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gathomas88

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I've been running into a bunch of planets called "Homeworlds" in my game recently. They all have 100% habitability, and say that they are the "Former homeworlds of an extinct empire," or something very similar to that.

The problem is that the header art for them shows up black and blank (no terrain for the cities to be placed on), and they have a bad tendency to crash the game whenever you click on one of them.

Are these part of the game, or something added by a mod? If the latter, does anyone know which one, so I can disable it?

I seem to recall having this problem before, several versions ago. I can't remember what I did to fix it, however.

I thought it might be the "Extra"/"More" events mods (I vaguely remember having them disabled for a reason in previous versions), but I already disabled both of those, and these worlds are still showing up.
 

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I'm extremely sure that it must be from a mod. Could you post some screenshots please, and also maybe make a list of your activated mods?
 

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The game does track if a Planet is the "Homeworld" of a species. However that is tracked on a per Species level.
Only that one species has 100% habitability on it, but in turn a Planet tagged as "Homeworld" can not contain a Frontier Clinic or Frontier Hospital (other Habitabiltiy buffs are valid, however).
However what you describe is nothing like that.

I've been running into a bunch of planets called "Homeworlds" in my game recently. They all have 100% habitability, and say that they are the "Former homeworlds of an extinct empire," or something very similar to that.
Usually only Gaia Class Planets and Ring World Segments have 100% Habitability for every species. Everything else has a Plant Class/Species Preference based value. Could this be a Precursor race home System?
Could it be that you have Synths, so every planet is considered 100% Habitable? In earlier games there used to be a bug, where even Robots would trigger a slightly faulty display.

A screenshoot is nessesary before we can give you a better answer.
 

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I'm extremely sure that it must be from a mod. Could you post some screenshots please, and also maybe make a list of your activated mods?

I can click on the planet's information tab, but if I bring up the "surface" screen, the game crashes to desktop. I'm not sure if continues to do so after the planet has been colonized, or if this planet type can be colonized at all, for that matter.

Screen shots:

20161218125931_1.jpg
20161218125916_1.jpg


Activated mods:

I ISB - ASBM compatibility patch
(-New Ship Classes & More v3.0-)
(re)Member Primitives?
-Epic Explosions (Downscaled Ships Version)
25 More Reactors + New Techs
Additional Traits
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AlphaMod: Divided Loyalties
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Animated Quarian Portraits - Mass Effect
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Genetic Engineering Buff
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Guilli's Plantoid Ship Graphics Pack
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The game does track if a Planet is the "Homeworld" of a species. However that is tracked on a per Species level.
Only that one species has 100% habitability on it, but in turn a Planet tagged as "Homeworld" can not contain a Frontier Clinic or Frontier Hospital (other Habitabiltiy buffs are valid, however).
However what you describe is nothing like that.


Usually only Gaia Class Planets and Ring World Segments have 100% Habitability for every species. Everything else has a Plant Class/Species Preference based value. Could this be a Precursor race home System?
Could it be that you have Synths, so every planet is considered 100% Habitable? In earlier games there used to be a bug, where even Robots would trigger a slightly faulty display.

A screenshoot is nessesary before we can give you a better answer.

See above for screenshots.

I do have a mod active that allows you to choose whether you want to play as an organic or synthetic at the beginning of the game. However, I chose organic, and I've had that active for some time without issues.
 

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I can click on the planet's information tab, but if I bring up the "surface" screen, the game crashes to desktop.
That sounds like a problem I had a while ago with asteroids, which was caused by having multiple mods that change planet types. I'd suggest you to turn off all those mods one by one and look if it changes anything.

Strangely enough, there is no mod in your list that should create such a planet type called "Home World" in the first place.

If my idea above doesn't help: Do you remember which mods you added right before encountering these worlds for the first time?
 

gathomas88

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That sounds like a problem I had a while ago with asteroids, which was caused by having multiple mods that change planet types. I'd suggest you to turn off all those mods one by one and look if it changes anything.

Strangely enough, there is no mod in your list that should create such a planet type called "Home World" in the first place.

If my idea above doesn't help: Do you remember which mods you added right before encountering these worlds for the first time?

I've got a few ideas of where I might start, but if I have to turn them all off and on one by one, I might as well just call it a loss and give up on Stellaris for the day. The UI's so damn laggy that it'd be an all day affair.

Speaking of Asteroids, I installed "The Belt" not too long ago. Do you think that might be the issue?

I almost kind of wonder if these "Homeworlds" are actually supposed to be "Holy Worlds," and the game's just jacking them up for some reason.
 

gathomas88

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Well, there's your problem.

Well... If Paradox made a less clunky and feature restrictive game, I wouldn't need 'em all, now would I? :p

That's also only roughly a third of all the mods I'm subscribed to. The rest are simply inactive.

You even have one that specifically deals with homeworlds.

All the genesis homeworld mod does is add a modifier to species homeworlds that gives +15 to various attributes . It doesn't create new planet types.

I can try turning it off all the same, however, and see what happens...
 
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Some mod added a Unique Planet Class (calling it "Homeworld"). And that class is now spawned. And apparently that planet class entry is quite faulty, causing the game to crash.

As this is a problem with a mod, not the game, the Dev team is not required to help you here.
Please find out wich mod does that and inform it's developer. Most likely the Planet Classes entry is ill-formated. This savegame most likely has to be scrapped.
 

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and its very probable that many of those mods are conflicting with others, so knowing which are those can be very painful and the best you can do is to deactivate all and start with few mods.. and if everything is OK start adding new ones until something explodes.

This assuming that every mod is updated for the current version
 
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and its very probable that many of those mods are conflicting with others, so knowing which are those can be very painful and the best you can do is to deactivate all and start with few mods.. and if everything is OK start adding new ones until something explodes.

This assuming that every mod is updated for the current version

If they weren't updated, it wouldn't let me start the game at all. There would be a red "[!]" next to the mod icon.
 

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The biggest problem is that you're running several mods that replace the same vanilla files. The Belt and Alphamod for example replace some of the sam files as do Icen System Scale and Beauty.
By the look of it for every one thing you want to mod you're running 2 or more mods, that's a recipe for conflicts.
If I were you I'd call this save a loss and try to cut down on the amount of mods that you're running. Especially the ones that do similar (or identical) things. Two mods that change the size of the genemod window for example, at best one of them does nothing. Then you're going to have to do some research on what mods are actually compatible with each other which is easier said than done because there are quite a lot of mods that replace vanilla files without stating it in the description.
Good luck.
 
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Peko?

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If they weren't updated, it wouldn't let me start the game at all. There would be a red "[!]" next to the mod icon.
You could still start the game, that's just a warning about potentially outdated mods.
 

The Founder

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If they weren't updated, it wouldn't let me start the game at all. There would be a red "[!]" next to the mod icon.
Nope. The Red Mark is only a warning that the Mod was made with/for an older version of the game. 1.3 to 1.4 should have a minor effect at tops.

Regardless if it was made for the current major patch or not, mods always just add or overwrite game files.
When they override, they may re-introduce bugs (because the modded file is based on a older patch). And if they (try to) overwrite the same files, they conflict. There can not be 3 00_planet_classes.txt files the game uses. One will be used, wich means at least one mod does not have it's version around.
There is some room to add your stuff into seperate files, rather then override existing ones. But if you want to override stuff or there is no such option, overriding it is.
 
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gathomas88

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The biggest problem is that you're running several mods that replace the same vanilla files. The Belt and Alphamod for example replace some of the sam files as do Icen System Scale and Beauty.
By the look of it for every one thing you want to mod you're running 2 or more mods, that's a recipe for conflicts.
If I were you I'd call this save a loss and try to cut down on the amount of mods that you're running. Especially the ones that do similar (or identical) things. Two mods that change the size of the genemod window for example, at best one of them does nothing. Then you're going to have to do some research on what mods are actually compatible with each other which is easier said than done because there are quite a lot of mods that replace vanilla files without stating it in the description.
Good luck.

Ugh... Well, it'd be nice if more mod makers actually listed what their mods do, as opposed to one liners or broad strokes. I just found out about the conflict between AlphaMod and The Belt myself a few minutes ago, when I turned off pretty much everything but AlphaMod, Ethics Rebuild, and Zbeautiful Battles, and found myself still able to potentially colonize asteroids. I honestly had no idea that was even supposed to be a feature of AlphaMod.

Sucks about Icen, because it's the only system scale mod I've been able to find that's up to date with the latest patch. I guess I'm going to have to try one of the out of date ones then.

Thanks for letting me know that they're still usable. Largely due to launcher UI lag causing the button not to respond in a timely fashion and the big "Eff Off!" icon, I'd kind of just assumed I wasn't allowed to start games with outdated mods active.
 

gathomas88

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Yeah... At this point, I just don't even know.

Taking everything away but AlphaMod and its derivatives seems to have fixed the "Home World" problem, but everytime I add more stuff back in, they come right back. I don't want to play with just AlphaMod.

I even tried turning AlphaMod off... And nothing changed. All of AlphaMod's features were still there, as well as the Home Worlds. Wtf?

Ugh... Never had this problem with 1.3 or any of its variants (thought it was briefly an issue in 1.2). It might be time to just walk away from the game and wait for another patch / more mods to be updated. Vanilla is just too ugly and gameplay restrictive for my tastes.