Stellaris

Stellaris

Sensible Late Game Techs
 This topic has been pinned, so it's probably important
Flamgino  [developer] 11 Jan, 2022 @ 6:57pm
Bugs
If you see any bugs, please let me know. Thank you.
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Showing 1-15 of 73 comments
Pherenetic 8 Mar, 2022 @ 11:37am 
Hi. I get the following errors from the IronyModManager:
Error at line: 1998 column: 2 file: common\technology\slgt_dark_matter_techs.txt. Please report this error to the author of the mod: Sensible Late Game Techs. Error message says: Error in common\technology\slgt_dark_matter_techs.txt: Ln: 1998 Col: 2 } ^ Note: The error occurred at the end of the input stream. Expecting: closing brace, statement or whitespace Other error messages: The clause opened at ("common\\technology\\slgt_dark_matter_techs.txt", Ln: 945, Col: 38) was not closed.
That's one of many. I'm currently trying to close the brackets manually.
I tried this with only this mod enabled so there should no other mod be interfering with it.
Last edited by Pherenetic; 8 Mar, 2022 @ 11:37am
Flamgino  [developer] 9 Mar, 2022 @ 11:54am 
Thanks. I closed those brackets and updated the mod, and stamped out a few other bugs that were popping up. Most of what's left *should* be cosmetic stuff related to the ship entities and weapon locators, which I intend to fix, but have been putting off. Please let me know if you spot anything else concerning.
Pherenetic 16 Mar, 2022 @ 2:40am 
Hello again, you are welcome and I found another thing :-D
The Megacarrier & prolong the suffering perk has the following "error": Instead of showing the resource (?) I only see "mod_country_sr_dark_matter_produces_mult: +10%"
Last edited by Pherenetic; 16 Mar, 2022 @ 2:41am
Flamgino  [developer] 18 Mar, 2022 @ 11:07am 
That's odd. You mean like a localization error? Are you playing with English language?

"country_sr_dark_matter_produces_mult" is the code being used in those perks, and that's a vanilla modifier. When I run the game, the tooltip I see is "Monthly Dark Matter: +10%", and that's an automatically generated tooltip. It's possible that maybe it isn't localized in some languages on the basis that the vanilla game doesn't use it. It could be overridden with a custom tooltip if that's the issue.
Pherenetic 18 Mar, 2022 @ 12:38pm 
I've changed to english since other mods had some localizaton issues as well. But this happens when only this mod is enabled and I start a new game. So there should be no other mod interfering with it. The weird thing is when I use the giga-structure mod as well it's correct.
Flamgino  [developer] 19 Mar, 2022 @ 10:59am 
Alright, I see the issue. The modifier is vanilla, but it's not localized by vanilla in any language. Giga localizes it, and I play with Giga, so I didn't notice any issue. I'll go ahead and localize the modifier in my files too and that'll be fixed with the next update.
Pherenetic 19 Mar, 2022 @ 12:20pm 
Great and Thanks :-) :steamhappy:
Sir Mayday 13 May, 2022 @ 2:59am 
With the release of 3.4, your mod causes some crazy-powerful psionic reactor to be the new default reactor (instead of fission reactors), even at game start.
Flamgino  [developer] 13 May, 2022 @ 8:07am 
Originally posted by Sir Mayday:
With the release of 3.4, your mod causes some crazy-powerful psionic reactor to be the new default reactor (instead of fission reactors), even at game start.

Thanks. That should be fixed now. Stellaris has changed how they limit ship quantities. It used to be that you'd limit the number of Titans or other ships the player can build by defining it in the ship, but they moved it over to a new data set called "default". Having ship quantity limits in the ship file threw an error which made Stellaris ignore ship sizes, and subsequently their restrictions.

This new system puts all the eggs in one basket, so if both myself and another modder try to change them, we'll conflict with each other. That means the safest way forward is to get rid of ship quantity restrictions entirely, for this mod.
Sir Mayday 13 May, 2022 @ 5:11pm 
Originally posted by Flamgino:
That should be fixed now.
Much obliged; carry on the good work.
doctornull 14 May, 2022 @ 6:11pm 
[21:02:45][district_type.cpp:353]: Invalid convert_to type slgt_district_inexplicable_rw_foundry for district type slgt_inexplicable_district_foundry [21:02:45][building_type.cpp:591]: Missing building Localization Key: resources [21:02:45][building_type.cpp:591]: Missing building Localization Key: resources_desc [21:02:45][building_type.cpp:649]: Building resources is missing texture gfx/interface/icons/buildings/resources.dds [21:02:45][building_type.cpp:591]: Missing building Localization Key: prerequisites [21:02:45][building_type.cpp:591]: Missing building Localization Key: prerequisites_desc [21:02:45][building_type.cpp:649]: Building prerequisites is missing texture gfx/interface/icons/buildings/prerequisites.dds

... and then I see two new building bugs, named "resources" and "prerequisites" in the buildings interface (at the bottom of the building list).
Vauthil 15 May, 2022 @ 8:09pm 
To follow up on the above, the problem is trying to apply the army_modifier through a triggered_planet_modifier in the slgt_building_armory from slgt_bully_origin_buildings.txt (line 764 is where the offending bit starts). Apparently Stellaris is not happy with trying that, fails, and malforms the rest of the building's entry so we get these dummy "resources" and "prerequisites" buildings available on every planet in every empire (which then of course spits the above error log since the "buildings" don't have proper assigned textures and localizations).
Flamgino  [developer] 15 May, 2022 @ 9:06pm 
Ah, man, you try and fix one thing.

Thanks guys, this is corrected now. Please let me know if you run into anything else.
doctornull 16 May, 2022 @ 7:30am 
Thanks for the fix!
Vauthil 20 May, 2022 @ 4:24pm 
Probably isn't outright breaking anything (I'm just doing a precheck in Irony before I hit play and saw this), but slgt_origin_events4.txt has a brace mismatch, presumably with capital_scope not having a closing brace (going by hierarchy).
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