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Be sure your graphics driver is up to date!
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)
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.
i hope it helps somehow.
https://postimg.cc/YjTbJtcH
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.
I dub thee an official beta tester. Rise, Beta Acorn!
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
}
}