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Bitterbaum

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Hello,

Does anyone know how to make an added deposit 'active'?

Code:
init_effect = {   
                orbital_deposit_tile = {
                    add_deposit = d_living_metal_deposit
                }
        }

It shows up when you click on the planet, but is neither visible in the system view or being recognized as an available resource.

Thanks in advance if anyone knows an answer to this.
 

ck2plusdlacc

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This is what I'm stumped at as well at the moment.

I'm combing through savestate files to see if there is any qualitative difference between our "artificial" and the natural deposits.

EDIT:

You CAN access those resources if, and only if, they spawn alongside an existing resource.

So, here it is in the game state, this is somewhat interesting:

Code:
            0={
                active=yes
                resources={
                    engineering_research={4.000 4.000 0.000}
                }
                deposit="d_null_deposit"
                deposit="d_immense_engineering_deposit"
            }

This is what it looks like in the save file when it doesn't work.

However when it does:

Code:
            0={
                active=yes
                resources={
                    energy={3.000 3.000 0.000}
                    minerals={4.000 4.000 0.000}
                    sr_terraform_gases={1.000 1.000 0.000}
                }
                deposit="d_terraforming_gas_deposit"
                deposit="d_immense_mineral_deposit"
            }


Clearly something in the initial resource creation step for "natural" resources removes that d_null_deposit. I'll look into it further and report back.
 
Last edited:

Bitterbaum

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A rather messy workaround would probably be setting up a duplicate of the planet/star class you want to add specific resources to and then add a modifier to the deposit file and set the weight for that new planet class to 100.
 

Naselus

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Yeah, the orbital slot gets filled using the weights from deposits.txt. Just give Living Metal an orbital weight of like 5000
 

ck2plusdlacc

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Creating unique planet classes would be valid but you're right, very messy.

Adding two resources, to overwrite the initial null clear, doesn't work.

Running "remove_deposit" doesn't either.
 

ck2plusdlacc

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Again not wrong, I'd just rather figure out how to fix this long term instead of relying on workarounds.

Its worth noting that this is probably the same issue that affects living metal deposits on Ringworlds. Sadly I wiped the PC with those saves on it, I guess I'll report now and repro later.
 

ck2plusdlacc

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SOLVED

Code:
        init_effect = {
            orbital_deposit_tile = {
                clear_deposits = yes
            }
            orbital_deposit_tile = {
                add_deposit = d_immense_mineral_deposit
                replace = yes
            }
        }

Happy modding.
 
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peralex

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Thanks, been trying to solve this problem. And its easy to make custom deposits in the deposits file.
 
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