[4.3.x] Stellaris Stability Patch
Before installing this mod, please understand that I cannot 100% guarantee that this mod will completely fix ALL of Stellaris’ Crashes/Desync issues. Only a portion of them.
I’ll try my best to keep this mod updated every time Paradox drops a new update, but please try to understand that this game is the definition of spaghetti code (like every game made by Paradox haha). One small change that they make, which might seem insignificant at first, can lead to the complete break down of any mods that the community makes/uses.
Short of an update from Paradox that might break this mod, you should NEVER have any issues that are directly caused by this mod. The only reason that you might see ‘new’ errors that cause you to desync/crash would be because this mod had fixed a more prominent issue that caused crashing/desyncing, which allowed the ‘new’ issue to surface.
The purpose of this mod is to fix the excessive amount of errors that Stellaris likes to dump in its debug/error logs. The idea is the game spends more time functioning as expected, and less time getting repeatedly slowed down by errors and needing to write a log for it.
From other peoples experience, as well as my own, this has had a pretty decent shot at fixing some of the issues that lead to some of the Desyncs/Crashes you may normally experience.
For this mod to not only function as expected, but to also prevent it breaking other mods, make sure its at the top of your load order. Why this is needed is quite simple, and I’ll explain it. So, whatever mod is at the top of your load order will be applied to the game first. Followed by the next mod, and the next, and the next. You get the point.
Now, lets say that you have another mod at the top of your load order. E.G. Gigastructures. Now, lets say for balancing purposes, Gigastructures changes how many Consumer Goods a relic gives. (We’ll use Relic A as an example) Now, the games code has changed from Relic A giving 5 Consumer Goods to 10 Consumer Goods. Now, its my mods turn in the load order. Lets say my mod fixes an error that gets thrown into the logs by Relic A via fixing part of its code. My mod will always use Vanilla Stellaris values. So, even though Gigastructures has made Relic A give 10 Consumer Goods, my mod has overridden it, and it has been set back to 5 (the default value).
But what if my my mod was first in the load order? It would apply the fix to Relic A, then get overridden by Gigastructures. Now, as you would have guess, yes, my fix is now gone. But at least Gigastructures won’t have any issues. And I would presume the dev of Gigastructures would have applied a fix of their own, if they were to edit Relic A at all. As for why you would bother using this mod if there is a chance it is going to be overridden, what if Gigastructures DOESN’T touch Relic A? Then you would not only get MY fix to Relic A, but prevent an chance of breaking Gigastructures (or any other mod), should it edit Relic A in any way.
Hopefully I’ve explained that in a way that makes sense. Feel free to do some research of you own if needed!