Stellaris

Stellaris

Multiple Origins
Bug Reports
Lithoid meteorite from Calamitous Birth is appearing with the Here Be Dragons Edict even as a biological empire gestalt.
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Showing 1-15 of 19 comments
Hmm this seems to persist before even selecting a edict. I've checked that it is related to this mod and lithoid meteor colony ships seem to exist across all empires.
rolfey1328  [developer] 12 May @ 2:50am 
hey thanks should be fixed now
Sakarra 13 May @ 8:17am 
Hi there. I've noticed that i can no longer discover any precursors when having multiple origins selected. Used subterraneans as base + overtuned, machinists and "on the shoulders of giants".
rolfey1328  [developer] 14 May @ 12:20am 
@Sakarra hey the on the shoulders of giants origin blocks you from finding precursors until you finish its story. Was it still a problem after that?
Sakarra 14 May @ 1:35am 
Originally posted by rolfey1328:
@Sakarra hey the on the shoulders of giants origin blocks you from finding precursors until you finish its story. Was it still a problem after that?
Havn't tested it yet, but thats surprising. That didn't happen before 4.0.
rolfey1328  [developer] 14 May @ 5:16am 
I dont know about that, but its also listed on the wiki
Nineflames 14 May @ 11:51am 
The mod instantly crashes the game for me. Doesn't even make it to the title screen. Maybe an incompatibility with Linux? Kind of weird though, this has so far only happened to me with Stellaris Evolved...
rolfey1328  [developer] 14 May @ 12:47pm 
Is it happening constantly? I get occasional crashes but I thought those were just due to the instability of the update
Nineflames 14 May @ 11:54pm 
Originally posted by rolfey1328:
Is it happening constantly? I get occasional crashes but I thought those were just due to the instability of the update

The game doesn't even start. It just gets stuck at 100% loading when booting up and then crashes before I even get to the title screen. Tried it with only this mod enabled and it still happens, so yeah. Also tried it on another machine just to be safe and it's the same issue there. Haven't had that happen with any other mod on 4.0 so far, and the only other time I've ever seen something like that was with Stellaris Evolved which is specifically not Linux-compatible for some reason.

Didn't have this issue with the older version of this mod for 3.12. I just tried booting up the game with it and it does so without issue, though it obviously doesn't work as intended in 4.0 anymore. How would I even troubleshoot this? Does Stellaris keep crash logs somewhere?
rolfey1328  [developer] 15 May @ 12:29am 
Yeah I don't have linux so I can't really test why. If you know why stellaris evolved isn't compatible it would give me something to work with. You're testing with just this mod and no others enabled right?

crash logs are here on windows: C:\Users\your name\Documents\Paradox Interactive\Stellaris\logs

the error.log is usually the most helpful
Veltas 16 May @ 5:11pm 
with only this mod enabled and nothing else in my playset, my load screen reaches 100% and then crashes before the title menu would appear.

error.log showing --

[20:08:21][metascript.cpp:166]: Compiling source for failed for missing args: weight

[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 500, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 501, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 860, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 864, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 865, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:809]: Script Error: Invalid scripted effect: ai_weight at file: common/edicts/mulori_decision_edicts.txt line: 866

[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 933, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:809]: Script Error: Invalid scripted effect: ai_weight at file: common/edicts/mulori_decision_edicts.txt line: 934

[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 966, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:4589]: Could not find ship size mulori_corvette specified for create_ship effect at file: events/mulori_decision_misc.txt line: 172!
[20:08:22][script_lists.h:743]: Empty every_country effect at file: events/mulori_decision_misc.txt line: 317, no effects are executed


if it matters, i have all DLC

hope it helps, i am curious to try this out sometime :)
Nineflames 17 May @ 12:23am 
Okay, after way too much trial and error I managed to narrow down the cause for the on boot crash. It's in the file common/buildings/mulori_00_capital_buildings.txt. When I comment out the


inline_script = { script = buildings/on_all_capital_buildings }


lines on the three habitat captial buildings the game launches and I can start a run with all edicts enabled. Sometimes it crashes anyway, but that's probably a different issue related to activating literally every origin available lol.

Here's the crash log when buildings/on_all_capital_buildings is NOT commented out: https://pastebin.com/Z39TLjTr

And here's an error.log that resulted from successfully starting a run and activating all edicts without crashing. At first glance it looks like the Starlit Citadel edicts has a few more issues: https://pastebin.com/0RKnPjxG

While doing all of this I also found a few additional errors. In some files it complains about malformed tokens because the variables aren't set at the top of the file, defense armies aren't properly spawned on habitat capitals, and so on. Just though I'd let you know.
rolfey1328  [developer] 17 May @ 2:20am 
Hey that's really impressive that you narrowed it down. Are you running the mod just by itself?

I'm a bit confused as the defence army stuff and the inline script stuff is all vanilla code, so it should be working I assume??

But it seems like if you comment the capital building script your buildings wouldn't upgrade properly
Just by itself, yeah. No idea why it's listing other mods in the error log. I basically just looked at which files were listed in the log and moved them away one by one until the game managed to start. Then took a closer look at the culprit until I found the offending line.

As for the defense army stuff, looking at the vanilla files it seems the command should be planet_defense_armies_add, not defense_armies_add.

Regarding the issue with the inline script, I presume all changes in the capital_buildings file are for Void Dwellers? What exactly is changed there that might cause problems with the inline script? And why do the capital buildings for habitats need to be changed in the first place? At a cursory glance it doesn't seem like the other multiple origin mod for 3.12 touches them.
Last edited by Nineflames; 17 May @ 2:38am
Actually, looking at the code side by side, it seems the changes to the habitat capital buildings are all for Knights? In which case, wouldn't it be possible to make the Knights edict replace the default capital with a modded one that doesn't overwrite the vanilla capitals? At the very least, renaming the buildings to, say, building_hab_capital_knights etc. stops the crash on my end as well.
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