[NONISSUE/SOLVED] Stellaris - [3.6.1 (a6c5)] Crash to desktop when using run console command with file containing export_trigger_value_to_variable

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SirBlackAxe

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Description
[3.6.1 (a6c5)] Crash to desktop when using run console command with file containing export_trigger_value_to_variable effect

Game Version
Orion v3.6.1 (a6c5)

What version do you use?
Steam

What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Nemesis, Aquatics

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
I'm trying to use the run console command to run the attached file, but it immediately crashes the game. Every line in the file can be run one at a time using the effect console command with no issues.
From error.log: [effect_impl_variables.h:725]: export_trigger_value_to_variable at file: line: 1 uses non-existent trigger
From exception.txt: Unhandled exception C0000005 (EXCEPTION_ACCESS_VIOLATION) at address 0x00007FF70451C966

Side note: The attach files button in the forum bug report form can't see exception.txt in the crash folder.

Steps to reproduce the issue.
Try to run SBA_precursor_scan.txt, which contains:
Code:
effect root = { export_trigger_value_to_variable = { variable = vultaum_systems_within_range
trigger = count_system parameters = { limit = { has_star_flag = precursor_1 has_owner = no distance = { source = root.capital_scope.solar_system type = hyperlane bypass_empire = root min_jumps = 1 max_jumps = 3 } } } } }
effect root = { export_trigger_value_to_variable = { variable = yuht_systems_within_range
trigger = count_system parameters = { limit = { has_star_flag = precursor_2 has_owner = no distance = { source = root.capital_scope.solar_system type = hyperlane bypass_empire = root min_jumps = 1 max_jumps = 3 } } } } }
effect root = { export_trigger_value_to_variable = { variable = first_league_systems_within_range
trigger = count_system parameters = { limit = { has_star_flag = precursor_3 has_owner = no distance = { source = root.capital_scope.solar_system type = hyperlane bypass_empire = root min_jumps = 1 max_jumps = 3 } } } } }
effect root = { export_trigger_value_to_variable = { variable = irassian_systems_within_range
trigger = count_system parameters = { limit = { has_star_flag = precursor_4 has_owner = no distance = { source = root.capital_scope.solar_system type = hyperlane bypass_empire = root min_jumps = 1 max_jumps = 3 } } } } }
effect root = { export_trigger_value_to_variable = { variable = cybrex_systems_within_range
trigger = count_system parameters = { limit = { has_star_flag = precursor_5 has_owner = no distance = { source = root.capital_scope.solar_system type = hyperlane bypass_empire = root min_jumps = 1 max_jumps = 3 } } } } }
effect root = { export_trigger_value_to_variable = { variable = zroni_systems_within_range
trigger = count_system parameters = { limit = { has_star_flag = precursor_zroni_1 has_owner = no distance = { source = root.capital_scope.solar_system type = hyperlane bypass_empire = root min_jumps = 1 max_jumps = 3 } any_system_planet = { has_anomaly = no NOR = { exists = archaeological_site has_planet_flag = suppress_archaeological_sites } habitable_planet = yes } } } } }
effect root = { export_trigger_value_to_variable = { variable = baol_systems_within_range
trigger = count_system parameters = { limit = { has_star_flag = precursor_baol_1 has_owner = no distance = { source = root.capital_scope.solar_system type = hyperlane bypass_empire = root min_jumps = 1 max_jumps = 3 } any_system_planet = { has_anomaly = no is_star = no NOR = { exists = archaeological_site has_planet_flag = suppress_archaeological_sites } is_planet_class = pc_gas_giant is_planet_class = pc_molten } } } } }

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Last edited:
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matt_mills

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Huh, seems like you found an obscure parser bug, if I remove the line break after the variable name it executes without crashing (IE, so each effect is on one line).

Edit: or does run expect only 1 command per line, meaning that effects need of have no line breaks? if I make the effect multiple lines and properly indented I get an unknown command for each line.

Edit^2:

And this provides the same crashing result:

Code:
effect root = { export_trigger_value_to_variable = {
        variable = vultaum_systems_within_range
        trigger = count_system
        parameters = { 
            limit = { 
                has_star_flag = precursor_1 
                has_owner = no 
                distance = { 
                    source = root.capital_scope.solar_system 
                    type = hyperlane 
                    bypass_empire = root 
                    min_jumps = 1 
                    max_jumps = 3 
                } 
            } 
        } 
    } 
}

Seems like run executes things as soon as it parses it, at least for export_trigger_value_to_variable... it hasn't created the trigger yet though, which is why it crashes.
 
Last edited:
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SirBlackAxe

General
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Aug 13, 2021
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  • Stellaris
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Huh, seems like you found an obscure parser bug, if I remove the line break after the variable name it executes without crashing (IE, so each effect is on one line).

Edit: or does run expect only 1 command per line, meaning that effects need of have no line breaks? if I make the effect multiple lines and properly indented I get an unknown command for each line.

Edit^2:

And this provides the same crashing result:

Code:
effect root = { export_trigger_value_to_variable = {
        variable = vultaum_systems_within_range
        trigger = count_system
        parameters = {
            limit = {
                has_star_flag = precursor_1
                has_owner = no
                distance = {
                    source = root.capital_scope.solar_system
                    type = hyperlane
                    bypass_empire = root
                    min_jumps = 1
                    max_jumps = 3
                }
            }
        }
    }
}

Seems like run executes things as soon as it parses it, at least for export_trigger_value_to_variable... it hasn't created the trigger yet though, which is why it crashes.
Thanks, you've ID that the issue was my end, not the game - my window was apparently exactly the right width to disguise the line breaks causing the issue and removing them fixes the crash.