• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

pateb246

Private
64 Badges
Mar 1, 2016
22
13
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Magicka
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: La Resistance
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Prison Architect
  • Imperator: Rome - Magna Graecia
  • Victoria 2
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Stellaris: Federations
  • Europa Universalis IV: Common Sense
  • Stellaris: Leviathans Story Pack
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
After doing some modding with new system initializer, I was attempting to also add it to the spawn table of possible planets and force it to spawn every gameplay. The following is the first few lines of code, and I can't seem to get it to spawn at all.

Code:
rand_newsystem_init = {
    name = "newsystem"
    class = sc_black_hole
    usage = misc_systems_init
    spawn_chance = 100
    max_instances = 1

And I have tried:

Code:
rand_newsystem_init = {
    name = "newsystem"
    class = sc_black_hole
    usage = misc_systems_init
    usage_odds = 100
    max_instances = 1

The follows is the star/planet segments, which I know work (with a new system intializer). The only difference is that I changed the "home_planet" to "no" so that it would not be listed as a home planet.

I tried looking at /stellaris/common/solar_system_initializers/special_system_initializers.txt and I can't seem to get it working.
 

Omelie

Corporal
35 Badges
May 17, 2016
35
5
  • Crusader Kings II
  • Pillars of Eternity
  • A Game of Dwarves
  • Sword of the Stars II
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Necroids
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Prison Architect
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines
  • Warlock: Master of the Arcane
Code:
# Test
special_init_10 = {
    name = "Test"
    class = sc_black_hole
    usage = misc_system_init
    max_instances = 1
    usage_odds = 80
#    entity_scale = 25.0 -unfortunately this part doesn't work
  
  
    planet = {
        class = star
        orbit_distance = 0
    }
}

This works. Just place it after special_init_9's code and obviously you can change it to 100%. This issue you have is you are not spawning a "planet" for one. And 2. You are trying to set up a new thing for the program to call on that doesn't exist in the other code.