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Captain Gars

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Yes, the structure is intact.

F.e. just changed simple values like

NEBULA_TRAVEL_SPEED_PENALTY = 0.30
to
NEBULA_TRAVEL_SPEED_PENALTY = 0.50


So for HOi3 it worked perfect this way. I also open and save the file with notepad++

If you only change a few values, then don't copy and overwrite the 00_defines.lua. Instead create a new file with some other name and in it use this syntax to overwrite specific values:

Code:
NDefines.NGameplay.NEBULA_TRAVEL_SPEED_PENALTY = 0.50
 
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spanick

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Don't use "Create mod" but the other tab, manage mod I guess ?
To upload a mod, fetch then upload. If you don't fetch, you will create a new mod. Which is fine the first time, but create duplicates after. If you fetch then upload, it will update your mod.

Should I create a new .zip manually then? what should the strings refering to archive/path look like, meaning should they point to the the folder, the zip in the mod folder or to the workshop file itself? Will the image associated to the mod also update?

Thats the thing, it seems too complicated, there is something I'm overlooking, and I don't want to break something that kinda works.
 

Captain Gars

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Could someone explain this modifier (about faction attractiveness) to me ?
Code:
modifier = {
            add = 70
            exists = pop_faction
            pop_faction = {
                exists = from
                is_same_value = from
            }
        }

What is the value of a faction ? Where does 'from' point to ?

There is some more documentation in the example file, but what from is was missing. In this case from points to the faction you are testing against, in your case the nationalist faction I believe.

is_same_value is a very bad name for a trigger that checks if the current event target/scope is the same as another event target/scope.
 

Captain Gars

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Trying to update my mod. My mod folders look like this
View attachment 177451
The fandomemblems10.mod currently points to the path, not the .zip, as the descriptor.mod inside the folder.

The other .mod is my current release as downloaded from steam.

I go to the mod tools, select create mod and fill the blanks as this
View attachment 177452
You can see it in the bottom, "Mod with that directory already exist"

So, every thing I think of, makes made delete files/folders and/or change the path/archive string in .mod or something like that and it seems quite complicated. I'm sure it can be done, cause I've seen other workshop items update so there must be something very obvious I'm missing

When you try to update your mod there can be a conflict if you subscribe to it at the same time. If so, then unsubscribe and only work on your local copy under \mod not under \workshop and then upload it. After that you can subscribe again. We're working on a better system for handling mods via the launcher.
 
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Captain Gars

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@Gars is it possible to have events that change variables in defines.lua? And does the variable have to be in the NDefines.N*.var format for the "when =" code?

No you can't change lua values from in-game.
 

PR3D4TOR

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One question regarding language and mods:

If i use english mods (english text, etc.) and my game is in german or any other language, does it work? Or do i have to play in english?

Thanks
 

Captain Gars

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Should I create a new .zip manually then? what should the strings refering to archive/path look like, meaning should they point to the the folder, the zip in the mod folder or to the workshop file itself? Will the image associated to the mod also update?

Thats the thing, it seems too complicated, there is something I'm overlooking, and I don't want to break something that kinda works.

No, you should never create a zip-file manually, nor refer to an archive when you create/update a mod. There are a number of issues around getting working with your mod function in a proper way, and will will update the launcher at some point. See my other answer to your problem above.
 
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Julianos Valent

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Think my post was missed. If it's impossible to add new types of worlds because you need to edit and create new models with Maya, I'll just move on to events and modifiers for now. :p

So guys, I made a new type of world. When I terraform Mars into this new world it seems okay, but strangely enough when I do it outside of my solar system the planet becomes invisible. I mean, an invisible planet is the ultimate line of defense, sure, but eh... ehh... xD And strangely enough it doesn't seem to account for all Barren Worlds, just a random amount.

Code:
pc_barren_domed = {
   entity = "barren_planet_domed"
   entity_scale = @planet_standard_scale
   icon_frame = 10
 
   picture = "domed_barren_world.dds"

   atmosphere_color      = hsv { 0.2 0.5 0.8 }     #DONE
   atmosphere_intensity    = 1.0
   atmosphere_width      = 0.5

   min_distance_from_sun = @habitable_min_distance
   max_distance_from_sun = @habitable_max_distance
 
   city_color_lut = "gfx/portraits/misc/colorcorrection_arid.dds"

   extra_orbit_size = 0
   extra_planet_count = 0
 
   chance_of_ring = 0.2
   tiles = 5

   planet_size = { min = @habitable_planet_min_size max = @habitable_planet_max_size }
   moon_size = { min = @habitable_moon_min_size max = @habitable_moon_max_size }
 
   colonizable = yes
}

Must be doing something wrong, somehow.
 

Cpack

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If you only change a few values, then don't copy and overwrite the 00_defines.lua. Instead create a new file with some other name and in it use this syntax to overwrite specific values:

Code:
NDefines.NGameplay.NEBULA_TRAVEL_SPEED_PENALTY = 0.50

So the new file should be a lua also.
For example:

cpack_defines.lua
 

Emraell

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So doing more research, it seems I need to use /common/on_actions like so:
Code:
on_game_start = {
    events = {
        game_start.1
        game_start.2
        game_start.3
        game_start.4
    }
}

Do I have to copy and paste that into a custom file and add my own event or can I just add my own without the game_start 1 thru 4?

EDIT:
Got it working

I had to change around my event.

my_event.txt
Code:
namespace = game_start
event = {
    id = awesome.1
    title = OK
    desc = OK
  
    hide_window = yes
  
    trigger = {
        is_ai = no
    }
  
    immediate = {
        every_country = {
            limit = {
                is_ai = no
            }

            give_technology = tech_spaceport_2
            give_technology = tech_spaceport_3
            give_technology = tech_spaceport_4
            give_technology = tech_spaceport_5
            give_technology = tech_spaceport_6
            give_technology = tech_space_defense_station_1
            give_technology = tech_space_defense_station_2
            give_technology = tech_space_defense_station_3
        }
    }
}

my_on_actions.txt
Code:
# Triggers when the game starts
on_game_start = {
    events = {
        awesome.1
    }
}
 
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mordocai

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So i've got a mod I created that works fine locally but when i tried to upload it then use the steam workshop version it didn't seem to have any of the files in the archive.

I'm on linux, my mod is in ~/.local/share/Paradox\ Interactive/Stellaris/mod/

I have linux_cursor.mod with this content:

name="Linux Cursor Fixed"
path="mod/linux_cursor"
tags={
"Fixes"
"Graphics"
}
supported_version="1.0.1"
picture="linux_cursor_bad.jpg"

And I have attached a zip of my linux_cursor directory. Any help?

Edit: I deleted the uploaded to workshop version but can try again if no one sees anything wrong.

Edit2: When I uploaded to the steam workshop it did have the correct picture so at least that part was working.

Edit3: I've also manage to get into some state where the game keeps downloading the deleted workshop mod... :(

Hey @Captain Gars can you look at this? Zip is on the original post (I don't have it on this computer or I'd re upload it).

I saw your response about the "mod not going away" problem but still can't seem to properly upload the mod.

Edit: I'm curious whether the issue might be that uploading doesn't work right from linux.
 

spanick

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When you try to update your mod there can be a conflict if you subscribe to it at the same time. If so, then unsubscribe and only work on your local copy under \mod not under \workshop and then upload it. After that you can subscribe again. We're working on a better system for handling mods via the launcher.

Clean mod and workshop folders, no other mods. Unsubscribed to my mod. Still "mod with that directory already exists"

PS: Ok, now if i try to upload a new mod it says error uploading mods.... And I even deleted&reinstalled stellaris and my documents related folders.
 
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Shadowclaimer

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Random minor question but I don't have access to test at this moment, are there medium hangar bays that just go unused in the game? IE: does the component automatically scale if you designate medium? I know Small/Large are used by ships, don't have the Defense Station files on my drive to test if they use medium bays though.
 

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Random minor question but I don't have access to test at this moment, are there medium hangar bays that just go unused in the game? IE: does the component automatically scale if you designate medium? I know Small/Large are used by ships, don't have the Defense Station files on my drive to test if they use medium bays though.

Not sure what exactly you're asking, but as far as I know the hangar is a type of slot, the type of strike craft (fighter, bomber, advanced bomber etc.) is the component. Thus there are no different sizes of hangars.