Stellaris

Stellaris

! Casako's Framework & Modmenu
The Illusion 23 Oct, 2021 @ 7:41pm
[ENG] Errors
Trying to reduce the amount of errors in my log, and found this mod cause quite a lot of them.
Examples:

Color Maps are not currently supported in TGA images

Error: "Malformed token: UPPER_LEFT, near line: 260" in file: "interface/zzzzzzzzzzzz_mui_main_bottom.gui" near line: 260

In z_modmenu_core_test_evts: Country Event with id: z_modmenu.1103:
There is an empty "clear_variable"

Hope this helps reduce error spam :)
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Showing 1-11 of 11 comments
Kasako'小傘  [developer] 18 Mar, 2022 @ 8:30am 
Originally posted by The Illusion:
Trying to reduce the amount of errors in my log, and found this mod cause quite a lot of them.
Examples:

Color Maps are not currently supported in TGA images

Error: "Malformed token: UPPER_LEFT, near line: 260" in file: "interface/zzzzzzzzzzzz_mui_main_bottom.gui" near line: 260

In z_modmenu_core_test_evts: Country Event with id: z_modmenu.1103:
There is an empty "clear_variable"

Hope this helps reduce error spam :)
Just saw it, fixed, THQ
Goth Gamer Grill 7 May, 2022 @ 7:17pm 
So, I'm not 100% sure at to WHAT is going on, but it seems this mod enjoys shattering the game at around the 2250~ mark each game and this seems to be the culprit:



[01:48:19][effect_impl_variables.h:228]: divide_variable: trying to divide by 0 at file: scripted effect z_fw_eft_cntr_DD_PTW_variable at file: events/z_fw_core_evts_triggers.txt line: 162 line: 1
[01:48:19][event.cpp:685]: Script Error, attempted to execute an event on an unsupported scope!
Event: unity_patrons.1
Event Scope: country
Executing Scope: type=planet
id=1553
random={ 0 3416193766 }
random_allowed=yes
from={
type=species
id=158
random={ 0 2575774645 }
random_allowed=yes
}

Hope it helps!
Rhaeven 2 Jun, 2022 @ 11:16am 
Noticed another error, in the Engineering Research list, one of the Mega-Engineering option has no title: "Unlocks decision: z_fw_dec_mega_dismantle_hab"
Sharken 28 Jul, 2022 @ 7:11pm 
The War type names for relics and border/port war for opening is strangely not working.
I went to my previous saves before this latest update (3.4.5) does work during this latest update (3.4.5). They only say that: "This.MainAttacker.GetAdj] - [This.MainDefender.GetAdj] <z_fw_plunder_relic_war_names>"

[21:16:10][game_text.cpp:1192]: Unknown promotion `This` in text: This.MainAttacker.GetAdj] - [This.MainDefender.GetAdj] <z_fw_plunder_relic_war_names>!! until H2261.03.01!, we cannot declare war before the truce has ended.!
[21:16:10][game_text.cpp:1192]: Unknown promotion `MainAttacker` in text: MainAttacker.GetAdj] - [This.MainDefender.GetAdj] <z_fw_plunder_relic_war_names>!! until H2261.03.01!, we cannot declare war before the truce has ended.!
[21:16:10][game_text.cpp:1064]: Unknown property `GetAdj` in text: GetAdj] - [This.MainDefender.GetAdj] <z_fw_plunder_relic_war_names>!! until H2261.03.01!, we cannot declare war before the truce has ended.!
[21:16:10][game_text.cpp:1192]: Unknown promotion `This` in text: This.MainDefender.GetAdj] <z_fw_plunder_relic_war_names>!! until H2261.03.01!, we cannot declare war before the truce has ended.!
[21:16:10][game_text.cpp:1192]: Unknown promotion `MainDefender` in text: MainDefender.GetAdj] <z_fw_plunder_relic_war_names>!! until H2261.03.01!, we cannot declare war before the truce has ended.!
[21:16:10][game_text.cpp:1064]: Unknown property `GetAdj` in text: GetAdj] <z_fw_plunder_relic_war_names>!! until H2261.03.01!, we cannot declare war before the truce has ended.!
Last edited by Sharken; 29 Jul, 2022 @ 10:27am
Teckly 20 Sep, 2022 @ 10:27am 
Error at line: 65 column: 3 file: common\edicts\伞OW_MM_edicts.txt.
Please report this error to the author of the mod: ! Core Framework & Modmenu.

Error message says:

Error in common\edicts\伞OW_MM_edicts.txt: Ln: 65 Col: 17 (UTF16-Col: 3)
= no
^
Note: The column count assumes a tab stop distance of 8 chars.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("common\\edicts\\伞OW_MM_edicts.txt", Ln: 61, Col: 14)
was not closed.
THE FORCE 30 Sep, 2022 @ 4:54am 
My game won't load after your update at Sep 29 @ 8:07am
Karrok 21 Dec, 2022 @ 2:59pm 
Expected quotation mark (") at line 13 and column 21 in localisation/MISC/RTS_setting_l_english.yml
Why do Fallen Empires build transport ships without a model? (ships have an X Y Z box model):

FW_design_TEST_AI_Transport

The funny thing is, if I play as the Fallen Empire and I drop Transport ships that have a normal ship model, after loading back into the ships they have a model X Y Z
Zeonlight 23 May, 2023 @ 12:30am 
I keep seeing this crash consistently, this occurs around early game (2210-ish). If im intepreting this mod file correctly, it seems this PR_sv_TRGR_free_jobs script is causing my game to consistently crash. What seems to be the issue and how can I solve it?

[09:59:50][trigger_impl.cpp:1676]: Scripted Trigger has_available_job is invalid at file: script value PR_sv_plnt_TRGR_free_jobs at file: in scripted trigger PR_trgr_plnt_MAN_growth at file: scripted effect PR_eft_plnt_MAN_change_rate_DB at file: events/PR_evts_FW.txt line: 173 line: 1 line: 1 line: 1

[09:59:50][trigger_impl.cpp:1676]: Scripted Trigger has_available_job is invalid at file: script value PR_sv_plnt_TRGR_free_jobs at file: in scripted trigger PR_trgr_plnt_CPTM_ready at file: scripted effect PR_prmt_eft_plnt_CPTM at file: events/PR_evts_FW.txt line: 224 line: 1 line: 1 line: 1

[09:59:50][trigger.cpp:110]: CRITICAL: Max triggers post init recursive depth of 10 reached and there is atleast 2 triggers left! (total instances that has been inited: 3653985)
If you are using scripted triggers in scripted triggers: flatten your structure or pre init the inner scripted triggers before actual usage.
Running the game with potentially uninitialized triggers IS unstable and might lead to undefined behaviour!
Sophia Ferddinand 27 Jul, 2023 @ 1:43am 
I'm getting a consistent crash with this error being shown in the Crash File:

[12:07:09][effect_impl.cpp:341]: Script Error: Invalid context switch [leader] from FW_flt_leader_revive [fleet], file: events/FW_evts_MISC_hok.txt line: 1084, Scope:

What seems to be the issue and how can I solve it?

Great mod, btw.
Hey Kasako, it seems the AI is building a bunch of orbital rings around planets that already have one, resulting in the error / 嘿 Kasako,
你好!似乎 AI 正在给已经拥有轨道环的星球重复建造多个轨道环,导致了以下错误:
: [01:01:01][galaxy_generator.cpp:624]: Trying to create a starbase with an invalid starbase design XIV for ship size orbital_ring_tier_1 (note: starbases cannot have components that allow them to move or go FTL)
[01:01:07][gamestate.cpp:3415]: Out of sync! Dumping checksums
[01:01:07][gamestate.cpp:3442]: COUNTRY_RESOURCES: [8461700185059002368 - 7419069592322738176] <<< Mismatch!

We are running your mod + UIOD + your dark blue UI mod, that's it.

Any ideas, thank you for building such a nice mod!

Further logs can be uploaded / 我们只安装了你的模组 + UIOD + 你制作的深蓝色 UI 模组,就这些。

请问你有什么想法吗?非常感谢你制作了这么棒的模组!

附加日志如下:
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