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Looks like 4.0.10 is taking things to the right direction, so it's great that multiplayer is getting stabilized.

Played a game with friend yesterday. Things went mostly without hick-ups, but as soon as Great Khan woke up and started their total war and collection of subject, OOS events started triggering until the crisis was over.

"NUM_POP_GROUPS", "ECONOMY", "ECONOMY_OVERLORD" were the most common OOS-events that would fire off while Khan event was active and we had to rush Khan down in order to stop OOS from happening.

But sadly "ECONOMY", "ECONOMY_OVERLORD" kept being a problem during the run, since half of the galaxy worked as vassal for somebody after the mid-game point. Along with RANDOM_COUNT and occasional "RANDOM_COUNT".

Still, 4.0.10 works a lot better for multiplayer compared to previous versions, so good job on that and I'll be eager to see rest of the OOS fixed. Once they are tackled down, I'm hoping that overall game performance can be looking at as well. Currently it's very unstable, my FPS jumping between 50 to 140 without even moving camera or opening any of the windows.
Were the OOS later in the run monthly?
 
We managed to run about 65 years with 1 desync in-between that was not fixed by resyncing but required a full restart instead. Hopefully we can finish out the whole game without it OOS locking again.
While this never should've happened, credit where its due it the really fast patching does show it was at least taken seriously after the fact, so my thanks to the team for that, please keep it up.
 
Were the OOS later in the run monthly?
"ECONOMY_OVERLORD" seemed to happen at the end of the month. Not always, but they were likely highly to.

Other than that, other types of OOS could happen any day, some times even several days in row.

Completed the run when game year reached 2600, wanted to experience all end-game crisis events. Looking at the OOS-folder, there is 45 folders, totaling about 19 GB of files.

Edit: Overall list of OOS I can remember from the game:
  • "NUM_DEPOSITS"
  • "LAST_EVENT_ID"
  • "SHIP_DESIGN"
  • "NUM_POP_GROUPS"
  • "ECONOMY"
  • "ECONOMY_OVERLORD"
  • "NUM_MISSILES"
  • "RANDOM_COUNT"
RANDOM_COUNT seemed to mostly happen if you decided to ignore the previous OOS by either leaving the re-sync window on screen, or by re-syncing using that. Only effective method to delay it was by re-hosting from main menu.
 
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That looks a lot like what we got that ruined our last game—except it was Void Worms rather than the Khan. Seems like the mid game crisis might have a high chance of screwing things over.
 
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"ECONOMY_OVERLORD" seemed to happen at the end of the month. Not always, but they were likely highly to.

Other than that, other types of OOS could happen any day, some times even several days in row.

Completed the run when game year reached 2600, wanted to experience all end-game crisis events. Looking at the OOS-folder, there is 45 folders, totaling about 19 GB of files.

Edit: Overall list of OOS I can remember from the game:
  • "NUM_DEPOSITS"
  • "LAST_EVENT_ID"
  • "SHIP_DESIGN"
  • "NUM_POP_GROUPS"
  • "ECONOMY"
  • "ECONOMY_OVERLORD"
  • "NUM_MISSILES"
  • "RANDOM_COUNT"
RANDOM_COUNT seemed to mostly happen if you decided to ignore the previous OOS by either leaving the re-sync window on screen, or by re-syncing using that. Only effective method to delay it was by re-hosting from main menu.
Can I ask if all on the same operating system? I was playing with 3 other friends and constantly kept getting OOS. Turns out one of them was playing on linux and once they moved over to windows, we haven't had a single OOS.
 
My new record for greatest number of simultaneous desyncs.

 
Not sure if it's any help, but here's the error.log from today for devs.

Plenty of invalid context switches, including those from the mysterious alien RGB-box with winning the 50% chance of obtaining all 3 traits.
 

Attachments

  • error.log
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We managed to run about 65 years with 1 desync in-between that was not fixed by resyncing but required a full restart instead. Hopefully we can finish out the whole game without it OOS locking again.
While this never should've happened, credit where its due it the really fast patching does show it was at least taken seriously after the fact, so my thanks to the team for that, please keep it up.
Well now in the year 2410 we got continuous OOS's, so it seems MP is still broken.
 
Why are the Crisis ships leaveing debris that say they give techs but they dont give anything both the Cont and Cetana have given me nothing dispite it saying it will

1747611855637.png
1747612068830.png
 
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I'm getting a daily desync for RANDOM_COUNT. Save file included in the report.

Edit: Restarting Stellaris solved the issue for us, so I don't know if the desync will be reproducible from this save file.

 
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Things were definitely more stable. Unfortunately we ran into COUNTRY_RESOURCES OOS. It's not exactly something we can report properly since the game is modded, but it did start popping up after my level 2 Deep Space Citadel and me having 2 subjects
 
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4.0.11 is off building, and expected to release sometime tomorrow. Lots of important OOS and performance changes in this one. Some Rogue Servitor stuff too.

Preliminary release notes are here, insert standard disclaimer that these may differ from what's released.

Stellaris 4.0.11 Patch​

Bugfix​

  • Fix Faction resource output being exponential
  • Evosymbionts now have a description
  • Fixed that eating a baby didn't give you any DNA or genetic insights
  • Fixed the first tier of the physics lab requiring access to volatile motes to research
  • A stray K should no longer haunt players that foolishly opened a certain window
  • Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it
  • Fixed typo in "Colony View" Databank entry
  • Added localization string for +3 Unity planetary feature
  • Federation Cohesion tooltip now mentions Officials instead of Envoys
  • Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect
  • Hard Reset event "Our [empire] Legacy" event now works as intended
  • Observers can open the build queue of the empire they're observing.
  • Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats
  • Fixed adSul not having any resource districts after terraforming it
  • Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders
  • Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start.
  • Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot.
  • Amoeboid Pacification Empire modifier now displays effects
  • Enslaves species located in Synaptic Lather will no longer switch back and forward between neural chips jobs and slave repurposing job.
  • Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds
  • The Organic Paradise building can no longer be built directly
  • Nexus districts no longer mention Logistic Drones when they shouldn't
  • Fixed machine empires starting with the wrong number of pops
  • Neglected Bio-Trophies now show as unemployed
  • Fixed tooltips for Angler civics
  • Fixed tooltips for all Astrometeorology civics
  • Fixed issues with the Astrometeology building for gestalts
  • Fixed the Beastmaster civic tooltip
  • Updated nested tooltips for Civil Education
  • Fixed stability from Byzantine Bureaucracy not applying
  • Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
  • Streamlined the tooltip for Catalytic Processing
  • Improved the Dark Consortium tooltip
  • Fix starting leaders often missing a background job.
  • Fixed translation error in Korean text about lack of modifier.
  • Added missing concept tooltip for District Specializations
  • Fix the ship designer autogenerate checkbox sometimes not working correctly
  • Weather Forecasting Mode is now listed correctly in Storm Chasers description
  • Added Augmentor job description in english
  • Fix the amount of pops affected by the voidworms bombardment
  • Fix incorrect Megastructures build conditions tooltip
  • The Synaptic Lathe should once again purge pops. (This will not retroactively affect existing saves.)

Balance​

  • Increased the number of Bio-Trophy jobs provided by most sources
  • Added the Creativity Exhibition Vault as an equivalent for the Auto-Curating Vault for Rogue Servitors
  • Machine Intelligences no longer give a growth penalty to organic pops
  • District specialisations that add unity jobs no longer give coordinator jobs for Rogue Servitors instead they give Bio-Trophy jobs
  • Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
  • Rogue Servitors no longer start with an additional 2000 drones
  • Rogue Servitors now start with 2000 Bio-Trophies instead of 500
  • Rogue Servitors now have access to the Sanctuary Enclave district specialisation, granting a large number of bio-trophy jobs

UI​

  • Notification Icons shan't be blurry no more
  • Added more visible habitability information in the planet view.

Performance​

  • Reduced a number of unnecessary re-calculations of ship designs
  • Sub-species with identical traits and rights will periodically merge together to reduce the total number of species and pop groups.

Stability​

  • OOS RANDOM_COUNT fix (caused by dependency between planet and galactic object ftl inhibitors)
  • Fix common OOS related to ship behavior resulting in RANDOM_COUNT and NUM_MISSILE as well as many other OOS codes
  • Fixed RANDOM_COUNT OOS caused by pop group assembly tooltip.
  • Fix CTD when calculating Branch office income

Modding​

  • Added new effect: set_planet_purge_type. Using it on synthetic lathe to have pops purge

Thanks everyone!
 
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