I get it. You want to add orbital deposits on habitable planets

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Iosue Yu

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I get it. You want to add orbital deposits on habitable planets for countries who don't want to colonise the planet and build a mining station to mine it instead.

I am taking a gander at the bug @Guilliman88 has discovered, that planets lose deposits.

In file anomaly_events_6.txt, we have these 2 new events:

Code:
# add deposits for mineral modifiers
ship_event = {
    id = anomaly.6662
    hide_window = yes

    is_triggered_only = yes

    trigger = {
        from = {
            OR = {
                has_modifier = chthonian_planet
                has_modifier = extensive_moon_system
                has_modifier = unstable_tectonics
                has_modifier = ultra_rich
                has_modifier = mineral_rich
                has_modifier = asteroid_impacts
                has_modifier = carbon_world
                has_modifier = asteroid_belt
            }
            NOR = {
                has_deposit = d_minerals_7
                has_deposit = d_minerals_8
                has_deposit = d_minerals_9
                has_deposit = d_minerals_10
            }
        }
    }

    immediate = {
        from = {
            prevent_anomaly = yes
            clear_deposits = yes
            add_deposit = d_minerals_7
        }
    }
}

# add deposits for energy modifiers
ship_event = {
    id = anomaly.6663
    hide_window = yes

    is_triggered_only = yes

    trigger = {
        from = {
            OR = {
                has_modifier = hazardous_weather
                has_modifier = strong_magnetic_field
                has_modifier = unstable_tectonics
                has_modifier = ultra_rich
                has_modifier = mineral_rich
                has_modifier = asteroid_impacts
            }
            NOR = {
                has_deposit = d_energy_7
                has_deposit = d_energy_8
                has_deposit = d_energy_9
                has_deposit = d_energy_10
            }
        }
    }

    immediate = {
        from = {
            prevent_anomaly = yes
            clear_deposits = yes
            add_deposit = d_energy_7
        }
    }
}

Now, take a look at 01_orbital_deposits.txt, we have

Code:
d_minerals_7 = {
    resources = {
        category = orbital_mining_deposits
        produces = {
            minerals = 7
        }
    }
    station = shipclass_mining_station
    is_for_colonizeable = no
    
    potential = { always = no }
    drop_weight = { weight = 0 }
}

And

Code:
d_energy_7 = {
    resources = {
        category = orbital_mining_deposits
        produces = {
            energy = 7
        }
    }
    station = shipclass_mining_station
    is_for_colonizeable = no
    
    potential = { always = no }
    drop_weight = { weight = 0 }
}

What does it mean?

It means they have added these events to add 7 Minerals or Energy if the celestial body has those chosen properties, as Orbital Deposits, where you should build a mining station to mine it.

It is also linked to how we are seeing more 7-point celestial bodies as now these events guarantee that every single celestial body with these planet modifiers (Chthonian Plant, etc) will always have 7 points.

BUT! These orbital deposits are not for habitable planets. So the problem lies not in "clear_deposits = yes", but the triggers.

Let's take a look at the modifiers
  • // 7 Minerals
  • Chthonian Planet - Molten World, 30% chance
  • Extensive Moon System - Gas Giant, 10% chance and +-
  • Unstable Tectonics - Barren and Ice Barren, 20% chance and +-
  • Ultra Rich - Habitable Worlds
  • Mineral Rich - Habitable Worlds
  • Asteroid Impacts - Habitable Worlds
  • Carbon World - Barren and Ice Barren, 20% chance and +-
  • Asteroid Belt - All classes, various chances
  • // 7 Energy
  • Hazardous Weather - Habitable Worlds
  • Strong Magnetic Field - Habitable Worlds
  • Unstable Tectonics - Habitable Worlds
  • Ultra Rich - Habitable Worlds
  • Mineral Rich - Habitable Worlds
  • Asteroid Impacts - Habitable Worlds
So, that's why we are seeing a whole lot of new 7-mineral bodies, and it appears alongside planets with removed features.

Two possibilities
  1. They have wrongly put all these modifiers onto Habitable Worlds when they should have always been on other celestial bodies
  2. They want to add orbital deposits for you to mine if you choose not to colonise a world (just like before 2.2)
Whichever case, they have made a mistake.

A fix would be to remove the trigger conditions from those 2 events, or change the method to add an orbital deposit instead of a planetary feature.

A quick fix by a mod is to comment out all those lines under the trigger with a Habitable World as the target.

Sigh... 2.2.4 is supposed to fix bugs, not introduce new features like this. You should add orbital deposits after you have fixed other things and release it around 2.2.6 or later.
 

Mímisbrunnr

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Could you provide a link to the mod that fixes it (if I understand correctly and are saying it exists), or post a mod if you know how to and have the time?

Actually, if you have a mod that gets it working, you could even post the file right here (or better yet, here AND the bug reports) for Paradox's inspection and perhaps it could accelerate them fixing it in the main game.
 

Iosue Yu

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Could you provide a link to the mod that fixes it (if I understand correctly and are saying it exists), or post a mod if you know how to and have the time?

Actually, if you have a mod that gets it working, you could even post the file right here (or better yet, here AND the bug reports) for Paradox's inspection and perhaps it could accelerate them fixing it in the main game.
Fine. Let me make it quickly...
 

Losttruppen

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Yeah it seemed obvious to me the new +7 deposits to certain planet modifiers was being wrongly applied to habitable planets with modifiers. I think asteroid belt can even spawn on both.

These are the kind of issues people were upset about with the 2.2 change, ideas with half-baked implementation. I know its a beta but these planets are prevalent enough this sort of thing should not have slipped through the gaps before release.

I mean all these modifiers have + jobs and job output in the tooltip. Are we going to see the 2.2 pop/job based economy move to space or be left with these placeholders for another 3 years?
 

Iosue Yu

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https://steamcommunity.com/sharedfiles/filedetails/?id=1629214135

I have just quickly written a small fix for this. I have not tested it. Please help me try it since if I just test it on my own, it will take longer.

Won't work on existing saves. You have to start a new game. If you have found out planets with Hazardous Weather, Strong Magnetic Field, Unstable Tectonics, Ultra Rich, Mineral Rich or Asteroid Impacts without having features wiped, then this mod works.

I will test it myself at the same time. Report back and so on. Thanks.
 

Iosue Yu

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The fix suggested by Guilliman88 (by commenting the whole events) will also stop valid 7-point minerals from spawning.
 

Iosue Yu

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Tested, the mod should work.

Same planet,

Without the mod
mDPAtn4.jpg


With the mod
E8FnpFv.jpg
 

Losttruppen

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I would prefer they actually prioritise fixes instead of throwing in immature contents.

That's what I mean. Adding the new pop/job based economy only to planets left space resources completely lacking which results in this half-baked solution of adding +7 minerals to a bunch of modifiers and throwing it out the door. Had this problem been prioritized earlier and implemented along with the 2.2 changes we wouldn't have this problem at all. If they add the pop/jobs to all orbitals and systems at a later date we are probably going to have yet more issues crop up and all this work will be redundant anyways.
 

Derp

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Sigh... 2.2.4 is supposed to fix bugs, not introduce new features like this. You should add orbital deposits after you have fixed other things and release it around 2.2.6 or later.
you do understand that this patch is an opt-in beta, right? the entire purpose of beta releases is to catch bugs like this.
 

Iosue Yu

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Would it also work by using "is_colonizable = yes" instead of summing up all planet classes? If so, that would be better for any mods that add planet classes.
I have tried looking for a function call like that at first. But it seems, if I understand correctly, that it checks if a specific empire / species can colonise that specific planet (taking being within border into account as well).

Thought also about using is_dry, is_wet and is_cold. But I'd rather not take chances. This is just some duct-tape kind of patchwork. So elegance isn't an aim.
 

Iosue Yu

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you do understand that this patch is an opt-in beta, right? the entire purpose of beta releases is to catch bugs like this.
Yes. And I also understand how the opt-in beta is nearly compulsory due to how terrible the previous state has been.

Thing is I think they should put balancing at a lower priority. Game-rule-breaking things should have been fixed first - like settling Status Quo in a Liberation War vassalising the new country.
 

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I have tried looking for a function call like that at first. But it seems, if I understand correctly, that it checks if a specific empire / species can colonise that specific planet (taking being within border into account as well).

Thought also about using is_dry, is_wet and is_cold. But I'd rather not take chances. This is just some duct-tape kind of patchwork. So elegance isn't an aim.

In that case you should probably also add NOR = { ... has_modifier = terraforming_candidate } to the conditions.
 

Iosue Yu

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In that case you should probably also add NOR = { ... has_modifier = terraforming_candidate } to the conditions.
Terraforming Candidates are Barren Worlds. They will not get those problematic Modifiers for Habitable Planets. And we shouldn't forbid people mining a Barren World.

Would need to know how Terraforming works from a Barren World since it doesn't look like it has features to swap.

If it doesn't have features and the features are rolled at finishing Terraforming, then we should not meddle.
 

Ashantai

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Edited overlong thread title.
 

StellarVibes

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you do understand that this patch is an opt-in beta, right? the entire purpose of beta releases is to catch bugs like this.

This is not what betas are for. Betas are for finding bugs that would otherwise take hours and hours to find, and for testing different configurations with different in-game variables, not for things they could have found by playing for a few minutes. The beta is pointless unless you want to help find other bugs, rather than the glaringly obvious ones. In the game I played this morning I had 200+ mineral income 20 years in.
 

sillyrobot

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What gives me a pinch in the belly is the change isn't even part of the changelog. So either the group in charge of change management didn't know about it or didn't think it worthy of mention. Neither possibility is reassuring.
 

AlphaAsh

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As far as I can tell from searching for the keyword 'orbital' in vanilla events, there is no longer a distinction between orbital and non-orbital deposits. Therefore, habitable worlds are apparently not able to have orbital deposits now.

I can forgive it. The amount of deprecation in the 2.2 update is frustrating. I guess the scripters are trying to catch up along with the modders and are equally as confused as we are.

edit - It was the release rush, I suspect. A bunch of stuff probably wasn't documented well internally and here's an example of the consequences.
 
Last edited:

Losttruppen

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What gives me a pinch in the belly is the change isn't even part of the changelog. So either the group in charge of change management didn't know about it or didn't think it worthy of mention. Neither possibility is reassuring.

"* Several planetary modifiers now force a good mineral or energy deposit to spawn"

It's the last item under # Balance on the 2.2.4 notes.