nugerumon Posted June 3, 2018 Posted June 3, 2018 On 5/24/2018 at 11:12 AM, figandsalt said: bug report About the bug that materialist players cannot build red light district even they didn't take the prostitution prohibited policy, i checked the code and notice the requirement of this building is reversed. custom_tooltip = { fail_text = "requires_prostitution_not_prohibited" owner = { OR = { has_policy_flag = "prostitution_prohibited" has_policy_flag = "prostitution_slavery" } } } Obviously, the judgement condition should be NOR, not OR. I tried to fix this in my computer and everything were back to normal, my materialist xenophile egalitarianism now can build that building as the developer intended. Tried that, could build, but the building just vanishes some time later (a month or two). ? edit: I wanted to build an Alien Preservation Center, but that requires the Supported Interspecies Reproduction policy. Supported Interspecies Reproduction requires Adaptive Reproductive Organs. My main species has Aggressively Adaptive Reproductive Organs, which seems to be an "opposite" trait (I guess so you can't take both), but I wonder, from a roleplaying point, why that should prevent supporting interspecies reproduction ? edit for my edit: I just happen to notice that my main species assimilates immigrants. Yeah OK I see now why an "Alien Preservation Center" wouldn't quite work with that.
justhere2look Posted June 13, 2018 Posted June 13, 2018 5 hours ago, AvAcyn said: Mod seems abandoned. ? one has to make note that some things may start out small and simple But then they grow bigger and much more complex, picture every adjustment he does to one feature of the mod in order to make sure that is works he must do play through after play-through to sort out the bugs. I would not be surprised if the mod is not update for another 3 weeks 1
Schmee Posted June 13, 2018 Posted June 13, 2018 6 hours ago, justhere2look said: one has to make note that some things may start out small and simple But then they grow bigger and much more complex, picture every adjustment he does to one feature of the mod in order to make sure that is works he must do play through after play-through to sort out the bugs. I would not be surprised if the mod is not update for another 3 weeks Not to mention the huge changes to anomalies (a big part of this mod) which came with update 2.1. I'm not surprised it's taking quite a long time. Just about every mod that added new events/anomalies had to be rewritten after 2.1. Thanks for the hard work guys! Can't wait to see this mod come back! ^_^
StayStayStellaris Posted June 15, 2018 Posted June 15, 2018 I hope I'm not stepping on any toes by posting this, but I did my own refactoring of the anomalies based on Dev Diary 115 so I could run the mod with 2.1. I deleted the 2 files in Massa/common/anomalies and inserted in this file. I made this file based on the 17.3 version of this mod from the author's github https://github.com/Regularitee/MASSA The mod author also mentioned that a bunch of his other events got broken by the update. I don't know which events those would be, so I couldn't attempt to fix them. So far in my test play-through, nothing seems wrong so far and the anomalies fire correctly. Some things weren't finished by the author and remain unfinished, e.g. the tentacle start civic, and my one play-through was not a replacement for extensive tests. This file is literally just a refactor of the 2 anomaly files into the new single file format for 2.1. Use at your own risk. 00_anomaly_categories_massa_updated.txt 3
Gratak Posted June 15, 2018 Posted June 15, 2018 Why not create a fork on github and commit your stuff there? That way the author can easily see your changes and even pull/merge them into the main version.
Pantheress Posted June 16, 2018 Posted June 16, 2018 20 hours ago, StayStayStellaris said: snip My antivirus complained about malware when trying to download that file.
JesusKreist Posted June 16, 2018 Posted June 16, 2018 40 minutes ago, Pantheress said: My antivirus complained about malware when trying to download that file. Give your Antivirus a cookie. Or an update. Your choice. BullGuard (the paid Antivirus of my choice) and virustotal.com found neither a virus nor spy-/malware.
Sylandras Posted June 16, 2018 Posted June 16, 2018 8 hours ago, JesusKreist said: Give your Antivirus a cookie. Or an update. Your choice. BullGuard (the paid Antivirus of my choice) and virustotal.com found neither a virus nor spy-/malware. Yeah, seems fine here as well. I use malwarebytes and nothing came up.
theevillfox Posted June 17, 2018 Posted June 17, 2018 this version of the mod is compatible with the game's 2.1.1?Pls help me
Kalderon Posted June 17, 2018 Posted June 17, 2018 2 hours ago, theevillfox said: this version of the mod is compatible with the game's 2.1.1?Pls help me Yes, as long as you do what StayStayStellaris has written in his post and use his new 00_anomaly_categories_massa_updated.txt instead of the two files in the mod, see his post. Br Kalderon
JesusKreist Posted June 17, 2018 Posted June 17, 2018 The mod is technically compatible without that fix as well. You won't see the anomalies from this mod, though. The rest of the mod works to the full extend. All traits are active. All technologies can be accessed. All civics are present.
Gratak Posted June 17, 2018 Posted June 17, 2018 2 hours ago, JesusKreist said: The mod is technically compatible without that fix as well. You won't see the anomalies from this mod, though. The rest of the mod works to the full extend. All traits are active. All technologies can be accessed. All civics are present. I think I saw quite a few additional errors in the log where stuff needs to be changed for 2.1
Kalderon Posted June 17, 2018 Posted June 17, 2018 2 hours ago, Gratak said: I think I saw quite a few additional errors in the log where stuff needs to be changed for 2.1 Correct, there are some things in the civics/laws and raid events that are not working at the moment. However, they do not break the game and with StayStayStellaris file, the anomalies, the traits, the buildings and most of the events, civics and laws work. Best regards Kalderon
Pantheress Posted June 19, 2018 Posted June 19, 2018 I would greatly appreciate it if somebody else would upload the fix, as Avast simply refuses to let me download the one originally posted.
JesusKreist Posted June 19, 2018 Posted June 19, 2018 Give Avast a smack on the head. After that deactivate it, download the fix and activate it again. Multiple persons have confirmed the fix does contain nothing and your problem is nothing but a false positive.
sfet80 Posted June 19, 2018 Posted June 19, 2018 i downloaded the fix from StayStayStellaris with avast, no virus found.
DarkTeletubby Posted June 22, 2018 Posted June 22, 2018 Can confirm it's just a plain old text file. Anyone getting malware prompts probably has their AV running in a way too sensitive mode where anything from the Interwebs is bad. (I would guess that it sees the scripts and assumes it's some sort of attempt to trick a program into executing evil code and not just a game mod.)
wolfiespring Posted June 24, 2018 Posted June 24, 2018 I asked the creator if I can use his mod to make a submod for it :D. I'll give it a day incase hes watching loverslab, If he says yes, or doesn't reply yet, I'll try to add some new content and fix some bugs. this mod is too good to be left unupdated ^^
LordLovecraft Posted June 24, 2018 Posted June 24, 2018 3 hours ago, wolfiespring said: I asked the creator if I can use his mod to make a submod for it :D. I'll give it a day incase hes watching loverslab, If he says yes, or doesn't reply yet, I'll try to add some new content and fix some bugs. this mod is too good to be left unupdated ^^ If he doesn't get back to you, you can always try him through the Stellaris Sexy Modding Discord channel: https://discord.gg/nhEgXKe He's usually online, if not active.
JesusKreist Posted June 24, 2018 Posted June 24, 2018 4 hours ago, wolfiespring said: I asked the creator if I can use his mod to make a submod for it :D. I'll give it a day incase hes watching loverslab, If he says yes, or doesn't reply yet, I'll try to add some new content and fix some bugs. this mod is too good to be left unupdated ^^ "If he says yes or doesn't reply" ... That's not how it works. I could write a note hanging onto your most frequented supermarket with the question if it's okay to rob you. If you say yes or do not reply within a day I'd do it. Same principle. 2
wolfiespring Posted June 24, 2018 Posted June 24, 2018 2 hours ago, JesusKreist said: "If he says yes or doesn't reply" ... That's not how it works. I could write a note hanging onto your most frequented supermarket with the question if it's okay to rob you. If you say yes or do not reply within a day I'd do it. Same principle. In normal circumstances, I would agree with you. but making a submod isn't really the same as robbing 2 hours ago, JesusKreist said: "If he says yes or doesn't reply" ... That's not how it works. I could write a note hanging onto your most frequented supermarket with the question if it's okay to rob you. If you say yes or do not reply within a day I'd do it. Same principle. More like building a restaurant next to a supermarket, so costumers can shop longer and stay at the restaurant for lunch or dinner. I'm not going to steal land from the supermarket, but build my own foundations on my own land. but yes Its advantageous to expand a parking lot if the supermarket's is lacking, and it does benefit that the supermarket already has nice big open signs, and other real estate advantages that make it enjoyable to shop. 2
JesusKreist Posted June 24, 2018 Posted June 24, 2018 You do assume that "No answer" is the same thing as "Yes". That is plain wrong. Period. It does not matter whether you rob someone, steal something or ask a simple question.
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