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Stellaris Dev Diary #222 - Moddability Updates in LEM

Welcome to another Stellaris Modding Dev Diary! Today, I’ll be talking you through some of the new scripting language features in the upcoming 3.1 patch.

We have already mentioned that Traditions are considerably more moddable now with the new system, with far less heavy lifting needed in the gui and loc files. I can also confirm that you can, for instance, now script in tradition trees that only become available if you make certain decisions during the game. But today, the main focus will lie on variables.

Variables

I mentioned last time that we have been looking to do more with variables. In the last patch, several more ways to save various bits of information in the game were added, but the biggest missing one was an easy way to get trigger values, like for example the number of pops on a planet. You also were still quite limited in where you could use variables, especially compared to PDS’ newer games like CK3. Also, the syntax for using them was not quite ideal, in many cases.


With 3.1, we have greatly increased the power of variables. First of all, the format: previously, when you wanted to get the value of a variable, you had to refer to… well, the variable itself, and that was all. Now, you can do a few more things:

Code:
    value = my_var                                 #gets the value of my_var variable set on the current scope
    value = from.capital_scope.my_var              #gets the value of the my_var variable set on from’s capital
    value = trigger:num_pops                       #gets the number of pops in the current scope
    value = from.capital_scope.trigger:num_pops    #gets the number of pops in from’s capital

So you can do dot scoping, which saves a lot of ugliness, and is a big improvement as it is. And as you can see, you can also refer to triggers, with trigger:<trigger>. This will support any trigger checking a number and just a number, with no { }.

(Note: the previous, ugly format for copying variables across different scopes has been removed. The one where you'd specify "value = { scope = x variable = y }")

3.0 already had an effect, export_trigger_to_variable, but it only worked with fleet_power. That was the prototype; the functionality has been expanded to all such triggers. Importantly, that effect lets you get values from triggers that are a bit more complex, with { }, that are still comparing a single number:

Code:
    export_trigger_value_to_variable = {
        trigger = num_assigned_jobs
        parameters = {
            job = miner
        }
        variable = num_miner_jobs
    }

3.0 also, to mention it again, added a bunch more ways to get game values such as modifier numbers and resource stockpiles to variables. It also added a few more places where you could use them: multipliers in add_resource and add_modifier, for instance. With 3.1, we have added a lot more things that you can use a variable for:
  • As values in triggers checking single numbers, e.g. "num_pops > my_variable", "intel = { who = from value < trigger:num_pops }"
  • As values in effects using a single number, e.g. "add_experience = my_variable".
  • As a multiplier parameter in triggered resource tables (e.g. in a building):
Code:
     resources = {
        category = planet_buildings
        cost = {
            trigger = { <triggers> }
            minerals = 100
        }
        multiplier = my_var/owner.trigger:num_pops
    }
  • In MTTH/AI Chance modifiers:
Code:
     ai_chance = {
         factor = 1
         modifier = {
            add/factor = my_var/trigger:num_pops
            is_variable_set = my_var
         }
     }
  • add_modifier now has a time_multiplier as well as a multiplier parameter, you can use it there. E.g. for death cults, this is used to apply a modifier for 10 years X edict_length_mult
  • In ordered_script_lists: a feature yoinked from our newer games. I’ll let the trigger docs entry explain:
Code:
ordered_owned_fleet - Iterate through each fleet owned by the country - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops)
ordered_owned_fleet = {
    limit = { <triggers> }
    position = <integer, starting with 0>
    order_by = <variable>/trigger:<trigger>
    inverse = yes/no (default: no - if yes, then 0 is lowest rather than highest)
    <effects>
}
Supported Scopes: country
  • If your variable is too exact a number, you can now use round_variable_to_nearest to round its value to e.g. the nearest multiple of 10.

A summary of these functionalities have been added to an information file in the events folder (and attached to this post). Also, I could well imagine further expanding on these usages of variables, so it’s quite possible there will be even more coming along these lines in future. The changes have already proven extremely useful to us, e.g.:
  • Improving Death Cult rewards: cut about 1000 lines of script and still ended up with the new version taking more factors into account to determine the adequate reward for you!
  • Fixing Golden Rule cash payouts: the previous solution was to fudge the numbers and give you an amount with a rather tenuous connection to the actual pay-in. This is no longer necessary.
  • Improving Federation Science Leadership Challenge: adding the actual number of techs and repeatable techs you have researched as a factor
  • And more.
Sprite Sheet Changes

That was already quite a lot, but there’s a few more things that I’d like to highlight. Firstly, certain older elements of the game used sprite sheets for their icons - a system where a list of icons would all be in a row on one image file, and we’d specify that we’d want to use, say, the 5th icon on the list. We had a few issues with these inhouse (the colony automation button currently accidentally being a robotic cow springs to mind), and modders have pointed out that they are a pretty bad overwriting bottleneck, since only one mod can overwrite the sprite sheet at a time, and therefore only one can add extra types of that object that add new graphics at a time.

We worked out a way to change index references to icons in sprite sheets into normal key references, which meant that we could convert these elements of the game to use the normal system (with no need for new icons to be inside a sprite sheet). This got rolled out to the likes of army types, colony automation types, bombardment stances, and (with great difficulty!) ship sizes.

An example:
Code:
    spriteType = {
        name = "GFX_ship_size_military_1"
        sprite_sheet_sprite_type = "GFX_ship_sizes"
        default_frame = 2
    }

In the case of ship sizes, it was a bit tricky, since the icon_frame index number then specified which icon it would use on multiple sprite sheets. In the end, we left that system in place for starbases (since very few tend to add a new type of starbase) and made the line “icon = ship_size_military_1” tell the game to refer to several sprite keys: GFX_text_ship_size_military_1, GFX_ship_size_military_1, GFX_ship_size_military_1_top, GFX_ship_size_military_1_top_damaged

This will need some updating for mods which change the affected objects, since the old format no longer works, but in the long term it will hopefully solve a lot of compatibility headaches!

Randomness

Some have noticed that, in certain cases, the randomness of script functions such as random_list is not very random. Specifically, events fired from on_game_start had this issue (and various other on_actions, but that was the one that hurt the most). This was pretty unfortunate, since this effectively meant that certain things that were meant to be different each game... simply were not. Relatedly, we also revisited some more longstanding issues like where if you used while loops or every_x loops, each time the effect happened within that loop, the random result would be the same. (As in 25x random_list resulting in 25x the same result rather than 25x a random result).

We fixed this quite exhaustively:
- The lack of randomness in on_actions like on_game_start is fixed. If we in future make the mistake that caused this to happen again, the game will warn us, so hopefully it is banished for good.
- While loops and every_x loops have improved randomness
- For good measure, we added a reroll_random effect

Other Cool Stuff

On another note, we can now add triggered pop modifiers to traits, so for instance, you can add a trait that gives a bonus on one planet class and a penalty on another. The potential that this unlocks is quite considerable - for instance, it allowed us to stop using the somewhat unintuitive (and eminently cheeseable) stopgap solution of giving Void Dwellers two traits, and instead giving them one that applies differently depending on what sort of planet they are on.

As some have noticed, the Clone Army origin does several cool, new things that we haven’t really explored in the game before. A lot of what we added for it could have further cool uses in the future, for instance:
  • You can now gender-lock species
  • You can set an empire limit on how many instances of a building you can build. (And alter it during the game).
  • A game rule, “should_force_decline_species”, has been added. It will make a species for which it returns true decline on a planet, triggering an alert based on whatever tooltip is specified in the game rule. It is also hooked up to stop pops from migrating/being resettled/etc to a place where they would immediately start declining.

Finally, we added a bunch of new effects, triggers and modifiers, as usual. A couple to highlight are:
  • set_visited = <system> - reveals a system to you, without you having surveyed it
  • set_saved_date - lets you save a specific date (can be in the future) so that you can use it in locs, similar to variables: [This.my_saved_date].
  • Technically, the last effect is actually adding a <scope>_flag, so the standard flag effects and triggers have been ported over to all scopes
  • You can now use [loc] commands in button effects, which apparently will be very useful for dynamic modded UIs
  • You can define descriptions for districts, buildings, jobs and special projects through desc = { text = X trigger = { Y } } now. They also now take loc commands.
  • We deleted has_non_swapped_tradition and has_tradition_swap, and consolidated them into has_active_tradition. Modders: do a search-replace!
  • Every scope that lacked script flags (e.g. country_flag) now has them. Also, variables work in all scopes now too.
  • Note for updating mods: count_diplo_ties is now count_relation, count_armies is count_owned_army or count_planet_army (depending on the case). any/every/random_mining_station/research_station have also been removed, because they were nonsense. Use simply mining_station/research_station/orbital_station scope change instead. Also, observation_outpost no longer takes a "limit", but you can say "exists = observation_outpost" as compensation.
Adding all these new functionalities has been a boon for us in the Custodian team, and we are gradually rolling them out to older parts of the game which can benefit from them. It’s something I look forward to doing more of in future, and equally, I am excited (and, I’ll admit, a tiny bit afraid) to see what modders will do with them!

One last thing: the old trigger_docs.log has now been deprecated, and instead we now have a more wieldy and more comprehensive script_documentation folder, the contents of which are attached to this post.

And as some of you are probably aware, we did some early access for Modders for the Nemesis update. We had ~10 mods update on release day, servicing around 1.6 million subscribers, overall we were very happy with the results and the community reaction, and if this continues to go well we’re looking to gradually expand this experiment to more of the Modding Community. For Lem, we’re looking to add another 10-ish Modders to the early-access experiment. If you’re interested you can fill out the Modder Early Access Request form.
 

Attachments

  • 000_how_to_use_variables_in_script.txt
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  • effects.log
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  • scopes.log
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  • triggers.log
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All of these changes look great! Especially how the army, fleet and other icons are handled.
I've also wondered, since Plantoid and Fungoid archetypes are recieving unique traits, is it possible that the other archetypes will be able to have their own unqiue traits modded in? (Unless you can already do that and I'm being stupid)
Yes, that's possible now - previously you could lock by archetype, now you can also lock by class. Also, civics can be locked by species class too, now.
 
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I've also wondered, since Plantoid and Fungoid archetypes are recieving unique traits, is it possible that the other archetypes will be able to have their own unqiue traits modded in?

As Caligula said, species traits now support a bunch of new stuff. Here's the list that were implemented when making the Plantoid traits (going by memory):
Code:
species_class = {} # List species classes here, ensuring the corresponding archtype is listed in allowed_archetypes = {  }

triggered_planet_growth_modifier = { # Won't show in trait tooltips, use custom_tooltip/custom_tooltip_with_modifiers
    potential = {  } # Trigger for modifier.
#    pop_growth_speed = value
#    pop_assembly_speed = value
}

triggered_pop_modifier = { # Won't show in trait tooltips, use custom_tooltip/custom_tooltip_with_modifiers
    potential = {  } # Trigger for modifier.
    # Should accept most trait modifiers.   
}

custom_tooltip_with_modifiers = loc_key #  # Unlike custom_tooltip, this shows in addition to the modifiers
 
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I just wanted to say all this back end work is phenomenal. Not a lot of developers would invest this much effort into technical debt for a 5 year old game, or do the fighting needed to get the company to let them.
 
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@Caligula Caesar This is stupendously useful stuff!
Are there any plans to expand queue_actions = { repeat = { <fleet actions> } } to handle more/all other currently unsupported fleet orders? (e.g. to natively instruct constructors to build mining stations - rather than faking it via waiting, debiting minerals, spawning station manually)

On making variables more usable in other places, will they be usable in side of ship_sizes files? the empire limit block (below is titan's one) is a really neat way of constraining ship quantities, but there is no way to change this at runtime (the workaround is to script-limit it, but you dont get that nice fleet ui tooltip as a result).
Code:
    empire_limit = {
        base = 1            # Can this become [country.Variable1]?
        max = 20            # Can this become [country.Variable2]?
        naval_cap_div = 200 # Can this become [country.Variable3]?
    }



Does this sprite sheet update apply to megastructures too? I'd love to see unique MS icons for each megastructure, rather than re-using the bucky ball for the dyson sphere each time.


Is there also any way to save a [scope] name to a variable/string? e.g. of a planet, starbase, whatever.
There have been a few times I've wanted to alter ship, starbase or planet names to indicate something (e.g. "[starbase name] [icon]" or "[ship rank icon] [ship name]", or embedding a planet name in coloured text quotes)
But this often means removing or swapping characters, which isnt really doable without stashing the original name for reference, as there isnt any equivalent to exel's string edit functions, for example, that I know of.


Random question time:
I have a titan, with -120% interstellar speed modifier, made up from 3x AUX mods adding -40% interstellar speed modifiers each, as part of a FTL mod.
View attachment 752732 View attachment 752733

I'm wondering, if I do the below... how does the game contain the FTL speed modifier for this ship?, is it 3 separate -40% modifiers, or a single -120% modifier?
Code:
export_modifier_to_variable = { modifier = ship_interstellar_speed_mult variable = PANCAKE_SHIP_CURRENT_FTL_MULT }
Would this return a value of -40, or -120 (or -0.4 / -1.20) to show the component modifier, or the aggregate ship_interstellar_speed_mult modifiers

The reason I'm asking, is whilst ships with -100% FTL will not jump, believe it or not, I've noticed that ships with < -100% FTL speed will actually travel backwards in interstellar space, away from their destinations (surprised me, too).
View attachment 752735destination star top left, origin star middle, fleet heading off to south east (opposite direction from destination - looks odd from this perspective).
so the plan is to cap ftl speed off at -90% in the mod, by detecting the net FTL mult, and editing it if needed via IF statement.

Also, I don't know how much work goes in to adding on_actions and triggers, but would it be possible to
  1. add a trigger"count_component = KEY"
    • right now we have "has_component = <component template key>" But this is only good to see if a component exists, not if there are more than one
    • (e.g. to stack/increase effects on ships, in battle etc, if scripts are running off having several components aboard a ship)
  2. Get a new on_action, "On_leaving_system" (via hyperlane) with the scopes of Ship(or fleet), Origin system and destination system?
    • Pretty niche uses but this would be useful for computing distances and parsing non-linear FTL effects (e.g. get start and end stars, plot the distance and mod ship speed if there is a black hole along the way, or other effects based on where the fleet is going to)
    • The only on_action that's similar to this right now isn't really fit for more general use (on_emergency_ftl = { } # This = escaping fleet # From = system escaped from # FromFrom = system escaping to)
  3. Get an expansion of the below on-action to also include the Origin/departure system as a scope? (I know this is tracked somehow, as, the game still spawns a hyperspace window at the destination system saying "X ship(s) inbound from [Origin star]"
Code:
# Triggers event when ship enters a system. It's usually better to use on_entering_system_first_time or on_entering_system_fleet
# Scope = Ship
# From = System
# FromFrom = Country
on_entering_system = {
    events = {
    }
    random_events = {
    }
}
Fleet actions: Not really, unless we need it in Content Design. We have people in charge of improving the AI inhouse among the Custodians, whose efforts are already bearing fruit. So in other words, we would rather spend programmer time on improving the AI rather than making things which modders only want so they can make the AI better.

Ship_sizes: Won't work now, I'll add it to a list of things that might get done sometime

Sprite sheet megastructures: Maybe in future

FTL Speed Modifier: It'll end up as -120, but export_modifier_... will give you the cumulative total, including ones granted e.g. at country level
 
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This is how things should have been going. Neat work indeed.

EDIT: Can there be an official guide on how these stuff affect the game performance, like what should I use sparingly so it doesn't lag as hell, or what can be used recklessly as it involves very little work behind the scene?
 
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Amazing stuff! Can't wait to toy around with this :D

Question about the sprite changes;



Can this in the future also be applied to planet modifier borders? That is a single sprite too. With how they're used in static modifiers it's probably not an easy thing to do, but doesn't hurt to ask :)
Not sure which ones you mean, please say the file :)

Actually, planet classes also got the same treatment, now that I recall. (The bit where you see the planet's picture in the outliner)
 
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Modding is the lifesblood of strategy gaming. The fact that Paradox supports modders above and beyond so heavily is one of the reasons why most of their games have such a long lifespan. Good stuff.
 
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Also, is there a way to create modded mutually-exclusive traditions? As in, both options start available, but if you pick one the other one becomes unpickable.

Yes, the potential check for traditions defaults to the country scope, so you could add

Code:
potential = { NOT = { has_tradition = tr_tree_2_adopt } }
to tree 1 and
Code:
potential = { NOT = { has_tradition = tr_tree_1_adopt } }
to tree 2 and it should work out fine.
 
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@Caligula Caesar This is stupendously useful stuff!
Are there any plans to expand queue_actions = { repeat = { <fleet actions> } } to handle more/all other currently unsupported fleet orders? (e.g. to natively instruct constructors to build mining stations - rather than faking it via waiting, debiting minerals, spawning station manually)

On making variables more usable in other places, will they be usable in side of ship_sizes files? the empire limit block (below is titan's one) is a really neat way of constraining ship quantities, but there is no way to change this at runtime (the workaround is to script-limit it, but you dont get that nice fleet ui tooltip as a result).
Code:
    empire_limit = {
        base = 1            # Can this become [country.Variable1]?
        max = 20            # Can this become [country.Variable2]?
        naval_cap_div = 200 # Can this become [country.Variable3]?
    }


That was already quite a lot, but there’s a few more things that I’d like to highlight. Firstly, certain older elements of the game used sprite sheets for their icons - a system where a list of icons would all be in a row on one image file, and we’d specify that we’d want to use, say, the 5th icon on the list. We had a few issues with these inhouse (the colony automation button currently accidentally being a robotic cow springs to mind), and modders have pointed out that they are a pretty bad overwriting bottleneck, since only one mod can overwrite the sprite sheet at a time, and therefore only one can add extra types of that object that add new graphics at a time.
Does this sprite sheet update apply to megastructures too? I'd love to see unique MS icons for each megastructure, rather than re-using the bucky ball for the dyson sphere each time.

  • set_saved_date - lets you save a specific date (can be in the future) so that you can use it in locs, similar to variables: [This.my_saved_date].
Is there also any way to save a [scope] name to a variable/string? e.g. of a planet, starbase, whatever.
There have been a few times I've wanted to alter ship, starbase or planet names to indicate something (e.g. "[starbase name] [icon]" or "[ship rank icon] [ship name]", or embedding a planet name in coloured text quotes)
But this often means removing or swapping characters, which isnt really doable without stashing the original name for reference, as there isnt any equivalent to exel's string edit functions, for example, that I know of.

3.0 also, to mention it again, added a bunch more ways to get game values such as modifier numbers and resource stockpiles to variables. It also added a few more places where you could use them: multipliers in add_resource and add_modifier, for instance. With 3.1, we have added a lot more things that you can use a variable for:
  • As values in triggers checking single numbers, e.g. "num_pops > my_variable", "intel = { who = from value < trigger:num_pops }"
  • As values in effects using a single number, e.g. "add_experience = my_variable".
  • As a multiplier parameter in triggered resource tables (e.g. in a building):
Random question time:
I have a titan, with -120% interstellar speed modifier, made up from 3x AUX mods adding -40% interstellar speed modifiers each, as part of a FTL mod.
1630575617016.png
1630575668011.png


I'm wondering, if I do the below... how does the game contain the FTL speed modifier for this ship?, is it 3 separate -40% modifiers, or a single -120% modifier?
Code:
export_modifier_to_variable = { modifier = ship_interstellar_speed_mult variable = PANCAKE_SHIP_CURRENT_FTL_MULT }
Would this return a value of -40, or -120 (or -0.4 / -1.20) to show the component modifier, or the aggregate ship_interstellar_speed_mult modifiers

The reason I'm asking, is whilst ships with -100% FTL will not jump, believe it or not, I've noticed that ships with < -100% FTL speed will actually travel backwards in interstellar space, away from their destinations (surprised me, too).
1630575759340.png
destination star top left, origin star middle, fleet heading off to south east (opposite direction from destination - looks odd from this perspective).
so the plan is to cap ftl speed off at -90% in the mod, by detecting the net FTL mult, and editing it if needed via IF statement.

Also, I don't know how much work goes in to adding on_actions and triggers, but would it be possible to
  1. add a trigger"count_component = KEY"
    • right now we have "has_component = <component template key>" But this is only good to see if a component exists, not if there are more than one
    • (e.g. to stack/increase effects on ships, in battle etc, if scripts are running off having several components aboard a ship)
  2. Get a new on_action, "On_leaving_system" (via hyperlane) with the scopes of Ship(or fleet), Origin system and destination system?
    • Pretty niche uses but this would be useful for computing distances and parsing non-linear FTL effects (e.g. get start and end stars, plot the distance and mod ship speed if there is a black hole along the way, or other effects based on where the fleet is going to)
    • The only on_action that's similar to this right now isn't really fit for more general use (on_emergency_ftl = { } # This = escaping fleet # From = system escaped from # FromFrom = system escaping to)
  3. Get an expansion of the below on-action to also include the Origin/departure system as a scope? (I know this is tracked somehow, as, the game still spawns a hyperspace window at the destination system saying "X ship(s) inbound from [Origin star]"
Code:
# Triggers event when ship enters a system. It's usually better to use on_entering_system_first_time or on_entering_system_fleet
# Scope = Ship
# From = System
# FromFrom = Country
on_entering_system = {
    events = {
    }
    random_events = {
    }
}
 
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Kinda annoyed. No release date in the very month that this is supposed to be released. Perhaps a delay is possible?
Giving us a specific date now does not really change much but would run the risk of the date having to be postponed for unforeseen reasons, thereby disappointing many.
With no expectations come no disappointments.

That being said, previous dev diary patterns still give us a good hunch of when to expect the update. Going by past experiences, the update is probably 2-3 weeks away, even if a release next week can not be ruled out completely. We can probably expect one dev diary with the patch notes, and another dev diary about the team's work processes, and perhaps one dev diary about development and player feedback, but probably not any about graphics or art changes. I would expect the wait to be 3 weeks until the update; it is unlikely to be longer, and if it happens sooner it will just be a positive surprise.
 
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Does this apply to say leader style traits that only work for leaders. Ie giving a species a trait that does a country effect like admin cap or influence only works if you make it a ruler trait so you have to duplicate each trait you make with any of the modifiers.

Another question, was ship_experience_gain_mult and army_experience_gain_mult fixed to work now? The other part is that only in like 2 scopes does the ship_starting_experience_add or army_starting_experience_add work. I posted this before Nemesis but after nemesis the issue is still in effect.

Re leaders: no. Unsure about the modifiers. It looks like they are used in code that is probably run.
 
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The randomness changes seem really positive!

Are there any particular things within the game that were affected by the "fake randomness"? I swear that I have noticed cases before where things in the scripts claimed to be a 30% chance, but I'd see them every single game. I'm just wondering if you know off the top of your head some events that this might have affected?
L-Gates opening to nanite dragons every time, for example.
 
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  • You can now gender-lock species

This is the Dawn of a new era for mods. Imagine the possibilities, given the current day political challenges and anime preferences!! :p
The steam workshop will explode!

Also, It's Sepember already, so when? I was hoping for an update... :confused:

P.S: A DD update so early? What happened to just doing it in the last possible minute before calling it a day?
 
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Is these mod changes going to affect previous mods. I have a personal mod that is rather extensive. Will the old coding format still function or will i have to redo everything?
Depends what you did. The sprite sheet changes are breaking changes, as are a couple of other things specifically mentioned as breaking changes in the DD. But it shouldn't be too much work regardless.
 
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im no modder, but i can see this being very good for more roleplay-y modded empires or even event chains/storylines

now if the inbuild mod loader of the launcher wasnt so scrap...
 
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I do hope that, someday, the custodians will be able to bring regularity to how game data is read in from the text files.

Most files you can simply drop a little snippet in the correct folder, it’ll update or add as needed, good to go. Buildings, for example.
However, other stuff - pop jobs being a huge offender - requires replacing the entire named file. One of the district files is like this too.

I don’t know why only some things are like this, but this behavior causes a ton of compatibility problems.
I would Venmo/PayPal/whatever the relevant dev $100 for this feature. Just sneak it in the back door one of these days. I’ll know because I won’t get flamed so hard on the steam workshop after an update.
 
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