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Fortuitously the Stellaris game engine is robust and resolves these errors with no impact to the game....
BUT
The errors slow the loading of the game down. And if your like me and have over 10 mods running, each mod that throws out errors like this add a few seconds each. the load screen can go from seconds down to minutes.
Once I have separated the Lege code out of Legw, I can work on both improving / adding features to Legw, and get Lege up to version 3.6.
Got a bunch of these before a crash-to-desktop.
Thanks, I checked the .yml file and there entries are actually missing from there (it's legw_ancient_start_NAME and legw_ancient_start_DESC). Everything else actually loads fine.
Same for the legw_lucky_start_DESC and NAME and legw_next_start_DESC and NAME) which are missing.
Sorry I did not check that earlier.
https://i.imgur.com/zcV9MXK.jpg
This is from custom systems which have an empty Shattered Ring, not vanilla.
The modifier and deposits don't seem to have an effect on this colony type.
The last bit where it's looking for a fleet seems a bit odd for something involving deciding if a megastructure is going to be legendary.
# A Megastructure has been built
# Root = Country
# From = Megastructure
# FromFrom = System
# FromFromFrom = Fleet
Starting at line 97 of zzzz_legw_on_actions.txt
Starting on line 44 of legw_script.txt
The code looks good, and my experience has been that the event fires consistently as I have captured legw habitats and had the attribute added on ones I have built. The Broken Clock system has had legw habitats on several occasions as well.
I suspect you have some corruption in he SQLLight due to the mods updating over time.
Try doing the process to clear and reload the mods from the Stellaris Wiki modding page.
Perhaps you are running another mod, and if I test with that mod I can see the issues and set a flag for that mod?