Stellaris

Stellaris

Strange New Worlds
docflamingo  [developer] 30 Jun, 2016 @ 4:09pm
BUG REPORTS
If there is any trouble with the mod please report it here.
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Showing 1-15 of 15 comments
shaunus82 6 Jul, 2016 @ 7:02am 
I have a problem in my recent game with things not spawning such as the Pirates and Space Monsters. With the pirates, I get the "Birth of Space Piracy" event, but they never spawn. Also, I'm only ever seeing Space Ameobas, and no other creature seems to spawn, and I'm trying to find out what is causing this to happen. I'm not saying that it is a problem with Strange New Worlds, but if you could possibly shed any light on what is causing this, I would be very grateful.

I'm using the following mods:

Downscaled Ships
0-Downscaled Ships (New Ships Types fix)
Border Patrol
Creatures of the Void Variations
Crystallis Ship Modules Expansion
Empire Essentials Lite
Epic Explosions
Expanded Colours [120 New Colours]
Extended Traits
Flags : Emblems & Backgrounds
Incognito Incognita
More AI Personalties
New Ship Classes & More ( I was using Warships Redux, but had the same things happening)
No Clustered Starts
Plentiful No Sector Cost
Sol Unleashed
Strange New Worlds
Subdued Borders
The Blorg
The Quintissential British Name List
YBeautiful Battles Companion
ZBeautiful Battles
docflamingo  [developer] 6 Jul, 2016 @ 7:24am 
I don't have the problem with SNW and this is the first report I've had of it. I am not familiar with "Creatures of the Void Variations" but the title jumps out at me regarding your issue. I will download it (and "Border Patrol") and look at the files to see if there is an obvious conflict. I will report anything I find back here.
docflamingo  [developer] 6 Jul, 2016 @ 7:25am 
I see Creatures of the void is just a portraits mod so that can't be it. Still looking. And Border Patrol is just a spaceport module... I am at a loss here. I'm sure it isn't SNW as it doesn't touch the files involved in events or space creatures butclearly you have a conflict someplace along the line. Try running the game without downscaled ships and its companion. that might be conflicting with More ship types and let me know how that turns out.
Ornery Lurker 24 Jul, 2016 @ 3:03pm 
Recently encountered a bug with the land reclamation edict,... someone, somewhere in the galaxy keeps using it and causing a crash. Entirely unsure what is causing it and where, so more details shall follow (used mod list further on, it's long). But for reference the error in question;

[12:22:19][trigger.cpp:499]: invalid scope for trigger. got [country], expected {planet}. file: common/edicts/land_reclamation_edict.txt line: 9,10, 11.

This occurs numerous times over but unfortunately Stellaris doesn't do a very good job of either identifying location or the nature in question. Makes it quite a pain in the ass seeing as how I also use s ♥♥♥♥ ton of other mods at the same time. I don't even know where to begin really, I'd just like some pointers/advice and/or back up trying to ferret this out. Also of note and very, very much relevant, searches for "reclamation" turns up no results in the mods folder, or anywhere in the game files for that matter.
In all honesty I suspect I might have gotten borked on installation like a dumb ass. Freshly reinstalled Sterllaris from scratch too. So in the mean time I''ll try and fix the issue or figure out more information but it'll be at least a day before I can get the list of suspects adequately narrowed down.
(I wouldn't really call this a bug, more,... troubleshooting?)

3 to form federation
All ftl methods unlockable
Arachnoid pack variations
Autism Namelist
Beautiful Colors [138 Colors]
Binary Systems
Border Patrol
Cat Portraits Dimorphism
Cinematic Camera
Civillian Trade
Creatures of the Void Portrait Unlock
Creatures of the Void Variations
Crystallis Ship Modules Expansion
Deposite Creator
Design Everything / Station BUFF
Distributed Sensor Arrays
Dual Resource Building
Empire essentials Lite
Enhanced AI
Enhanced Fleet Upgrade Time
Enhanced Galaxy Orange
Expanded Spaceport
Expanded System Names
Extra Events
FTL Music
Fallen Empire Surface Building
Faster Leader Pool Replacement
Federation Leader Notification Mod
Fix for broken Shields
Fixed vassal opinions
Four Ethics
Fox Leader Mod
Fox Protraits Dimorphism
Gift of Immortality
HomeworldFlags
HomeworldMusic
ISB Standalone - Doomsday Weapons & Ships
ISBS - Micro Jump
Improved Population
Increased Leader Skill Cap
Influence Gain Edicts
Mass Effect - Geth Species
Mecha Armies
More City Types (Legacy)
More Leader Traits
More Technologies
Multiple Crisis
New Ship Classes & More
Nights on PLanets
No Naval Capacity Cap
No Outpost Influence Maintenance
No Spaceport Maintenance
Planet Finder
Planetary Modifiers Extension
Playable Robots
Polished Primitives
Protectorate integrations
Reduce Aura Graphics
Remove Spaceport Modules
Remove stranded foreign stations
Repeatable Genetics
Researchers Gain Traits
Ringworld Construction
Sector Cost Reduction
Shadow's Belle and Bellicosity - Vanilla Tech Cost
Special Blend V2.0
Stellar Energy
Stellar Performance
Strange New Worlds
System Variety - Galactic Wonders
System Variety - Glaxy+Cluster mod
TFW's Bunch of Ship Parts
Tech Expansion - Synthetics
The Lost Fleet, Alliance ship names
Upgrade Primitive Buildings
VanillaPlusEvents
Vassal Influence Benefits
Vintage Logos Emblem Pack
XC - Survey and Analysis
Advanced Buildings
missile weapons fix
usefulfighters

And about plus two thirds/double that in downloaded but not enabled mods. Which shouldn't be a problem, not that it'd be a surprise anyway.
docflamingo  [developer] 24 Jul, 2016 @ 6:03pm 
Mama Mia, that's a big list o'mods! (lol) My folder looks much the same. ;) The first suggestion I have is either re-install the game (which it seems you have done) or re-verify the game files which you should do anyway once in a while as Stellaris is problematic in terms of files getting corrupted from adding mods--I've had to do it a few times to clear issues up.

First thing to look for is are you using any mods that do full replacements of the same files--this will invariably cause trouble. Right now I have SNW do a full replacement on the society tech as it seemed to clear-up a problem with the Land Reclamation tech not showing up for some people when it was a stand-alone file. I am currently working on the code to see if I can find another solution that requires less drastic means. I may end up- stripping that element from the mod and simply advising people to use the separate mod for that feature alone.

The only really good way to be sure which mods are conflicting, unfortunately, is to deactivate everything and run some partial games with just a select few active to figure out what combination is problematic. Now, when this crash issue occurs, about how far into the game are you and is the play-time fairly consistent in terms of it showing up?
docflamingo  [developer] 24 Jul, 2016 @ 6:07pm 
Planetary Modifiers Extension looks like a possibile problem combination with SNW--check which files it replaces and see if there are any repeats. Stellar Energy will kind of work with SNW but they both provide the same functionality so I would try removing that as well. Also binary systems is now default with 1.2.1 so you can just loose that one.
docflamingo  [developer] 24 Jul, 2016 @ 6:11pm 
ALSO! Try unsubscribing from the mod, exiting and re-starting Steam, and re-subscribing to the mod. It could just be a bad download which Stellaris is also prone to now and again.
Ornery Lurker 24 Jul, 2016 @ 7:49pm 
Typical time frame,... varies slightly but remains consistent The last few times I've run into it were at years 40 and 41 on the dot. Recently upped the stakes in my latest game, larger map of 1500 stars and ring shape. Made it to 65 years, and combined with the Cluster mod I suppose I can at least say that the way the AI uses it works as intended! I imagine it will be faster with smaller/more crowded maps with that in mind.
That's about what I feared for trying to isolate the conflict though, and is the main hold up for me. While my game runs well, it's the start up that's sluggish and unresponsive.


PME appears to replace 00_planet_modifiers and 00_static_modifiers, plus the localisation file modifier_I_english. SNW appears to merely append it's own files so they technically shouldn't interfere.
In the meantime I've got a couple of duplication problems at the moment to sort out, which could have something to do with gunking things up.
Last edited by Ornery Lurker; 25 Jul, 2016 @ 7:14pm
danreuben 30 Jul, 2016 @ 8:01am 
Colonization tech tooltip descriptions all read as artic.
docflamingo  [developer] 30 Jul, 2016 @ 10:09am 
@denialb: I'm doing an update later today--I'll go in and look at that.
docflamingo  [developer] 30 Jul, 2016 @ 10:36am 
@denialb: I couldn't find the issue in the mod so I looked at the base files--that issue is actually caused by Stellaris itself--they have them all linked to the arctic description for some reason. A new patch is comming so hopefully that will be fixed. If not by then I'll do it myself and include it in the mod.
danreuben 30 Jul, 2016 @ 7:58pm 
@docflamingo Actually I found a reference to the linked decriptions in your Empire Essentials Lite mod within the technology_l_english.yml. I figured it was coming from SNW. So I assume you will want to update that to fix if Paradox does not patch it. Thanks for the great mods.
apx1701 13 Aug, 2016 @ 3:56am 
Hi
Is it compatible with the "No Clustered Starts" ?
docflamingo  [developer] 13 Aug, 2016 @ 12:24pm 
@apx1701: Not sure off hand but not if it replaces any of the following files:

*common/deposits/ 00_deposits.txt
*common/planet_classes/00_planet_classes.txt
*common/solar_system_initializers/empire_initializers.txt
*common/solar_system_initializers/prescripted_species_systems.txt
*common/traits/00_habitability_traits.txt
*common/tile_blockers/00_tile_blockers.txt

Hope that helps.
MHarmless 20 Aug, 2016 @ 1:24pm 
When I mouse over habitability traits, each has pc_asteroid_s_habitability (and m, barren, barren_cold) listed, at 50%, without descriptive text. Also, found a species starting on a barren world, conqured them, and they had no planet background (the part up top where cities go). I was a plantoid at the time, maybe related?

Is there a dependancy on another mod as well maybe?
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