Stellaris

Stellaris

A Deadly Tempest [3.14.☠]
 This topic has been pinned, so it's probably important
FirePrince  [developer] Mar 26, 2020 @ 1:13am
Compatibility and Bug Reports
If you have encountered strange situations or have seen something looks like bug, please describe it here.

It could be helpful if you include:
  1. Your mod list. (You could share a created collection on Steam or your could post the dlc_load.json (same for settings.txt). So a compatibility patch can be created or instructions can be given.)
  2. Screenshots that could help to explain the situation (at least also for point 1, if you couldn't fulfill).
  3. For sharing files, it would be the best to contact me on Discord[discordapp.com], e.g. you can upload your error.log (can be found under Documents\Paradox Interactive\Stellaris\logs)

Compatible

Not yet compatible
Planned build-in compatibility:
These mods are currently more or less in conflict (but I'm about to resolve this):


Supported

Overwritten vanilla files
This mod and the main features should be savegame compatible (apart from graphical changes and the L-Cluster rollout and open event).
events\gray_goo_events.txt common\scripted_effects\gray_goo_effects.txt common\bypass\00_bypasses.txt common\component_templates\00_utilities_aux_distant_stars.txt common\component_sets\00_utilities_distant_stars.txt common\deposits\04_distant_stars_deposits.txt common\megastructures\05_gateways.txt common\megastructures\lgate.txt common\section_templates\gray_goo.txt common\ship_sizes\14_graygoo_ships.txt
Some key objects from "events/distant_stars_events.txt" are also touched (mainly for the L-Drake).

This mod should be theoretically compatible with most mods that don't modify Distant Stars DLC heavily (so there should be very low mod conflict potential.

If you found some issues, try the Irony Mod Manager and let me know.

For modders: There is a mod-flag you can recognize this mod:
has_global_flag = a_deadly_tempest_mod_active
You can also join:

Thank you for using this mod and giving feedback. :)
Last edited by FirePrince; Sep 15, 2024 @ 10:23pm
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Showing 1-15 of 139 comments
Ragnarok Mar 29, 2020 @ 7:27am 
Nanite living metal tech doesn't actually give anything that can let you make living metal from nanites.
Also there's a W slot on motherships that is useless if you haven't decided to waste an ascension perk on the Colossus Project.
FirePrince  [developer] Mar 29, 2020 @ 10:17am 
@Ragnarok Fix is incoming immediately!
TheEmperor Mar 29, 2020 @ 7:59pm 
Mod is very much not compatible with Upper limits mod as both mess up the others nanite production facilities otherwise everything is fine as far as i am able to tell though
FirePrince  [developer] Mar 30, 2020 @ 1:19am 
Originally posted by Officer03:
Mod is very much not compatible...
Thanks for the hint, I've added the incompatibility section, which I plan to solve all.


@Ragnarok: Fix is in, removed also this one Gray Warship full exaggeration.
Last edited by FirePrince; Apr 3, 2020 @ 6:39am
FirePrince  [developer] Apr 3, 2020 @ 6:38am 
@Officer03
Sorry but I found no incompatibility, can you be more concrete!? There is only a nanite factory which turns rare crystals (and volatile motes and exotic gases) into nanites. This mod has Nanite Foundries which turn minerals into nanites (also the living metal forge has no conflict).
QOMRADEQUEER Apr 7, 2020 @ 10:36am 
Uh, hi! I'm not sure if this is entirely the fault of Deadly Temppest (as I used it in a previous game and did not have this issue), but I've gotten to a point where, despite having L-Gates in my territory, the game doesn't acknowledge them and I'm unable to activate them. I can't even force the special activation project to appear because the popup just tells me I need an L-gate in my territory. I've tried rebuilding the station, taking other l-gate systems with console commands, etc.

Thoughts? Possible issue with a recent mod update? Vanilla BS?

FirePrince  [developer] Apr 8, 2020 @ 4:52am 
Originally posted by Magus:
Thoughts? Possible issue with a recent mod update? Vanilla BS?
Not really, which other mods you have? The special event can only fired once.
So this must be all false to start the event regularly:
trigger ={owner={has_country_flag=encountered_first_lgate has_event_chain=l_cluster_chain has_global_flag=l_cluster_opened}}

And starts this:
effect ={start_lcluster_chain=yes}
And this must be true:
trigger ={has_lgate=yes}
Last edited by FirePrince; Apr 9, 2020 @ 3:32am
TheEmperor Apr 13, 2020 @ 7:01pm 
well i guess i will just have to try again and it may just have been something else bugging i guess but when i activated both mods i somehow wasnt able to build either nanite factory as in i could research both techs but i just couldnt build any of them they werent even in the menu or anything
DN3 Apr 15, 2020 @ 2:58pm 
GAME FREEZE/CRASH With your mod turned on. No idea why, tried to troubleshoot it but to no avail.
Always crashes on the 18th.
SaveGame:
https://www.dropbox.com/s/yv0lnv1iohe9aqw/TEMPEST%20CRASH%2018th.sav?dl=0
Mod List we were running:
https://steamcommunity.com/sharedfiles/filedetails/?id=1825739176
FirePrince  [developer] Apr 15, 2020 @ 10:32pm 
Originally posted by DN3:
Mod List we were running:
/sharedfiles/filedetails/?id=1825739176
Thats a lot of mods. Can you send me the crash/error log from /crashes!? Are the Gray Tempest active?
PS: You can also try to set A Deadly Tempest below the Crisis Manager!?
Last edited by FirePrince; Apr 15, 2020 @ 10:47pm
FirePrince  [developer] Apr 16, 2020 @ 2:08am 
I found a bug and fixed it: you should test this:
effect ={set_timed_global_flag={flag=CmtFlagLgateOpenedNow days=30}}
DN3 Apr 16, 2020 @ 4:37am 
Yes it is but none touch the tempest with the exception of crisis manager and yes tried disabling that, same result.
Yes the Grey Tempest is active, many worlds already have become balls of metal by their hand :D

No crash report to speak of far as i can tell, just straight freezes solid and only way out is essentially ALT+F4(tried letting it run, no result) Also memory usage shoots up to 11.2GB Both me and friend had it stop at exact same memory usage. Files requested below, we couldn't find anything at all saying anything about your mod.
https://www.dropbox.com/sh/ja7pboiebakty8v/AACDXeb5SHssSnIm_kC9eRWaa?dl=0

Tried already setting mod load order in last place and many other placements, same result, just tried again with your latest update 16/04/2020 10AM GMT update, same result.

Originally posted by FirePrince:
I found a bug and fixed it: you should test this:
effect ={set_timed_global_flag={flag=CmtFlagLgateOpenedNow days=30}}
Had no effect, same result, freeze on same day.
Also worth noting that mod worked fine in our previous save game, same mod list used, this was before 2.6.3 but highly doubt that has bearing to this issue lol
Last edited by DN3; Apr 16, 2020 @ 4:48am
FirePrince  [developer] Apr 16, 2020 @ 6:59am 
I uploaded a hotfix again, if this is not working you must kill the entire Tempest. There should be an option in the Crisis Manager!? And also for new creation.
I could reproduce this, it can happen one times again and you should wait some time. After 1-2 min the game can continue and the loop dissolves. Oh man, worst case scenario indeed.
Last edited by FirePrince; Apr 16, 2020 @ 7:10am
TuhWat Apr 16, 2020 @ 2:33pm 
I'm also having the issue that Magus is having, and I had it in a previous run whilst using this mod. Despite having a L-gate in my territory, and the 7 insights, the game doesn't recognise me possessing an L-gate. If I force the events to open the L-cluster, I am unable to go through any of the gates.
DN3 Apr 16, 2020 @ 3:43pm 
Originally posted by FirePrince:
I uploaded a hotfix again, if this is not working you must kill the entire Tempest. There should be an option in the Crisis Manager!? And also for new creation.
I could reproduce this, it can happen one times again and you should wait some time. After 1-2 min the game can continue and the loop dissolves. Oh man, worst case scenario indeed.

Yeah we found that out immediately that we could kill it and get past that trouble date with Crisis Manager, except we opted not to do that was the easy way out for us, plus just saying that and not bug reporting doesn't solve whatever happened. And i opted to obviously not just move on from such a mod/game breaking thing.
We just ended up disabling the mod in the end as just deleting the Tempest seemed like a cop-out.
We will try re-enabling it again in our next MP save, just really hope this problem doesn't come back to haunt. Also undecided as of yet whether to re-enable it for our current save-game for that sweet sweet nanite tech but oh well.

Latest fix/update[16/04/20 2:59PM GMT] to the mod didn't change the outcome of the save-game file.
Must say though we do love your mod, it adds so much to the tempest, as well as a risk reward to them and do hope the fix(s) you found hopefully eliminates this particular problem in the future.
Much thanks for you help though!
Last edited by DN3; Apr 16, 2020 @ 3:46pm
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