather than deactivated L-Gates. Additionally, I've had at least one instance of said endpoint spawning on top of a deactivated L-Gate. They were both just rendered over each over and both could be interacted with. Was kinda amusing.

Hi Magus, sorry, but I'm not entirely sure what you mean by this. Do you mean that the L-Gate in your starting cluster connects directly to every other L-Gate, rather than just to Terminal Egress? That shouldn't be possible, nor should it be possible for this mod to spawn an L-Gate in a system that already has one.

Are you using any other mods? If so, are you sure this is the one causing the problem? If you haven't done so already, try running a test by starting a new game with only this mod enabled, to see if that still happens. If it does, please send me screenshots and a copy of your save file (you can DM me a DropBox link or something similar). If deactivating your other mods solves the problem, post a list of the other mods you were using, and maybe I can figure out where the conflict is.
enigma 20 Jul, 2020 @ 2:07am 
Hello. It seems your mod causes a bug with the console. The story is this: I'm usually giving the other empires in the galaxy some 'start boni' to make it harder for me (science, energy,minerals etc). I do this with the console and typing in a 'run' command. Usually it takes only a second for the console and the deed is done. But with your mod running, the game freezes. I checked it a few times, typing in the command with and without your mod running and I can confirm: It is your mod.
Uroshnor  [developer] 26 Jul, 2020 @ 1:32am 
Originally posted by enigma:
Hello. It seems your mod causes a bug with the console. The story is this: I'm usually giving the other empires in the galaxy some 'start boni' to make it harder for me (science, energy,minerals etc). I do this with the console and typing in a 'run' command. Usually it takes only a second for the console and the deed is done. But with your mod running, the game freezes. I checked it a few times, typing in the command with and without your mod running and I can confirm: It is your mod.

I have no idea why this mod would cause a freeze in that situation; it doesn't affect starting resources at all.

If you post the script you're using, I might be able to figure it out, though.
Empyrrean 26 Jul, 2020 @ 5:54pm 
I had the same problem as enigma this morning. I quickly discovered it was your mod causing it, though I'm currently not sure if it has something to do with incompatibility with another mod.

I think it has something to do with the planet view window: specifically, adding new modifiers/deposits/blockers to it. With the mod enabled, I was able to use the "planet_size" and "planet_class" commands without any problems but if I tried to use these two:
effect add_deposit = insert_planet_deposit_code_here
effect add_modifier = { modifier = insert_planet_modifier_code_here }
... the game would freeze up, essentially crashing.

That being said, I started a new game with the mod enabled, saved, exited the game, disabled the mod and went back into the game and reloaded the save. This time around I was able to use console commands to add planet modifiers and deposits again.
Uroshnor  [developer] 26 Jul, 2020 @ 6:29pm 
Hmm. I can't see any reason why this mod in particular would cause problems with those commands - it doesn't even check deposits or planet modifiers, let alone change them - but I'll do some testing to see if I can figure out what's happening.

In the meantime, I'd suggest that you just keep doing what you did to test it: start a new game with this mod active, then save, quit, deactivate this mod, and reload your game. This mod doesn't do anything further once a game is in progress, so continuing a game after deactivating it shouldn't cause any problems.
Empyrrean 26 Jul, 2020 @ 6:50pm 
Yeah, I already figured that was a pretty good workaround.

I did notice that with the mod enabled, on a planet with no modifiers present, I could add one modifier/deposit with a delay of a few seconds or so. Then if I added a second one, it would be a far longer delay but eventually it MIGHT work (it didn't always do so). Adding a third would simply be a lost cause. So that's why the planet view window thing was my first theory.
Last edited by Empyrrean; 27 Jul, 2020 @ 1:28pm
Uroshnor  [developer] 28 Jul, 2020 @ 1:07pm 
Strange. This mod doesn't touch the planet view window either. It really shouldn't be having any effect at all once the game has started.

If I can figure out what's happening there and how to fix it, I'll upload a patch, but in the meantime I'm going to add this as a "Known Issue" to the mod description, along with the workaround.
jomo mojo 14 Dec, 2020 @ 11:51am 
Hey Looks like the warm whole sets distance affinity of other civs to like 10,000 - meaning everybody desperately wants to be your friend. Extracluster start found a work around by calculating diplomacy from the other end of the worm hole. Maybe thats something you can try?

Edit: The "bug" I just reported corrects when wormholes are researched.
Last edited by jomo mojo; 14 Dec, 2020 @ 2:56pm
masmali 20 May, 2021 @ 12:17pm 
As of 3.0.3, this mod crashes the game.
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