Stellaris

Stellaris

Utopia Expanded Legacy
 This topic has been pinned, so it's probably important
Scarecrow  [developer] 9 Apr, 2017 @ 7:52pm
Issue Reporting
Please report any issues or crashes you may encounter whilst playing this mod, providing the following information:
  • What exactly you were doing when the bug/crash occurred.
  • Crash reports if you did CTD (found in Documents/Paradox Interactive/Stellaris/logs, I need error.log and exceptions.log, please provide link to external downloads since they are usually quite long files)
  • Mod list if you were running any other mods at the time.

Current Known Issues
  • The skeletal frames for the Dyson Ring Megastructure can sometimes be placed weirdly, however upon completion of the upgrade stage the problem fixes itself and the ringworld segments appear normal. Working on a fix.
Last edited by Scarecrow; 10 Apr, 2017 @ 8:02pm
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Showing 1-15 of 56 comments
Scarecrow  [developer] 11 Apr, 2017 @ 5:26am 
Originally posted by Karlov:
For an unknown reason, your mod crashes when I start the game.

https://docs.google.com/document/d/14U9-gMzaAESnXitWFCbnsuNBvycpdQu1epvqUZRnoxY/edit
https://docs.google.com/document/d/1LHgdhQ26zsLQP6E0-z9DVNjJhFKpHm7AOKaGkF_mjPg/edit
Both of these link are permission locked so I can't view them. Plus, I'm going to need a list of any other mods you are currently running.
Karlov 11 Apr, 2017 @ 5:37am 
Originally posted by Scarecrow:
Originally posted by Karlov:
For an unknown reason, your mod crashes when I start the game.

https://docs.google.com/document/d/14U9-gMzaAESnXitWFCbnsuNBvycpdQu1epvqUZRnoxY/edit
https://docs.google.com/document/d/1LHgdhQ26zsLQP6E0-z9DVNjJhFKpHm7AOKaGkF_mjPg/edit
Both of these link are permission locked so I can't view them. Plus, I'm going to need a list of any other mods you are currently running.

Oh... I already solved the problem - reinstalled the game.
Recognizable 14 Apr, 2017 @ 4:29pm 
All broken ringworlds are converted to size 10 habital segments when repaired rather than size 25 as normal. I'll post my modlist soon.
Originally posted by Recognizable:
All broken ringworlds are converted to size 10 habital segments when repaired rather than size 25 as normal. I'll post my modlist soon.
That's because the vanilla game defines all the non-habitable ringworld parts as size 10 instead of size 25
Arashi 15 Apr, 2017 @ 5:01pm 
Tier V and VI (FE) farms don't give the +1 Unity from the Agrarian Idyll civic. I'm not running any other mods that edit vanilla buildings.
Last edited by Arashi; 15 Apr, 2017 @ 5:02pm
Commodore Calculus 16 Apr, 2017 @ 12:51pm 
Having a slightly annoying issue. When I am upgrading/completing the dyson ring modules, am I unable to start building new ones. I can upgrade muliple modules at once, but only build a new one once ALL the upgrades are finished. From reading the discription, that might not be exactly intentional. Though I am not sure, it could be a conflict with NCS version 5.0? The only other mod I have installed.
It's intentional that the first stage can't be done simultaneously with other megastructure work.
okyriosy 16 Apr, 2017 @ 10:25pm 
Originally posted by Arashi:
Tier V and VI (FE) farms don't give the +1 Unity from the Agrarian Idyll civic. I'm not running any other mods that edit vanilla buildings.

I can confirm the issue.
Looking at the vanilla farm code, this piece of code produces unity:

produced_resource_trigger = { modifier = { has_civic = civic_agrarian_idyll resources = { unity = 1 } } }

You seem to have forgotten it :P
Icanari 16 Apr, 2017 @ 11:40pm 
Possible issue, when fixing / terraforming ringworlds, they arent made into 25 tiles, they seem to be random like other planets. Only mod which could possibly conflict would be Improved Megastructures, and i havent noticed any problems
AL|EN 19 Apr, 2017 @ 3:47pm 
@Scarecrow Thanks for this mod!

My Stellaris main game language isn't English and because you mod archive has only <xxx>_l_english.yml file, all strings are displayed as '<code>_<name>_<something>'
Players who use non-English language would be very happy to see proper texts displayed in English at least.

Could you please fix this problem?

You can do it by: copy <xxx>_l_english.yml into <xxx>_l_polish.yml AND renaming 'l_english:' to 'l_polish:' inside <xxx>_l_polish.yml.

Then repeat this for every non-English language.

Maybe you could create script to automate this proces to not forget adding missing translation files when you will update main <xxx>_l_english.yml files?
AprilsRealm 22 Apr, 2017 @ 9:38am 
Game freezes upone AI attempting to build an atificial planet.
Goldobsidian 27 Apr, 2017 @ 4:38am 
I have zero idea if its this mod or another one, but this is the only mod I have that effects ringworlds I think. I hit year 42 (2242, 01, 01) and every day, litterly every day that passes in game I get a message poping up saying "Ring World Completed - Ringworld construction completed. This asset is invalueable for our future. - Industrial systems will take 10 cycles until running at maximum capacity again" with a single button saying "confirmed" and hover text reading "2nd fleet, modifier added for 120 months, giving the following effects: "

I have no idea what prompted this, I havent even unlocked the creation of megastructures yet let alone began construction of anything.
Amadeus 30 Apr, 2017 @ 7:32pm 
l am unable to build additional ring worlds. l keep getting a "no_planet_colonisation" string.
NilusBavarius 9 May, 2017 @ 2:29am 
found missing change in the english localisation for the altered numbers which are typed manually and not linked to the stats themself:

think_tank_0_CONSTRUCTION_INFO_DELAYED:1 utopia.59.a.tooltip:0

The first refers to the common Stats (on Build Screen) and the second is linked to the Groik-Event

Oh, and same issue with the Dyson Sphere - Tooltip/ Build Menue Numbers not matching altered output!

Keep up the good work and hafe fun!
Last edited by NilusBavarius; 9 May, 2017 @ 2:31am
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