Stellaris

Stellaris

Sol System Expanded
 This topic has been pinned, so it's probably important
Lion  [developer] 23 Sep, 2017 @ 2:41am
Bug Reports
Report any bugs you have with my mod in this thread. Include any relevant information that helps me to reproduce the bug. This includes the version of your game, starting options, and any other mods you've used that might conflict.
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Showing 1-15 of 16 comments
Snowmech 24 Sep, 2017 @ 9:11am 
I am currently finding a bug where the screen will freeze up and the entire screen acts as iff it is trying to move to the next system view. I am using Useful Stations, Board That Ship, Sol System Expanded, Autobuild, !Mod Menu, and Admiral Level Skills. It seems to occur with any selection. I am also using standard settings with a 4 arm spiral gen.
Price 4 Jun, 2018 @ 6:40pm 
I want to terraform mars into a continental world, but all I can terraform it to is a tomb world
Lion  [developer] 5 Jun, 2018 @ 5:53am 
@CactusFantastico: That's weird, since the Mars in Sol System Expanded is the same as the one in the default Sol System: a terraformable Barren World, so it should be terraformable to any liveable planet with the Climate Transformation technology. My guess is that it's some other mod that changes the rules for terraforming.
Petty Roosevelt 18 Mar, 2019 @ 8:31pm 
Running into a bug where Saturn's rings go on walkabout. At first I thought they were gone until I located them out in the Kuiper Belt of all places...Dunno what's going on but I think the culprit is Real Space. Using the compatibility patch doesn't seem to do anything to fix it. Have been able to reproduce numerous times while I was trying to figure out what was doing it, though I couldn't always find the rings afterward. Using the system with extra moons/TNOs, if that matters.

MODS:
Sol System Expanded
Real Sol Textures (+compat patch)
Real Space 3.2
Petty Roosevelt 18 Mar, 2019 @ 8:41pm 
Originally posted by Flagmauth:
Running into a bug where Saturn's rings go on walkabout. At first I thought they were gone until I located them out in the Kuiper Belt of all places...Dunno what's going on but I think the culprit is Real Space. Using the compatibility patch doesn't seem to do anything to fix it. Have been able to reproduce numerous times while I was trying to figure out what was doing it, though I couldn't always find the rings afterward. Using the system with extra moons/TNOs, if that matters.

MODS:
Sol System Expanded
Real Sol Textures (+compat patch)
Real Space 3.2

Also, I should note that I have tried this with and without the version that is meant to be compatible with Real Space. The issue happens regardless.
Lion  [developer] 19 Mar, 2019 @ 9:05am 
@Flagmauth: I think the Saturn from Real Sol Textures isn't compatible with Real Space 3.2. I've added a check to the compatibilty patch so that the Saturn from Real Sol Textures isn't used whenever Real Space is also loaded. I've uploaded the changes to the patch, the rings seem fine here, you need to start a new game though.
Petty Roosevelt 20 Mar, 2019 @ 2:27pm 
Doesn't seem to have fixed the issue - though it has made Real Sol Textures Saturn revert to vanilla texture even without Real Space...somehow.

EDIT: Further testing seems to indicate this is a problem with Real Space, so never mind. Sorry to bother you.
Last edited by Petty Roosevelt; 20 Mar, 2019 @ 8:13pm
TurtleShroom 25 Sep, 2019 @ 11:32am 
I'm not sure what I am doing wrong, but I haven't seen any Solar System or Deneb men spawn for months. I use your Mod and the Real Sol Textures Mod (with its compatibility patch enabled). These are the only ones that edit the Vanilla rendition Solar System Initialized files.

However, when I start a game with no men in Deneb or the Solar System, I usually see the Primitive Earth System. It doesn't use your version. I can tell because Pluto is missing. Why?

I can force humans to start with the earth or Deneb if I set a proper Human empire to "SPAWN = ALWAYS", but I would prefer that it be done naturally.
Lion  [developer] 25 Sep, 2019 @ 2:13pm 
@TurtleShroom: The only thing overriden by this mod is the sol_system_initializer, which I've only added to resolve some compatibily issues with other mods. The initializer for Deneb is deneb_system and isn't touched by this mod. The spawning of Deneb is controlled by humans2 in prescripted_countries\00_top_countries.txt, if it doesn't spawn naturally, it's probably either the game itself or some other mods that prevent it.

The spawning of other AI humans is controlled by the event game_start.1 (located in events\game_start.txt), which also isn't overriden by this mod, and the systems spawned by those use other initializers (special_init_03 and special_init_04), so that's why you don't see Pluto in them.
Nukacolared 18 Apr, 2020 @ 11:48am 
Hello. I have a bug to report. I have done extensive testing and it isn't another mod. This issue occurred even when only this mod was installed by itself. I have an issue where if I spawn in the Sol system, whether default or SSE (I spawned in default Sol to test this out with this installed as well) and I have a mod that changes the type of planet that your capital is (Inflection Point for example which does not change planet preference), then the guaranteed habitable world will be that planet type. For instance, I started a game with the Inflection Point origin from that mod which starts your capital planet as an Ecumenopolis and also used this your mod. The guaranteed habitable planets however, are also Ecumenopolis's. I tried to see if this issue was related to their mod which I found it wasn't and then found it was this one.

I also tested with other starts that change the home planet type besides preference and found that anytime I was using this mod and starting in Sol whether default or SSE that the guaranteed habitable worlds were the type that were from the origin I was using. I tested it with the Remnant origin, and tomb world origin. These all changed the guaranteed habitable worlds to the type your capital spawned as instead of planet preference. I tested both with Sol, Sol from SSE, random system, and Deneb. I found that anytime Sol was used with something that changed the starting planet type, that the guaranteed habitable worlds were those types of planets.

The mod I was using doesn't change preference. He said that his mod runs a script that just sets the starting planet as an Ecumenopolis and also sets the planet blockers and different events that are supposed to occur on the planet.

Also, using regular Sol without this mod does not cause this issue.

I don't know if their is anyway this can be fixed as I am not a coder. I am not assuming it would be easy either, or even possible as I do not know enough in this area. However either way, I just wanted you to be aware of it.
Last edited by Nukacolared; 18 Apr, 2020 @ 11:53am
Lion  [developer] 12 May, 2020 @ 2:59pm 
@Nukacolared: Thanks for making me aware of this. It should have been resolved with the latest version now.
Nukacolared 13 May, 2020 @ 6:53pm 
Thank you I will test it.
Ironhelm 17 Sep, 2020 @ 10:05pm 
Ceres isn't considered a "Barren planet" by the game for some reason, despite being a barren planet, which prevents the construction of a dynamic core igniter,(Gigastructures) and because it's not an asteroid, i can't build an asteroid habitat either (Planetary diversity submod). could you look into adding the appropriate tags so the game considers it a barren planet or reverting it to an asteroid please?
Dukkokun 8 Mar, 2021 @ 6:45am 
I'm getting this error in Irony Mod Manager, FYI. Typo in the code.
https://i.imgur.com/QhFVlZo.png
MagiCyber 13 Aug, 2021 @ 8:23pm 
I think the problem with Ceres might be its planet class. I changed it from "pc_barren_cold_dwarf_no_orbit" to "pc_frozen" and it seems to be less bugged now although I havent tested it yet.
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