Stellaris

Stellaris

Space Exploitation
169 kommentarer
TeeInKay 29 jun, 2023 @ 5:50 
specifically this issue happens when i have ROCI in the collection but i cannot duplicate it without ROCI.. making another test pair right now tbh, and i joined ur discord so maybe i can find a way to use ROCI, because i want both is and orbital infrastructure in my playthrough. without Space Exploitation every playthru is unsatisfying
TeeInKay 29 jun, 2023 @ 5:41 
well i am trying to use ROCI and my game crashes sortof, when i add the ROCI after a month or 2 but usually in minutes my graphics bug and my whole screen is compressed to the top right 10% of the screen, I'd love to figure it out but i am barely beginning to code stellaris
James Fire  [skapare] 24 jun, 2023 @ 13:10 
What compat issue?
TeeInKay 23 jun, 2023 @ 11:04 
Man I'd love to have this mod back. It's a really great mechanic that I want to use but I have a compatibility issue w ROCI.
AOD_Danitoba 16 jan, 2023 @ 23:32 
There used to be a mod on here that seriously expanded starbases potential. it allowed me to upgrade my stations a couple tiers beyond vanilla, it brought all kinds of module options like asteroid miners, multiple solar arrays, alloy production, science specialty modules, and loooads of military options. I dont remember what the mod name is called, and i cant seem to find it now, on my new computer. so im looking for a substitute. and this seems to be a good one.
Thanks for developing this!
James Fire  [skapare] 15 feb, 2022 @ 0:24 
This mod will no longer be receiving updates.

It is now a Module in Rise Of Cosmic Industry https://sp.zhabite.com/sharedfiles/filedetails/?id=2670609971
The Wizard of Nova Scotia 14 feb, 2022 @ 11:56 
i also have noticed that only some of my colonies are auto upgrading
James Fire  [skapare] 27 nov, 2021 @ 23:05 
Are you sure their production isn't increasing? It's had issues before...
James Fire  [skapare] 27 nov, 2021 @ 23:03 
If you don't do anything for the Automation Settings, it should build as soon as you have enough stockpiled resources (When it checks. It checks once a month, on various days)
anitachall 27 nov, 2021 @ 14:11 
I see. When I manually colonise and build mines, it appears to work, but it doesnt seem that the automation is working on my end. What in particular does the game need in order to auto-build these, any resources I might be forgetting to allocate?
James Fire  [skapare] 27 nov, 2021 @ 8:00 
The UI shows *planets* that are colonized by the mod, not *deposits built* by it.
anitachall 26 nov, 2021 @ 23:49 
I'm experiencing a problem where deposits are not being built. I've tried using auto-build, fiddling around with the minimum stockpile, etc. I know the mod is working because it says there is one mineral station from the mod, but it just doesn't seem to be making any more.
DemonicVoid 13 nov, 2021 @ 2:50 
Minerals, alloys and energy were no problem. I wanted to build mining colonies, so no exotic resources were needed. And also when the player is queueing colonies to be build, the required resources are supposed to be taken from the players stockpiles or from the mods stockpile?
James Fire  [skapare] 12 nov, 2021 @ 20:55 
What resources? They require minerals, alloys, and energy.

Which ones are queued? Research requires exotic gases in addition to the normal resources.
DemonicVoid 11 nov, 2021 @ 13:16 
Hello, about the queue colonies, I have resources and no colonies arent getting build. It just says that 6 colonies queue and nothing happens.
Kaerius 4 nov, 2021 @ 15:36 
My bad, it was actually Faster Ship Speed.
James Fire  [skapare] 4 nov, 2021 @ 14:25 
I don't touch the cost of anything. I don't touch Unity. I don't touch leaders.

Resources being 0 stockpiled all the time might be me. You should be able to fix it by using the minimum stockpile settings. In the Terminal, hit the Gear button in the Automation section.
James Fire  [skapare] 19 okt, 2021 @ 15:23 
Fixed
James Fire  [skapare] 19 okt, 2021 @ 14:52 
Well, good news. I used all those mods and got a crash.

Since I can replicate, I can try fixing.
Willem 1 okt, 2021 @ 5:55 
@James Fire With @Sergio's mod list I've been able to narrow down the issue to seven possible matching mods:

UI Overhaul dynamic
Expanded Stellaris Traditions
Galactic Community Expanded
Gigastructural Engineering & More
Dynamic Political Events
More Events Mod
Universal Modifier Patch
James Fire  [skapare] 29 sep, 2021 @ 0:29 
@Smile and @mistyfree if you two are watching

After looking at it, I think I may have found an issue.

So in short, it does not say you're not the system owner. It says you, as the system owner, do not meet the requirements there. That is, it believes you don't have enough stockpiled resource.

So going deeper into why it might think that, and taking a hint from it thinking you have 0 stockpiled resources, is because it never got the value for your stockpiles.

This is probably because I don't expect people to use solely the decisions, so I forgot some code to fetch those values. I've now fixed this, so it should fetch those values and refresh them every so often. You can also make it refresh the values by opening and closing the UI.
Willem 28 sep, 2021 @ 18:13 
@James Fire, Tried it at Game Start, Crash, tried it later on, Crash, so it's GOT to be some kind of Mod Conflict, I have nearly 100 Mods, so I'm gonna need the other Modlists to narrow it down.
James Fire  [skapare] 28 sep, 2021 @ 17:55 
Also, are you all trying it right at game start? Does waiting a couple days avoid it?
James Fire  [skapare] 28 sep, 2021 @ 17:54 
Everyone *except* me has it? Lovely.

Well, modlists then.
Willem 28 sep, 2021 @ 17:06 
I have the cogwheel crash issue too, @Sergio @Leviathan can you give a list of your mods so i can compare it with mine? It might narrow down the conflict if at least one of our mods is on all three lists, because I smell a Mod Conflict, especially since @James Fire is unable to replicate it.
James Fire  [skapare] 25 sep, 2021 @ 13:51 
I don't know what I can do. I'm unable to replicate.
Sergio 25 sep, 2021 @ 13:12 
I have notice the same issue as Leviathan. My game crashed after clicking on the cogwheel
James Fire  [skapare] 24 sep, 2021 @ 11:02 
@Leviathan This mod uses a custom UI, which is apparently the cause of a desync, regardless of what you do in it. You'll have to wait for paradox to fix them.

Uh... that's an interesting crash. I can't say I've ever had it, or had it reported though :D
Leviathan 24 sep, 2021 @ 0:50 
Crash-Report:
When clicking the cogwheel Symbol in the Settings Menu next to Automation, Game crashes.
Mods active: Space Exploitation and Dynamic Mod Menu.
Situation: Day 1, not unpaused yet.
Leviathan 24 sep, 2021 @ 0:29 
how stable is this in multiplayer(regarding desyncs)? anyone tested?
Smile 18 sep, 2021 @ 1:20 
Here a screencap
https://skr.sh/sA64rurdoKO?a
James Fire  [skapare] 17 sep, 2021 @ 14:15 
Same response. Screencap of the tooltip?
Smile 17 sep, 2021 @ 14:10 
Same problem as mistyfree
James Fire  [skapare] 13 sep, 2021 @ 16:21 
... it says you're not the system owner? Can i have a screencap of that tooltip?
mistyfree 13 sep, 2021 @ 15:46 
I'm unable to establish colonies in my capital system after starting a new game, I can see the option in the decisions tab and mousing over it, it tells me I'm not the system owner and all the following 'arithmetic trigger' are all apparently not greater than 0.00, Is this a bug or mod conflict?
James Fire  [skapare] 6 sep, 2021 @ 8:22 
Yeah, I was thinking it's not me. You're the only one who's reported such a thing.

It *could* be me, as I do the starting colonies at that time, and it is possible to overload the script system and cause the crash, but I have never run into that issue with this mod.
greensniperhat 5 sep, 2021 @ 1:20 
gahhh, it might not be your mod after all, I had it removed and it still crashed at day 3.
Now I'm confused, since yesterday I managed to get a game running fine?
greensniperhat 4 sep, 2021 @ 23:35 
alrighty, wait like 2-3 days and I might be able to supply that info.
James Fire  [skapare] 4 sep, 2021 @ 23:34 
If you could crash it again, and then get me that, I'd be able to see where it actually died.
greensniperhat 4 sep, 2021 @ 23:27 
oof, already overwritten, tested my own mod (already removed space exploitation) several times after that.
James Fire  [skapare] 4 sep, 2021 @ 23:26 
Can you give me the game.log from C:\Users\USERNAME\Documents\Paradox Interactive\Stellaris\logs ?
James Fire  [skapare] 4 sep, 2021 @ 23:25 
Hmm, well then.
greensniperhat 4 sep, 2021 @ 23:13 
I had one before I removed it where I tried slowest speed and it still crashed at day 3.
James Fire  [skapare] 4 sep, 2021 @ 22:59 
Does it crash if you don't use Fastest?
greensniperhat 4 sep, 2021 @ 19:57 
nope, works fine after removal.
James Fire  [skapare] 4 sep, 2021 @ 18:00 
Error log is irrelevant with crashes. Does it continue to crash with this mod removed?
greensniperhat 4 sep, 2021 @ 4:14 
My games always ctd at 3rd day in, this is what's last at the error log:

[18:11:31][trigger_impl.cpp:8674]: check_variable_arithmetic: variable exploit_energy_tracking is not set for scoped country 'Corporate Stars of Metrak' at file: file: file: file: events/Space Exploit AI events.txt line: 26 line: 1 line: 1 line: 1
[18:11:31][trigger_impl.cpp:8674]: check_variable_arithmetic: variable exploit_energy_tracking is not set for scoped country 'Corporate Stars of Metrak' at file: file: file: file: common/decisions/Space Exploit decisions.txt line: 182 line: 1 line: 1 line: 1
James Fire  [skapare] 1 sep, 2021 @ 20:18 
It shouldn't. Do the decisions not show up at all, or are you unable to click them?
Dinomaxus 1 sep, 2021 @ 17:10 
Well, I can't build minor colonies on planets which are in a system with a colonized planet with more than 10 pops. Does real space mod break this one?
James Fire  [skapare] 20 jul, 2021 @ 14:30 
Okay, well, I'm still unable to replicate.

However, I have added some checks to something that may be responsible.