Description
[3.0.4] Rubricator's event chain not ending; probable bug's cause, and a suggestion
Game Version
(3.0.4) [67e7]
What version do you use?
Steam
What expansions do you have installed?
Synthetic Dawn, Leviathans Story Pack, Distant Stars, Ancient Relics, Lithoids
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
Context:
When the archaeological diggings come to stage 5 on the rats' planet (ancrel.4017), Shard spawns within 1 day, and it's likely that the currently digging empire will meet it, and have its event chain turned from rubricator_chain (stage 4 is about the imperatrice's ribbons) to rubricator_chain_2 (about killing Shard to retrieve the artifact) (ancrel.4018). Apparently, former digger empires can still be at various stages in rubricator_chain, if the planet changed ownership in the past.
When Shard is killed, the empire (country) that kills it get a description pop-up and receives the artifact (ancrel.4020).
In my case, Shard was destroyed by a Fallen Empire fleet that was camping in their adjacent system and/or that decided to patrol in Shard's (my) system, as it is customary with a xenophobic FE (note that we were not at war at the moment, because a first war had already erupted, and I could access and colonize the rats' planet, that previously was locked behind their territory, and preserved from any interference by other empires).
Bug:
I don't remember if I received a notification when Shard died, but it's unlikely, because it's not an "ancient threat" (a leviathan).
My situation log stayed stuck at "Defeat Shard: 0/1" and the PoI kept active. I sent a science ship there to no result.
Side note:
The script revealed that thankfully, the FE avoided me feeling bad for my colony, and I also received Shard's legacy later. Plus I suspect that I can retrieve the artifact soon, when I take on their capital world.
Probable cause for the event chain not ending (for anybody but the killer?):
Peering at ancient_relics_events_3.txt:
It looks clear that only the killer empire (that receives the country event above):
1. Gets the description/notification of Shard's death;
2. Has it's event chain correctly ended;
3. Receives the artifact as it should be.
The two every_playable_country sections are not used.
Suggestion:
It should be easy and elegant to add a notification for the other empires that have been involved with the rubricator or Shard in the past through a new country event (e.g. ancrel.4022) that would check the rubricator_chain or rubricator_chain_2 status, and inform them why their situation log will be cleared. Alternatively, use two such events, one for each case.
For instance, the '#notify them here' lines above could be replaced by something like:
Well, you get the idea and can correct my syntax.
Seemingly related bug reports:
Shard killed by Hired mercenaries (not by the player, then?)
forum.paradoxplaza.com
Shard killed by VLUUR:
forum.paradoxplaza.com
Shard killed by Tiyankis:
forum.paradoxplaza.com
Perhaps Shard jumped away and was killed by a random empire:
Steps to reproduce the issue:
- load the save and wait for the Fallen Empire to take on Shard;
- look at your situation log
File(s) attached:
- first screenshot is taken when Shard just spawned. You can see the silly tooltip we get (in English, this should read "Grandest Dragon Grand Dragon / Grandest Dragon", so nearly as silly), because ship name and ship design names are so close (or made equal in French), and the tooltip has the bad habit to display the most numerous or potent ship design before the ship name... but this is another topic and suggestion.
- last screenshot is taken several decades after Shard's death. Situation log is still stuck at "Defeat Shard: 0/1"
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[3.0.4] Rubricator's event chain not ending; probable bug's cause, and a suggestion
Game Version
(3.0.4) [67e7]
What version do you use?
Steam
What expansions do you have installed?
Synthetic Dawn, Leviathans Story Pack, Distant Stars, Ancient Relics, Lithoids
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
Context:
When the archaeological diggings come to stage 5 on the rats' planet (ancrel.4017), Shard spawns within 1 day, and it's likely that the currently digging empire will meet it, and have its event chain turned from rubricator_chain (stage 4 is about the imperatrice's ribbons) to rubricator_chain_2 (about killing Shard to retrieve the artifact) (ancrel.4018). Apparently, former digger empires can still be at various stages in rubricator_chain, if the planet changed ownership in the past.
When Shard is killed, the empire (country) that kills it get a description pop-up and receives the artifact (ancrel.4020).
In my case, Shard was destroyed by a Fallen Empire fleet that was camping in their adjacent system and/or that decided to patrol in Shard's (my) system, as it is customary with a xenophobic FE (note that we were not at war at the moment, because a first war had already erupted, and I could access and colonize the rats' planet, that previously was locked behind their territory, and preserved from any interference by other empires).
Bug:
I don't remember if I received a notification when Shard died, but it's unlikely, because it's not an "ancient threat" (a leviathan).
My situation log stayed stuck at "Defeat Shard: 0/1" and the PoI kept active. I sent a science ship there to no result.
Side note:
The script revealed that thankfully, the FE avoided me feeling bad for my colony, and I also received Shard's legacy later. Plus I suspect that I can retrieve the artifact soon, when I take on their capital world.
Probable cause for the event chain not ending (for anybody but the killer?):
Peering at ancient_relics_events_3.txt:
Code:
country_event = { <========== killer country
id = ancrel.4020
title = "ancrel.4020.name"
desc = "ancrel.4020.desc" <========== display the notification of Shard's death
picture = GFX_evt_space_dragon_blue
show_sound = event_dangerous_animals
location = FromFromFrom <========== FROMFROMFROM = destroyed fleet = Shard
trackable = yes
is_triggered_only = yes
trigger = {
from = { has_country_flag = rubricator_dragon_country } <==== FROM = Shard's country
}
option = {
name = "ancrel.4020.a"
hidden_effect = {
if = {
limit = { <======== if there's any country bound to kill Shard
any_country = {
has_event_chain = rubricator_chain_2
}
}
every_playable_country = { <======== then find them...
limit = {
has_event_chain = rubricator_chain_2
}
}
end_event_chain = rubricator_chain_2 <======== AND end the chain for THIS killer country
remove_point_of_interest = rubricator_dragon_poi
}
if = {
limit = { <======== if there's any country with unfinished archaeological digging project on the rat's planet (or earlier)... do the same as above
any_country = {
has_event_chain = rubricator_chain
}
}
every_playable_country = {
limit = {
has_event_chain = rubricator_chain
}
}
end_event_chain = rubricator_chain
remove_point_of_interest = rubricator_coordinates_poi
}
}
add_relic = r_rubricator <====== grants artifact to THIS killer country
}
}
1. Gets the description/notification of Shard's death;
2. Has it's event chain correctly ended;
3. Receives the artifact as it should be.
The two every_playable_country sections are not used.
Code:
country_event = { <========== killer country
id = ancrel.4020
title = "ancrel.4020.name"
desc = "ancrel.4020.desc" <========== display the notification of Shard's death
picture = GFX_evt_space_dragon_blue
show_sound = event_dangerous_animals
location = FromFromFrom <========== FROMFROMFROM = destroyed fleet = Shard
trackable = yes
is_triggered_only = yes
trigger = {
from = { has_country_flag = rubricator_dragon_country } <==== FROM = Shard's country
}
option = {
name = "ancrel.4020.a"
hidden_effect = {
if = {
limit = { <======== if there's any country bound to kill Shard
any_country = {
has_event_chain = rubricator_chain_2
}
}
every_playable_country = { <======== then find them...
limit = {
has_event_chain = rubricator_chain_2
}
end_event_chain = rubricator_chain_2 <======== AND end the chain for them
remove_point_of_interest = rubricator_dragon_poi
# notify them here
}
}
if = {
limit = { <======== if there's any country with unfinished archaeological digging project on the rat's planet (or earlier)... do the same as above
any_country = {
has_event_chain = rubricator_chain
}
}
every_playable_country = {
limit = {
has_event_chain = rubricator_chain
}
end_event_chain = rubricator_chain
remove_point_of_interest = rubricator_coordinates_poi
# notify them here
}
}
}
add_relic = r_rubricator <====== grants artifact to THIS killer country
}
}
It should be easy and elegant to add a notification for the other empires that have been involved with the rubricator or Shard in the past through a new country event (e.g. ancrel.4022) that would check the rubricator_chain or rubricator_chain_2 status, and inform them why their situation log will be cleared. Alternatively, use two such events, one for each case.
For instance, the '#notify them here' lines above could be replaced by something like:
Code:
If = {limit = {NOT= {this = from}} country_event = { id = ancrel.4022}}
Seemingly related bug reports:
Shard killed by Hired mercenaries (not by the player, then?)

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v.2.6.3 [ae56] Tiyanki stole my Rubricator
Multiplayer session, no mods. When I finished the Kleptomaniac Rats dig site, the Shard spawned just while there were Tiyanki Whales in the system. They were the first to be attacked by the Shard and so after defeating her, I have not received...
Perhaps Shard jumped away and was killed by a random empire:
Steps to reproduce the issue:
- load the save and wait for the Fallen Empire to take on Shard;
- look at your situation log
File(s) attached:
- first screenshot is taken when Shard just spawned. You can see the silly tooltip we get (in English, this should read "Grandest Dragon Grand Dragon / Grandest Dragon", so nearly as silly), because ship name and ship design names are so close (or made equal in French), and the tooltip has the bad habit to display the most numerous or potent ship design before the ship name... but this is another topic and suggestion.
- last screenshot is taken several decades after Shard's death. Situation log is still stuck at "Defeat Shard: 0/1"
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