Stellaris

Stellaris

『 3.9 』Actual Stellar Systems
 This topic has been pinned, so it's probably important
T145  [developer] 30 Dec, 2022 @ 6:01am
Bug Reports
For when things go bump in the night!

Please include the following details:

  • Other mods you're playing with
  • Your mod load order
  • System specs

If the problem is graphical, please include the following:

  • Screenshots
  • Any graphical game settings
  • Graphics driver version

For those who don't have a platform to host images, you can use Steam! Review this guide to learn how to upload screenshots.

You can also create an issue on the Github repository[github.com]!
Last edited by T145; 3 Feb, 2023 @ 3:13pm
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Showing 1-15 of 25 comments
Acorn 31 Dec, 2022 @ 9:28pm 
M-class red giant star systems don't have illumination on the planets, I would add a screenshot but I don't know how to do it, thanks!
T145  [developer] 1 Jan, 2023 @ 8:14am 
Originally posted by Acorn:
M-class red giant star systems don't have illumination on the planets, I would add a screenshot but I don't know how to do it, thanks!
I've added instructions on how to add screenshots. Apart from that, can you post any other mods your playing with, graphical game settings, system specs, and graphics driver version?
T145  [developer] 1 Jan, 2023 @ 1:23pm 
You could also try these settings to see if it fixes the issue: https://www.reddit.com/r/Stellaris/comments/4im9q2/how_i_improved_my_framerate_by_40_fps/

Be sure your graphics driver is up to date!
Acorn 1 Jan, 2023 @ 2:12pm 
Screenshot: https://ibb.co/4YD1r2r

I fixed it by loading this mod after yours, not sure if it will cause any trouble in the future, working fine by now:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891787560

My specs:

Windows 10 Pro 64-bit
CPU AMD Ryzen 5 3600,
RAM 32,0GB Dual-Channel DDR4 @ 1599MHz (16-18-18-36),
Motherboard Micro-Star International Co. Ltd. B350M BAZOOKA (MS-7A38),
Graphics KG272 S (1920x1080@120Hz) 8176MB ATI AMD Radeon RX 6600,
GPU Driver version: 22.11.2

*The game is running in DX9, borderless window (full screen)
Last edited by Acorn; 1 Jan, 2023 @ 2:13pm
T145  [developer] 1 Jan, 2023 @ 3:56pm 
I already have Starlight integrated, so you don't need that "patch." I've looked through it's code and it doesn't perform a full port.
Acorn 1 Jan, 2023 @ 4:32pm 
Noted, thank you, the only mods i have installed right now are this one, "Stellaris Texture Pack 2k" and the "starlight toxoids version".

If the error can't be replicated on your side, please, just tell me what you need if you think it's worth checking. Thanks!

P.S. The lighting bug happened before installing that patch so it doesn't seem to be the cause, but it "fixes it" somehow if loaded after your mod.
Last edited by Acorn; 1 Jan, 2023 @ 4:44pm
T145  [developer] 1 Jan, 2023 @ 6:24pm 
Originally posted by Acorn:
Noted, thank you, the only mods i have installed right now are this one, "Stellaris Texture Pack 2k" and the "starlight toxoids version".

If the error can't be replicated on your side, please, just tell me what you need if you think it's worth checking. Thanks!

P.S. The lighting bug happened before installing that patch so it doesn't seem to be the cause, but it "fixes it" somehow if loaded after your mod.

Try v1.8.6 and let me know if that fixes everything. There were some weird sound events in the star entities that I didn't think were necessary and removed in a recent update to restore sounds when you zoom in on stars, but I guess they were being used to force graphics updates.
Acorn 1 Jan, 2023 @ 11:50pm 
Still not working unfortunately, but i isolated the file that is fixing the problem, when i add this file alone (rs_star_entities.asset) from the "Starlight for Toxoids" mod, it seems to fix the issue,
i hope it helps somehow.
Last edited by Acorn; 1 Jan, 2023 @ 11:53pm
T145  [developer] 2 Jan, 2023 @ 8:05am 
Originally posted by Acorn:
Still not working unfortunately, but i isolated the file that is fixing the problem, when i add this file alone (rs_star_entities.asset) from the "Starlight for Toxoids" mod, it seems to fix the issue,
i hope it helps somehow.
That file is specifically for Real Space compatibility, so something doesn't add up here..
Acorn 2 Jan, 2023 @ 4:03pm 
This is a clean instalation, no DLCs, no Mods + "Actual Stellar Systems" starting a new game on my end:

https://postimg.cc/YjTbJtcH
Acorn 2 Jan, 2023 @ 4:22pm 
I edited the .asset file and just by adding this lines from rs_star_entities it works again as intended :steamhappy:


entity = { # M Giant
name = "m_giant_star_class_star_entity"
pdxmesh = "star_mesh"

default_state = "idle"
state = { name = "idle" animation = "idle"
start_event = { node = "planet" light = "m_class_star_core" }
event = { time = 0.0 node = "planet" particle = "m_class_star_particle" keep_particle = no trigger_once = yes sound = { soundeffect = "amb_star_fusion" } }
event = { trigger_once = yes sound = { soundeffect = "space_ambient" } }
event = { trigger_once = yes sound = { soundeffect = "falling_star" } }
event = { trigger_once = yes sound = { soundeffect = "space_ambient_layer_02" } }
}
scale = 1.0
}

P.S. it only works when added in a new .asset file, i tried to edit it inside your file: "_star_entities.assets" and it isn't working in that case.
Last edited by Acorn; 2 Jan, 2023 @ 4:36pm
T145  [developer] 2 Jan, 2023 @ 7:56pm 
I figured it out! My assumption was that giant M stars just use M assets, which was close. As it turns out, m_giant_star_class_star_entity was added in the Distant Stars DLC! Stellaris loads files in alphabetical order, so it worked when you had it in "rs_star_entities" b/c that got loaded after "_star_entities." The _distant_stars_star_entities.asset is in a different folder, so my guess is that it loads after "_star_entities," which is why your changes got invalidated. Now I can patch that and the T class stars, too!

I dub thee an official beta tester. Rise, Beta Acorn!
Acorn 2 Jan, 2023 @ 9:32pm 
Glad to be of help!

You can also fix the black holes by adding this or something similar, in their current state they don´t emit light either, the "looking realistic" premise is that in stellaris all black holes have accretion discs so they should emit, mostly x-rays but also a bit of visible light, it is more aesthetic looking too in my humble opinion but I leave that at your discretion.

entity = {
name = "black_hole_entity"
pdxmesh = "black_hole_new_mesh"

scale = 1
default_state = "idle"
state = {
name = "idle" state_time = 5
event = { trigger_once = yes sound = { soundeffect = "blackhole_hum_idle" } }
start_event = { node = "planet" light = "neutron_star_core" }
}
locator = { name = "planet" }
attach = { "planet" = "black_hole_rings_entity" }
attach = { "planet" = "black_hole_grav_lens_entity" }
attach = { "planet" = "black_hole_grav_animation_entity" }

game_data = {
size = 1.0
bloom_factor = 5
}
}
Last edited by Acorn; 2 Jan, 2023 @ 9:33pm
thoth 4 Jan, 2023 @ 6:05pm 
Lighting is broken around the O-Class stars from Gigastructural Engineering. I assume it's just because this mod disables the vanilla lighting system, and therefore anything outside the vanilla star classes doesn't have values for the new lighting engine to use. I don't really mind since the black planets juxtaposed against an extremely bright star looks kinda cool, even if it's not quite accurate.
Last edited by thoth; 4 Jan, 2023 @ 6:05pm
T145  [developer] 4 Jan, 2023 @ 7:23pm 
Originally posted by catboy gaming:
Lighting is broken around the O-Class stars from Gigastructural Engineering. I assume it's just because this mod disables the vanilla lighting system, and therefore anything outside the vanilla star classes doesn't have values for the new lighting engine to use. I don't really mind since the black planets juxtaposed against an extremely bright star looks kinda cool, even if it's not quite accurate.
I've uploaded a bugfix: let me know if it's fixed! Be sure this gets loaded after GE.
Last edited by T145; 4 Jan, 2023 @ 7:24pm
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