Stellaris

Stellaris

The Belt (v1.6.1 Adams)
xl Zema lx  [developer] 13 May, 2017 @ 8:19pm
BUGS - Please report here!
Will do my best to help, even if you find something small feel free to post it here! :)
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Showing 1-15 of 19 comments
Aeonys 14 May, 2017 @ 6:48am 
In the file the_belt_00_species_traits.txt on line 13 there is an unnecessary close bracket thingy, resulting in a glitched species trait appearing in the species trait selection screen.
Zyntax 14 May, 2017 @ 10:45am 
I get alot of errors from this mod.

So far it has given me a 3 gb error log file.

[19:27:25][trigger.cpp:481]: invalid scope for trigger. got [pop], expected {country}. file: events/belter_events_test.txt line: 102

[19:27:25][trigger.cpp:481]: invalid scope for trigger. got [pop], expected {country}. file: events/belter_events_test.txt line: 113

Is repeated over and over.
Aptronym 18 May, 2017 @ 8:34am 
Originally posted by Månis:
I get alot of errors from this mod.

So far it has given me a 3 gb error log file.

[19:27:25][trigger.cpp:481]: invalid scope for trigger. got [pop], expected {country}. file: events/belter_events_test.txt line: 102

[19:27:25][trigger.cpp:481]: invalid scope for trigger. got [pop], expected {country}. file: events/belter_events_test.txt line: 113

Is repeated over and over.

I'm having the exact same issue, it's filling up gigs of storage that I had to go and delete after playing it for hours!
xl Zema lx  [developer] 18 May, 2017 @ 10:05am 
I have no idea what the problem was, so i've basically just deleted that entire segment of event coding as it was intended to delay the Life Support system event, but i dont think it was actually working properly. Will test to make sure everythings working fine then I'll post an update.
Musashi 19 May, 2017 @ 11:46pm 
There's a problem with one of your files not updated to the new vanilla update. 00_on_actions.txt
Before the last patch the event Precursor was started on survey
You did not update the override to the changes made in the vanilla update.
Homozygote 20 May, 2017 @ 10:53pm 
I'm getting the new species event firing again and again... and again and again and again. I've got life support on all my asteroid colonies. Another issue is that each time it fires it creates a new species, even if I name them all the same, so now I've got a couple dozen 'human' species.
Homozygote 21 May, 2017 @ 12:11am 
Figured out the problem... Some of my pops have a happiness below 50%. I don't see why my pops belonging to the xenophobe faction should make them mutate into belters. So annoying, please fix this ASAP so I can keep playing.

EDIT: Sorry if this comes across as rude :P It's just that I only discovered this bug like 8 hours into a playthrough and it's pretty gamebreaking. Got a little frustrated. Enjoying the mod otherwise!
Last edited by Homozygote; 21 May, 2017 @ 2:32am
ShadySummer 21 May, 2017 @ 10:33am 
Hi wondering if anyone has had the same issue as me or know how to fix it.
Rather new to the game and modding it and love this mod BUT each time a new Belter is made, it changes my caste system to full citizenship (for my whole civ) and as you can imagine is making the game pretty hard to play.
Really dont want to remove the mod, does anyone have any ideas?

Thanks very much.
xl Zema lx  [developer] 22 May, 2017 @ 8:47am 
Currently studying for my finals right now, fixes will hopefully come in a few days but right now its not top of my priorities, sorry guys.

@homozygote - its not just because of your happines, if your habitability is also below 70% they will mutate, think i'll lower this threshold to 60% though. Furthermore, event shouldn't fire at all if you have gene modding, so hurry up and get down that society tech tree!

@ShadySummer - am going to be trying to fix this soon.

Jerry Berry 23 May, 2017 @ 6:16pm 
The "Effects of Low G" Event that creates a seperate species when you settle on astroids.. yea, that happened like ten times and turned every single pop of the astroid into a different specias and now that tab is flooded x'D
Hazel Horse 24 May, 2017 @ 6:52am 
@Risenneo: That appears to be a base game issue (e.g. same as pops gene modding themselves). There's a mod on the work shop you can get that lets you add a blank trait, then remove it to merge pops that are the same together.
zulu9812 28 May, 2017 @ 12:43pm 
from the error.log, is this from your mod?

[20:38:10][trigger.cpp:453]: Script Error, Checking trigger against an unsupported scope! Event: asteroid.4 Location: file: events/belter_events_new.txt line: 71 Trigger Type: has_planet_flag Scope:type=country id=0 random={ 402775727 402775727 } root={ type=pop id=651 random={ 402775727 402775727 } } from={ type=pop id=651 random={ 402775727 402775727 } } prev={ type=planet id=6 random={ 402775727 402775727 } root={ type=pop id=651 random={ 402775727 402775727 } } from={ type=pop id=651 random={ 402775727 402775727 } } prev={ type=pop id=651 random={ 402775727 402775727 } } } [20:38:12][trigger.cpp:481]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/00_buildings.txt line: 142 [20:38:12][trigger.cpp:481]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/00_buildings.txt line: 142 [20:38:12][trigger.cpp:481]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/00_buildings.txt line: 142 [20:38:18][trigger.cpp:481]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/00_buildings.txt line: 142 [20:38:18][trigger.cpp:481]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/00_buildings.txt line: 142 [20:38:18][trigger.cpp:481]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/00_buildings.txt line: 142 [20:38:23][trigger.cpp:481]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/00_buildings.txt line: 142 [20:38:23][trigger.cpp:481]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/00_buildings.txt line: 142 [20:38:23][trigger.cpp:481]: invalid scope for trigger. got [planet], expected {country}. file: common/buildings/00_buildings.txt line: 142
Old Man 8 Jun, 2017 @ 2:29pm 
The asteroid miner trait isnt giving me the 45% boost to habitability.
EDIT: through some play testing i narrowed the conflict down to 'More Tilesets' mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=804293993), weird conflict.
Last edited by Old Man; 8 Jun, 2017 @ 3:24pm
fred101j 27 Aug, 2017 @ 2:46pm 
my bugs include habitiblity and on some asteroids they dont get the modifier for being one
Amazing Mr. X 8 Sep, 2017 @ 1:32pm 
I've got a bug to submit. When the Preythorian Scourge takes an asteroid colony, the asteroid switches from being a habitat to a planet. This changes its model to a barren world and allows it to be terraformed into another type of planet when reclaimed by an empire. I don't believe this is intended behavior as asteroid systems are currently fair-game around Dyson Spheres but planet colonies are not. This could potentially lead to the permanent loss of multiple habitable colonies to the scourge or a permanent loss of possible megastructure build sites that were available prior to the end-game event. If any of the other end-game events function similarly then they're also likely to have the same problem.
Last edited by Amazing Mr. X; 8 Sep, 2017 @ 1:32pm
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