Loving both the variables and subject/overlord stuff. Now, if only variables could be used in localization, I would have everything I need
No, but it's a nice idea if we find time to investigate extensions of the system later on.Can the variables be used in (for example) buildings costs? So like mineral cost of a building =Var1, and then technology Y reduces Var1 by 20%?
planet_event = {
...
immediate = {
every_tile = {
clear_resources = yes
}
}
}
country_event = {
...
immediate = {
species = {
set_species_homeworld = event_target:my_planet_scope
}
}
}
Yes..Would it be possible to make a mod that makes a planet the species_homeworld after X amount of years of it being the capital?
planet_event = {
id = synthetic_empire_event.4
is_triggered_only = yes
hide_window = yes
immediate = {
every_tile = {
limit = { has_building = "building_hydroponics_farm_1" }
remove_building = yes
set_building = "building_power_plant_1"
clear_resources = yes
add_deposit = d_rich_energy_deposit
}
every_tile = {
limit = { has_deposit = "d_farmland_deposit" }
clear_resources = yes
add_deposit = d_energy_deposit
}
}
}
cluster_count = {
# method = one_every_x_empire
method = constant
value = 6
max = 10
}
cluster_radius = 150
cluster_distance_from_core = 300
So clear_resources made it in to Asimov beta. Yay!
But...
Code:planet_event = { id = synthetic_empire_event.4 is_triggered_only = yes hide_window = yes immediate = { every_tile = { limit = { has_building = "building_hydroponics_farm_1" } remove_building = yes set_building = "building_power_plant_1" clear_resources = yes add_deposit = d_rich_energy_deposit } every_tile = { limit = { has_deposit = "d_farmland_deposit" } clear_resources = yes add_deposit = d_energy_deposit } } }
The first every_tile works, but I can't get the other to work. I suspect it's because has_deposit either doesn't work like this or because the starting planet resources are called something entirely different. Any suggestions Divine, I want to replace the +1 Food tiles with +1 Energy?
has_resource = {
type = food
amount > 0
}
@Divine so no chance we will get targeted decisions? We could seriously use the ability to add new right click functionality
Unfortunately the +1 food and the other initial spawn tile resources are not added using deposits. They are using the older system with resources instead. It's confusing that it's using an overlapping system.
I would try to identify the tile with:
Code:has_resource = { type = food amount > 0 }
There's a plan down the line to add more functionality to the custom script buttons. We'll see if that covers the intended usage of targeted decisions.
They did.Did custom script buttons make it into Azimov?
I believe it did somewhat. I think the scope part is incomplete and will always be the player country.Did custom script buttons make it into Azimov?
I found the best info here actuallyIs there any information with respect to how to use them?
I believe it did somewhat. I think the scope part is incomplete and will always be the player country.
Unfortunately the +1 food and the other initial spawn tile resources are not added using deposits. They are using the older system with resources instead. It's confusing that it's using an overlapping system.
I would try to identify the tile with:
Code:has_resource = { type = food amount > 0 }
planet_event = {
id = synthetic_empire_event.4
is_triggered_only = yes
hide_window = yes
immediate = {
every_tile = {
limit = { has_building = "building_hydroponics_farm_1" }
remove_building = yes
set_building = "building_power_plant_1"
clear_resources = yes
add_deposit = d_rich_energy_deposit
}
every_tile = {
has_resource = {
type = food
amount > 0
}
add_deposit = d_energy_deposit
}
}
}
I believe it did somewhat. I think the scope part is incomplete and will always be the player country.
Unfortunately I think it won't make it to Asimov's release. I'm currently occupied by implementing some mod features for CK before my focus is back to Stellaris and I don't think anyone else has time to look at it before Asimov. However once I get back on Stellaris it's one of the top things I want to look at.Any hope of the scopes being fixed by Asimov's release? Or is this something that we're gonna have to wait awhile for? This is a game changing feature for modders, so it'd be nice to actually be able to fully explore it while you are all on vacation.