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++
NDefines.NGameplay.NEBULA_TRAVEL_SPEED_PENALTY = 0.50
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.
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 ?
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
@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?
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.
You can't mod any behavior connected to the interface.
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.
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
That is correct. They should also be lua files.So the new file should be a lua also.
For example:
cpack_defines.lua
on_game_start = {
events = {
game_start.1
game_start.2
game_start.3
game_start.4
}
}
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
}
}
}
# Triggers when the game starts
on_game_start = {
events = {
awesome.1
}
}
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...![]()
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.
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.