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I don't know if this is the right thread to ask but would it be possible to create a "UI" for modding technology. I assume if there was any UI for modding it would have to be specific to what ever it is you want to mod considering the number of options that can be changed in this game.
 
MODDING FEATURE REQUEST:

Similar to shipsize_<shipsize name>_hull_mult and shipsize_<shipsize name>_hull_add, auto-generate the following modifiers:
Code:
shipsize_<shipsize name>_shield_mult
shipsize_<shipsize name>_shield_add
shipsize_<shipsize name>_armor_mult
shipsize_<shipsize name>_armor_add
 
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Likely bug in trigger

I have done some tests, and it seems like the "num_species" trigger doesn't work. I start with a planet, and some new species using the "copy_pop" console command, and then trigger an event to write to my log which "if" statements pass.

Result: The trigger always seems to think that there's 1 species on the planet (e.g. "num_species = 1", "num_species > 0", "num_species < 2" all works, however, now "num_species = 0", "num_species = 2", "num_species > 2", etc.).

This trigger is almost never used in the game, so seems likely it hasn't been discovered.
 
I don't know if it already exists and I'm just blind, but a define for the base influence gain rate would be a miracle. Game is so slow with the current rate of influence gain and the fact that it's used for nearly everything.
 
I don't know if it already exists and I'm just blind, but a define for the base influence gain rate would be a miracle. Game is so slow with the current rate of influence gain and the fact that it's used for nearly everything.

That exists in the country_types under the base income for default country type
 
Civic Request: Techno-cult
Can someone make a Megastructure/Habitats version of Machine Cult from some mods, like civic expanded and Civic Overhaul?
Code:
Engineering research from jobs: +10%
Construction time: -15%
Traditionalist faction likes machines
AI Worship policy option available
Priests produce 3 Engineering Research instead of 2 Society Research

Maybe with priests that increase unity, engineering and alloys production? And the temples that decrease both time and alloys costs of megastructure or give a bonus to habitable megastructure jobs resources production?
 
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Can someone make an Origin that merge both Void dwellers and Necrophage?

Start with 3 habitats, with a secondary species (only the dominant with void dweller trait) and both the bonus and malus of both? So -85 pop growt for main species, no bonus to workers, but a bonus for rulers and a very good bonus for specialist and so on.
(At the moment, I haven't buy yet Necroids dlc because the only things that interest me in that dlc it's is origins, but take that forbid to take void dwellers (or planetary habitat origin, from the sub mod of Planetary Diversity) so I'm waiting if there is a workaround to the problem. )
 
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Question re buildings and modifiers.

I know it's possible for a building to add resources to all jobs on a planet, and to add jobs to a planet, but is it possible for a building to add jobs to a district?

For eg, could a building add +1 miner jobs to every mining district? Or +1 researcher jobs to every researcher district? Is it possible and if so how would one go about it?
 
Question re buildings and modifiers.

I know it's possible for a building to add resources to all jobs on a planet, and to add jobs to a planet, but is it possible for a building to add jobs to a district?

For eg, could a building add +1 miner jobs to every mining district? Or +1 researcher jobs to every researcher district? Is it possible and if so how would one go about it?
You could do this but you can't do it via a clever modifier like job_researcher_per_research_district = 1, since you can only do those on a planet level, a per-pop level, or a per-crime level. The way you'd have to go about doing it is with horrific spaghetti code in the district definitions themselves, like this:
Code:
    triggered_planet_modifier = {
        potential = {
            has_building = your_building_here
        }
        modifier = {
            job_your_job_here_add = 1
        }
    }
 
It would be sweet if we could set conditions for starting systems. For example, a random weight modifier if it's a random starting system ("usage = empire_init") and allow/disallow conditions if it's one you choose in the empire creator ("usage = custom_empire").
 
It would be sweet if we could set conditions for starting systems. For example, a random weight modifier if it's a random starting system ("usage = empire_init") and allow/disallow conditions if it's one you choose in the empire creator ("usage = custom_empire").

This would be amazing! As someone who likes to use custom start systems fairly often, I feel like this is a fantastic idea, and would be a really neat way to give unique empires from the Workshop some extra uniqueness, beyond things like event chains.
 
Has anyone come up with something a lot closer to "The Culture" than just Rogue Servitors? The Culture is obviously not Mechanist or Syncretic Evolution types.
 
I think modder should be given move power on localisation. Sometimes, we may need events to do what we want, or the modifier code is in somewhere else, like the traits about amenities, the code is in jobs files. job/building/component(event technology) can't show these things directly, what we can do is only write a mouthful desc and pray players can see it.
I think we should can remove the default desc of its ability(produce, modifier or other thing that spawn automatic), and rewrite it as we want, just like what you do in traits. It's not very difficult, right?

By the way, please pay more attention on the ground army, I even can't design a new job that can spawn stronger defense army(instead of more armies).
Well, do devs still check this thread? If you check, say something please
 
You could do this but you can't do it via a clever modifier like job_researcher_per_research_district = 1, since you can only do those on a planet level, a per-pop level, or a per-crime level. The way you'd have to go about doing it is with horrific spaghetti code in the district definitions themselves, like this:
Code:
    triggered_planet_modifier = {
        potential = {
            has_building = your_building_here
        }
        modifier = {
            job_your_job_here_add = 1
        }
    }
Wait, the only way is change the district definition? if I am unwilling to change it(as we know, changing the original files often means perform awful when multiple mods ), what I can do is just writing a code in the building definition like:
Code:
    triggered_planet_modifier = {
        potential = {
            num_districts = { type = your_district_here value > 0 }
        }
        modifier = {
            job_your_job_here_add = 1
        }
    }
   
    triggered_planet_modifier = {
        potential = {
            num_districts = { type = your_district_here value > 1 }
        }
        modifier = {
            job_your_job_here_add = 1
        }
    }
blablabla....
 
Hello guys!

I'm new at modding, but not new at coding.
Actually, I have a simple question for better modders or experts.

Is it possible, to access the battle result logs? Anyhow? ( I'm just wondering about, if it is possible, and not about how)
If you can, how detailed it is? (A simple example is enough)

And a more hardcore question:

Is it possible, to access third-party programs from the mod or the game? Like I write a java program, which is running parallel with the game and the mod, and somehow the mod calling the program with some arguments.

Easily, can I somehow write a program that is parsing the battle result logs from the game?

If it is too much, it's okay to laugh at me, I just wondering what is possible. :)

Thanks for the help,
David
 
Can we please get "none" to be a viable target for the "set_species_homeworld" effect? Atm we have to pick a random planet and then delete it, which is annoying and takes a day to take effect.

Also, can we please get the ability to modify a species without creating a subspecies?
 
Please make a mod which turns conquered Machines into Robotic Workers instead of purging.
It's impossible to do this in species_rights,so you can do this in decisions,like this.
 

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