Stellaris

Stellaris

More Home Systems [OUTDATED] New version is separate workshop item
Malthus  [developer] 22 Aug, 2016 @ 8:10am
Bug Reports
Please report your bug as detailled as possible, add pictures if possible and your error log would help as well.
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Showing 1-15 of 77 comments
Caesar 22 Aug, 2016 @ 8:53am 
Thank you in advance for any help you can provide. For some reason whenever I try to start a game using Re´etii System the game simply crashes when I hit start. I've tried some of the other systems at random and don't have any problems (granted, I haven't tried them all, but I've tried several). There isn't really any more detail to the glitch. I select that system in the empire creation edit, click done, go to start a game, and Stellaris simply crashes. There are a few error reports from my attempts to use that particular system in this mod, however this is the most recent error report I could find (again, I'm using a mac, so I'm not sure how helpful it will be if most of the work here is done on Windows):


I think this must be it. I went directly to the error logs, looked for the ones that gave the most recent time and have copied all of them that have that time:

[11:17:36][effect_impl.cpp:4700]: invalid modifier "swarm_strength_insane". file: events/crisis_events_1.txt line: 420

[11:17:36][effect_impl.cpp:4700]: invalid modifier "swarm_strength_hard". file: events/crisis_events_1.txt line: 428

[11:17:36][effect_impl.cpp:4700]: invalid modifier "swarm_strength". file: events/crisis_events_1.txt line: 433

[11:17:36][effect_impl.cpp:4700]: invalid modifier "exd_strength_insane". file: events/crisis_events_2.txt line: 115

[11:17:36][effect_impl.cpp:4700]: invalid modifier "exd_strength_hard". file: events/crisis_events_2.txt line: 123

[11:17:36][effect_impl.cpp:4700]: invalid modifier "exd_strength". file: events/crisis_events_2.txt line: 128

[11:17:36][effect_impl.cpp:4700]: invalid modifier "exd_strength_insane". file: events/crisis_events_2.txt line: 2069

[11:17:36][effect_impl.cpp:4700]: invalid modifier "exd_strength_hard". file: events/crisis_events_2.txt line: 2079

[11:17:36][effect_impl.cpp:4700]: invalid modifier "exd_strength". file: events/crisis_events_2.txt line: 2084

[11:17:36][effect_impl.cpp:4700]: invalid modifier "exd_strength_insane". file: events/crisis_events_2.txt line: 3356

[11:17:36][effect_impl.cpp:4700]: invalid modifier "exd_strength_hard". file: events/crisis_events_2.txt line: 3366

[11:17:36][effect_impl.cpp:4700]: invalid modifier "exd_strength". file: events/crisis_events_2.txt line: 3371

[11:17:36][effect_impl.cpp:4700]: invalid modifier "ai_strength_insane". file: events/crisis_events_3.txt line: 447

[11:17:36][effect_impl.cpp:4700]: invalid modifier "ai_strength_hard". file: events/crisis_events_3.txt line: 455

[11:17:36][effect_impl.cpp:4700]: invalid modifier "ai_strength". file: events/crisis_events_3.txt line: 460

[11:17:36][effect_impl.cpp:10873]: set_building uses inexistent building: none

[11:17:36][effect_impl.cpp:10873]: set_building uses inexistent building: none

[11:17:36][effect_impl.cpp:10873]: set_building uses inexistent building: none

[11:17:36][effect_impl.cpp:10873]: set_building uses inexistent building: none

[11:17:36][effect_impl.cpp:10873]: set_building uses inexistent building: none

[11:17:36][effect_impl.cpp:10873]: set_building uses inexistent building: none

[11:17:36][effect_impl.cpp:10873]: set_building uses inexistent building: none

[11:17:36][effect_impl.cpp:10873]: set_building uses inexistent building: none

[11:17:36][effect_impl.cpp:10873]: set_building uses inexistent building: none

[11:17:36][effect_impl.cpp:10873]: set_building uses inexistent building: none

[11:17:36][effect_impl.cpp:4700]: invalid modifier "nomad_strength". file: events/nomad_events.txt line: 174


Last edited by Caesar; 22 Aug, 2016 @ 9:21am
Malthus  [developer] 22 Aug, 2016 @ 9:29am 
Ok, there is no single entry referring to my mod. Could you test, if starting a new game with said system works while only my mod is activated. I do not really have any idea what kind of incompatibility could cause such a crash but we should check this first as everything is working fine for me.

If it works without any other mods activated, start reactivating them one by one and test until you find the mod that is incompatible
Last edited by Malthus; 22 Aug, 2016 @ 9:31am
Caesar 22 Aug, 2016 @ 9:35am 
Okay, I apologize for all of the trouble.
Malthus  [developer] 22 Aug, 2016 @ 9:40am 
I did not say your problem is not caused by my mod. We just have to try ruling out any obvious possibilities.
Caesar 22 Aug, 2016 @ 9:41am 
So, the error report created with no other mods active basically refers to how all of my custom empires using more trait and ethics points and custom colors for flags aren't valid. Still crashed as well.
Malthus  [developer] 22 Aug, 2016 @ 9:42am 
please start with no custom empires
they to not work without your other mods activated. create a new empire that works like vanilla.
Caesar 22 Aug, 2016 @ 9:50am 
I actually didn't start using a custom empire as they were all unavailable with only your mod active. It still crashed and produced an error report that simply referred to those issues, probably saying why the empires weren't appearing. I think I may just give up on trying to figure it out for now, as I'm at a loss to explain how it can crash with no other mods active and have the error reports seem to refer to anything but your mod.
Caesar 22 Aug, 2016 @ 9:52am 
I may try to figure it out again at a later date and time, but at this point I don't want to waste your time as even the error reports produced at the time of the game crashing don't refer to anything relevant.
Malthus  [developer] 22 Aug, 2016 @ 9:53am 
I wish i could help you but unfortunately i cannot find out why it is crashing for you with the available information :(
Caesar 22 Aug, 2016 @ 9:57am 
I know. I appreciate your attempt. I just can't see anything except references to the other mods I'm using, even when they were not active. As I said, as much as I'd like to get this fixed, I don't want to waste your time if I can't even find useful information in the error report. The error report with your mod as the only one active referenced excess trait and ethics points, invalid colors, and other information relating to various mods.
Malthus  [developer] 22 Aug, 2016 @ 9:59am 
this happens because your custom empire try to get these ressources and cannot find them as they are deactivated
Caesar 22 Aug, 2016 @ 10:09am 
I know, I'm guessing that it was the game being confused over their existence with the mods deactivated, which was why they didn't show up. However, why the game continued to crash with a vanilla empire choosing that system is beyond me, as is why out of all the reference it shows nothing that seems to be related to your mod. Oddly, the only reference I can find is to one of the systems that I can get to work in the game:

[11:51:10][persistent.cpp:34]: Error: "Unexpected token: change_entity, near line: 55
" in file: "common/solar_system_initializers/mhs_daedalus.txt" near line: 55
[11:51:10][persistent.cpp:34]: Error: "Unexpected token: change_entity_scale, near line: 56
" in file: "common/solar_system_initializers/mhs_daedalus.txt" near line: 56

Everything else refers to ship modules, stations, ship classes, etc.
Malthus  [developer] 22 Aug, 2016 @ 10:13am 
ok but still the daedalus system works for you and you have the ringworld planet right?
Malthus  [developer] 22 Aug, 2016 @ 10:14am 
which language are you using?
Caesar 22 Aug, 2016 @ 10:15am 
Yep.

Glancing through the latest error report is tedious, however I did also find this:

[11:50:09][pdx_localize.cpp:1162]: Expected quotation mark (") at end of line 141 in localisation/More_Home_Systems_l_english.yml
[11:50:09][pdx_localize.cpp:1162]: Expected quotation mark (") at end of line 142 in localisation/More_Home_Systems_l_english.yml
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