Stellaris

Stellaris

More Events Mod
 This topic has been pinned, so it's probably important
Malthus  [developer] Jul 18, 2016 @ 10:30am
Bug Reports
Please try to be as precise as posible when reporting your problem so we can find and fix it as soon as possible.
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Showing 1,336-1,350 of 2,192 comments
HattlingHattoru Apr 17, 2021 @ 4:31am 
Hi! I'd like to report a bug. At the Start of the game once the day ticks over, the game is flooded with blank event boxes all seemingly originating from this mod (checked with debugtooltip). Once going through all the event boxes, they return again once the game starts running again.

Likely a compatability error with a mod I'm using and I'm just the big dumb but I thought I'd report it just in case.

This only happens when MEM is on and doesn't happen when MEM is off.

Mods used when discovering this bug in Mod load order:

Dynamic Mod Menu (3.0.*)
!!Universal Modifier Patch (3.0.*)
!!!Universal Resource Patch [2.4+] - Note: 3.0.* compatible
Expanded Gestalts: Forgotten Queens - Note: 3.0.* compatible
All Unique System Spawns And All 3 Caravaneers 2.8.X - Note: 3.0.* compatible
Less Likely Unification - Note: 3.0.* compatible
Two and a half Ascension by kERHUS [RELOADED]
10x Relic Slots
Storypack: The Nyblax and the Collector - Note: 3.0.* compatible
L-Cluster Plus - Note: 3.0.* compatible
Guilli's Planet Modifiers and Features - Note: 3.0.* compatible

More Events Mod - Note: 3.0.* compatible

Slower First Contact - Note: modifies 3.0.* First Contact features to take longer
Void Dwellers Expanded 3+ - Note: 3.0.* compatible
Void Dwellers traits: Ring World & Modded Habitats Fix - Note: 3.0.* compatible
Automated Exploration Unlocked 2.8.1
Stellaris Against Humanity (Name list)
Animated Pardus Species (portraits)
Clearer Occupied System Markers (UI change)
Midas Apocalypse Golden Colossus - Note: 3.0.* compatible
Spaceshiba (Portraits)
Marauders Remodeled - Note: 3.0.* compatible
Flags in the void - Note: 3.0.* compatible
Relic Collection War (vastly increases chance of stealing a Relic after ground assault on enemy capital)
Hatter's Edits (+1 Civic Slot at empire creation, Enables Barbaric Despoilers and Reanimated Armies for MegaCorps)

Screenshots:
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777132
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777186
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777218
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777250
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777280
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777313
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777346
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777715
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777857
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777747
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777778
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777819
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777895
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777915
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777956
https://steamcommunity.com/sharedfiles/filedetails/?id=2459777976
https://steamcommunity.com/sharedfiles/filedetails/?id=2459778015
https://steamcommunity.com/sharedfiles/filedetails/?id=2459778044


Malthus  [developer] Apr 17, 2021 @ 5:08am 
Thank you, those pictures were a great help. I checked the history of our github commits and found that all related files had been reworked according to script changes in the current game version.

What you see in your game is the result of corrupted event tables. This happens when the game cannot interpret effects. Everything after that part then results in the above.

Everyone of those is working correctly in the current mod version though, which means that your launcher failed to properly download the updated version. After every update there are some people who got these issues and it is always a hassle to solve it.

You could try to unsubscribe, resubscribe, reloading the mod within the launcher and so on. I have not yet found a reliable way of solving this problem in every case.
Last edited by Malthus; Apr 17, 2021 @ 5:12am
edy2021 Apr 17, 2021 @ 10:16am 
Hey I was playing the more events mod with the faint hearted backwater origin. I got an event saying there was architecture that matched my civilization's pre-Vorazun menace style, I sent a team down and they were captured. I got a notice that they were hailing me from the surface but never got a popup,


Edit: honestly If I could get the event spawn Console Comand if love to try again to spawn the event to see if it happens again
Last edited by edy2021; Apr 17, 2021 @ 10:38am
Malthus  [developer] Apr 17, 2021 @ 11:06am 
I do have a slight feeling that that event was unfinished. I wasn't aware it made it into the release version. Basically the origin is just there to work as an off switch for the vazuran crisis. The events were meant to give it a little bit more fluff but were never finished unfortunately.
edy2021 Apr 17, 2021 @ 11:10am 
Oh ok awesome, thanks!
InvIzIble Apr 17, 2021 @ 12:05pm 
Not sure if bug or new feature - starting as "Rebirth" - starts with the same two "Ancient planet-modifiers": "Precursor eternal fortress" and "Precrusor bunker grid". Should others spawn two, or leaving this two moifiers was a decision for balance?
Last edited by InvIzIble; Apr 17, 2021 @ 12:06pm
Malthus  [developer] Apr 17, 2021 @ 12:55pm 
Originally posted by InvIzIble:
Not sure if bug or new feature - starting as "Rebirth" - starts with the same two "Ancient planet-modifiers": "Precursor eternal fortress" and "Precrusor bunker grid". Should others spawn two, or leaving this two moifiers was a decision for balance?
"Rebirth" does not ring a bell for me. Is it an origin or something else. If the former, then it is definitely added by an other mod.
InvIzIble Apr 17, 2021 @ 1:16pm 
Originally posted by Malthus:
Originally posted by InvIzIble:
Not sure if bug or new feature - starting as "Rebirth" - starts with the same two "Ancient planet-modifiers": "Precursor eternal fortress" and "Precrusor bunker grid". Should others spawn two, or leaving this two moifiers was a decision for balance?
"Rebirth" does not ring a bell for me. Is it an origin or something else. If the former, then it is definitely added by an other mod.
Sorry, messed up with my modset, per this moment was sure "More events.." also gives a couple of origins)
Malthus  [developer] Apr 17, 2021 @ 1:27pm 
We do add a few origins, but none of them is named "Rebirth".
Ragnarok Apr 18, 2021 @ 7:41am 
Originally posted by InvIzIble:
Not sure if bug or new feature - starting as "Rebirth" - starts with the same two "Ancient planet-modifiers": "Precursor eternal fortress" and "Precrusor bunker grid". Should others spawn two, or leaving this two moifiers was a decision for balance?

90% sure this is a Guili's Planet Modifiers origin judging from those Precursor buildings.
LemurFromTheId Apr 19, 2021 @ 12:34am 
Hey, I'm getting a repeating first contact from mem_wdpr_system (Indomitable Battlegroup?). I assigned an envoy to deal with the new contact, but on success, it just starts from beginning, i.e. I get a new first contract report and as I click "Interesting." my envoy is already on the case.
Nefarious Apr 19, 2021 @ 7:02am 
Originally posted by LemurFromTheId:
Hey, I'm getting a repeating first contact from mem_wdpr_system (Indomitable Battlegroup?). I assigned an envoy to deal with the new contact, but on success, it just starts from beginning, i.e. I get a new first contract report and as I click "Interesting." my envoy is already on the case.
I have the same issue. Establishing communications through console command does not work.
Siryphas Apr 19, 2021 @ 2:58pm 
Hey, so we've been using your mod for a long time, but my friends and I started playing the new Nemesis DLC and it seems that your mod causes us to Desync after anyone makes First Contact with anything. I'm not sure if this is a common issue or just one we're experiencing, but if there's a fix we'd love to know! Thanks!
AlienFromBeyond Apr 19, 2021 @ 8:28pm 
You need to update the 00_colony_types.txt file in the mod, it's overwriting the changes 3.0 made to them with the old version, which affects about half a dozen of them!
naulve Apr 19, 2021 @ 10:37pm 
Hi,
I believe I have found a bug with the Death World event. After i went through all the events and got to the last part to either bombard the planet or to use ground forces to remove the hostile animals, I chose to go with the ground forces. After I finished that nothing had happened. I continued to add ground forces to see if there was a certain limit to trigger it but it hasn't been triggered at all so far. I had even tried to send a research vessel to see if I can choose the other option but I couldn't. Thank you for your time on this mod, it really is fantastic!
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