Stellaris

Stellaris

Extragalactic Invaders
 This topic has been pinned, so it's probably important
HappyRoach  [developer] 26 Feb, 2024 @ 2:33pm
Bug report
Please leave any errors you notice here.
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Showing 1-8 of 8 comments
Если предтеч баол или зрони (и, скорее всего, любой другой археологически-направленный) то игра не создаёт раскопку, делая невозможным их получение.
Parciwel 18 Jun, 2024 @ 2:27pm 
the error log gives this error:
[23:19:14][eventmanager.cpp:441]: Corrupt Event Table Entry - in events/egi_base_event.txtline: 1365
This usually means the syntax is wrong earlier in the file (e.g. wrong number of { or }, non-existent curly brackets effects)

I took a quick look but didn't immeadiatly find anything wrong. You might want to take a look at fixing that, as the error usually means that the event just won't work.
Came across it while working on my own mod.
Rykerth 23 Jun, 2024 @ 6:16pm 
For some reason all the planets i see have 0 habitability
HappyRoach  [developer] 24 Jun, 2024 @ 9:48am 
Originally posted by Rykerth:
For some reason all the planets i see have 0 habitability
A graphical bug in the game itself. Stellaris incorrectly calculates the percentage of inhabitance for your race, because before the first colony is founded, you have no population, so it has nothing to count. This is impossible to fix from the mod side. After the first colony is created, everything will be back to normal.
HappyRoach  [developer] 24 Jun, 2024 @ 9:49am 
Originally posted by Parciwel:
the error log gives this error:
[23:19:14][eventmanager.cpp:441]: Corrupt Event Table Entry - in events/egi_base_event.txtline: 1365
This usually means the syntax is wrong earlier in the file (e.g. wrong number of { or }, non-existent curly brackets effects)

I took a quick look but didn't immeadiatly find anything wrong. You might want to take a look at fixing that, as the error usually means that the event just won't work.
Came across it while working on my own mod.
Accidentally missed an extra sign in the global space. Will be fixed in the update :d
FleetOfWarships 10 Jul, 2024 @ 12:19pm 
Not 100% certain this mod is at fault but as a machine consciousness the various council positions that are usually filled by nodes are instead filled by other leaders that I can't remove and the others are empty outright. Might be due to not having a home planet for the ruler to be on if I had to guess.
FleetOfWarships 10 Jul, 2024 @ 12:21pm 
Also this mod should have the First Contact dlc as a requirement since the starting science ships you get have cloaking technology which is tied to that dlc and is inaccessible without it.
HappyRoach  [developer] 11 Jul, 2024 @ 12:09am 
Originally posted by FleetOfWarships:
Not 100% certain this mod is at fault but as a machine consciousness the various council positions that are usually filled by nodes are instead filled by other leaders that I can't remove and the others are empty outright. Might be due to not having a home planet for the ruler to be on if I had to guess.
I'll see what might be wrong.
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