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NikolaM8421

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Sep 24, 2024
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1
  • Stellaris
Description
On linux, mods that overwrite 00_capital_buildings.txt prevent the game from loading

Game Version
v4.0.21

What version do you use?
Steam

What expansions do you have installed?
Synthetic Dawn, Utopia, Apocalypse, The Machine Age

Do you have mods enabled?
Yes

Please explain your issue is in as much detail as possible.
When using a mod that overwrites the 00_capital_buildings.txt file on the Linux build, the game will be stuck loading at 100%. it does not crash, it will not proceed.

this is the case with mods like https://steamcommunity.com/sharedfiles/filedetails/?id=2517213262

deleting the file that overwrites 00_capital_buildings.txt allows the game to load, in case of the mentioned mod it's bugged_capital_buildings_ow.txt

there have been complaints from users on the Mac build that also can't use that mod, however i haven't been able to look into whether it's because of the same reason due to not owning a Mac

this is not a 4.x issue, this has already been an issue in 3.x

Steps to reproduce the issue.
1. install Linux
2. start Stellaris using a mod that overwrites 00_capital_buildings.txt, like https://steamcommunity.com/sharedfiles/filedetails/?id=2517213262
3. the loading screen will be stuck at 100%

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This happens on my Linux install, too (game version 4.0.21, Steam, Fedora 42 KDE).

The hanging seems to be caused by the inline_script option. Removing these from the modded buildings prevents the game from hanging, though obviously that causes other issues during gameplay.

It looks like the problem is with referencing inline scripts that aren't included in the mod. If you copy the referenced inline script into the mod files - including the ones referenced in the inline scripts themselves - (and rename then and their references - otherwise the game will still hang or even crash), then the game loads as normal. This isn't very consistent, though; Sometimes the game would crash at 100%, after which it would continue to do so until I launched the game with the copied scripts removed, and only then would it run with the mod again. A caching problem, maybe?

I've tried running the game via the terminal as well, which seems to have the same issues (though sometimes it crashed while running it via Steam didn't - but only sometimes). That did output some errors about the game not being able to find the mod, but it seems to do this for all mods, even if they clearly work:
Code:
[virtualfilesystem_physfs.cpp:797] File '/home/<USERNAME>/.local/share/Paradox Interactive/Stellaris/mod/test-buildings-inline-scripts' does not exist :
not found

I've attached my test mod in case anyone else wants to try.
 

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Seems to be related to another issue posted on this forum (which I am not allowed to link, for some reason. It's titled "Stellaris - Stellaris on Linux - Segmentation Faults and Performance (3.14 / 68ca without mods)")

Using the fix mentioned there (Installing and using the JEMalloc library) solved the issue for me, using the following launch options:
Bash:
LD_PRELOAD="/usr/lib64/libjemalloc.so.2" bash -c 'exec "${@/dowser/stellaris}"' -- %command%

This workaround does skip the launcher (which fails to launch if I try to), so you'll have to use an external mod manager (e.g. Irony Mod Manager) or temporarily run the game without the custom parameters if you want to change mods.
 
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