Okey guys, i think this is solvable ATM, i just do not get discord running so i can get it explained O
post or pmsg me the script will you?
post or pmsg me the script will you?
Yeah that part i understood, and i never meddle with how our CD/GC:s has scripted stuff, will ofc bring the issue to them... but what i meant was, if you explain what you want right now and how your current script looks i might be able to helpThe script is 01_scripted_triggers_jobs, these two bits are responsible for the issue:
Code:is_organic_species = { OR = { is_species_class = HUM is_species_class = MAM is_species_class = REP is_species_class = AVI is_species_class = ART is_species_class = MOL is_species_class = FUN is_species_class = PLANT } }
Code:is_robotic_species = { OR = { is_species_class = ROBOT is_species_class = MACHINE } }
They're referencing vanilla species_classes explicitly, meaning that modded species_classes (which is pretty much all of the custom species out there since we also can't add new species to existing classes in a clean cross-compatible way) are not considered either organic or robotic unless they're added there... which given that there's hundreds of them, is not feasible and would absolutely murder anyone who would attempt to maintain a unified compatibility patch.
Back around Synthetic Dawn, we had the same issue with traits. To resolve that and avoid the same problem in the future (hello! future here! n_n) Wiz implemented species_archetypes and archetype inheritance.
Ideally, I would love if the archetype system could be reused here since it's worked perfectly so far.
my_db_object = { ... }
my_db_object : overwrite = { ... } #Clears the object to default before reading it, gives error if no object to overwrite exists
my_db_object : override = { ... } #Does not clear the object before reading so if the data is appended or overwritten is up to that atribute, gives error if no object to override exists
my_db_object = { ... } #Gives error, already exists.
Well overwrite you have has it is right now, thats is the default method we are using for db:s. (and also this problem)The overwrite method certainly sounds awesome, though as you says its just spitballing.
First off;Princesses Stabbity's suggestion is certainly workable as a stopgap, a smaller proper fix than developing a whole new override would be to extend the archetypes system.
Check the 2.2.3 (or 2.2.4 beta), it should be rewritten to use archetypes just as you guys suggestedNow that it's January (happy new year!) are there any news on either content-level or code-level solutions? n_n