Stellaris

Stellaris

Total Assimilation (for v4.0)
Knaughts  [developer] 1 Dec, 2022 @ 4:53pm
BUG: Script Error, attempted to execute an effect on an unsupported scope! Event: tass.2
As reported by Dr. Nolegs.

[13:08:35][effect.cpp:613]: Script Error, attempted to execute an effect on an unsupported scope! Event: tass.2 Location: file: scripted effect apply_post_assimilation_effects at file: scripted effect total_assimilation_effect at file: events/tass_events.txt line: 84 line: 1 line: 1 Effect Type: set_citizenship_type Scope:type=planet
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Showing 1-7 of 7 comments
Knaughts  [developer] 1 Dec, 2022 @ 6:52pm 
From your helpful error message, I have a couple of suspects. But I can't fix the bug without being able to reproduce it. Can you share the save file that demonstrates the error?
Dr. Nolegs 1 Dec, 2022 @ 7:02pm 
Agh it has to be MP to check for that, I'll set up a test with only your mod tommorow since I cleared my OOS folder and my party went offline.
Last edited by Dr. Nolegs; 1 Dec, 2022 @ 7:03pm
Dr. Nolegs 1 Dec, 2022 @ 7:04pm 
If you can't test it on your own with someone else I'll set up testing tommorow.
Knaughts  [developer] 1 Dec, 2022 @ 7:05pm 
Does the error occur in any multiplayer game, or do I need to play a specific kind of empire?
Dr. Nolegs 1 Dec, 2022 @ 7:10pm 
It seems to occur in any (or accurately I cannot claim it's empire specific), although It happened with a player DA and player Hivemind near and at the start.

If it helps at all the player DA immediately turned TA off for their starting cyborgs.
The errors occurred in separate attempts always very early, once after a year (or two it's a bit hazy) and the other immediately.


While this update has a couple of OOS errors basegame, especially mid-game, checking the OOS error.log section came up with a lot of scope errors pointing to pops with notification that it was a random_count error. Removing this mod seemingly stopped the immediately issues. The OOS that I am attributing to this mod are entirely random_count OOS's.



I cannot be conclusive since I was more interested in playing with my friends at the time, instead of thoroughly checking between this mod and logs, but I can provide more conclusive testing tomorrow if such is required and not solved on your own.
Last edited by Dr. Nolegs; 1 Dec, 2022 @ 7:12pm
Knaughts  [developer] 2 Dec, 2022 @ 3:54pm 
I tested the mod in multiplayer, one player using DA, and we didn't see any out-of-sync errors in the first two years. Any further info you can provide would definitely be helpful!

There is a `random_list` call in my mod, but it's almost exactly copied from the vanilla assimilation event (action.65), with the word `assimilation` replaced with `total_assimilation`.
Dr. Nolegs 4 Dec, 2022 @ 9:51am 
Apologies then, I do love this mod quite a bit to apparently falsely flag a desync since it made a call that the error showed likely coincidentally.

I'll run this mod again in my sessions and make a greater attempt to test it in my next runs.
Last edited by Dr. Nolegs; 4 Dec, 2022 @ 9:52am
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