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Kamashamasay

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Hey I also have an issue with trying to get my system initialized how I want it to. Currently the system is created where specified on my map, but it is not being initialized in the way I want it to.

the Code is here

Code:
emporia_system_initializer = {
    name = "Emporia"
    class = "rl_standard_stars"
    asteroid_distance = 127
 
    planet = {
        class = star
        orbit_distance = 0
        size = 20

    }

    planet = {
        name = "Phillimore"
        class = "pc_barren"
        orbit_distance = 30
        orbit_angle = 65
        size = 17
        has_ring = no
    }

    planet = {
        name = "Alexandria"
        class = "pc_barren"
        orbit_distance = 45
        orbit_angle = 219
        size = 20
        has_ring = no
    }
    planet = {
        name = "Brunswick"
        class = "pc_barren"
        orbit_distance = 98
        orbit_angle = 309
        size = 8
        has_ring = no
    }

}

It is being created in my system initializer like this
Code:
            system = { id = "157" name = "Emporia" position = { x = 47 y = 83 } initializer = emporia_system_initializer  }

Dunno what is going on, has anyone experienced something like this where the system initializer does not trigger?

The error log says [14:20:11][galaxy_generator.cpp:1103]: failed to find initializer or random_list emporia_system_initializer for system [157].

Edit: For anyone who is trying to solve this later, what I forgot to do when moving my mod into position was place the system generators into the common folder. Once I did that it was fixed :)
 
Last edited:

bitmapmedivh

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I'm trying to add a new megastructure, and I've hit a snag. The structure I'm trying to add is a new type of orbital habitat that's basically a constructed 25 tile Gaia planet. I've achieved success insofar as I am able to make it buildable only around a star. But for the life of me, I haven't been able to make it recognized as obstructing other megastructure projects. When it's finished building, I can start building another one at the same star if I want, or construct a Sentry Array (Dyson Spheres and Ringworlds are blocked, since this custom megastructure is basically a habitable/colonizable planet). I don't really know what I'm doing wrong here.

Here's the custom megastructure code. Nevermind the custom entity, it's a placeholder I found on Steam until I get my Blender skills up to snuff.

Code:
orbital_array_0 = {
    entity = ""
    construction_entity = "orbital_habitat_entity"
    portrait = "GFX_megastructure_construction_background"
    place_entity_on_planet_plane = no
    entity_offset = { x = -15 y = -15 }
    build_time = 3600
    build_cost = {
        minerals = 7500
        influence = 200
    }
    construction_blocks_others = no

    potential = {
        has_ascension_perk = ap_the_circle_of_life
    }

    possible = {
        custom_tooltip = {
            fail_text = "requires_inside_border"
            is_inside_border = from
        }
        custom_tooltip = {
            fail_text = "requires_surveyed_system"
            NOT = {
                any_planet = {
                    is_surveyed = {
                        who = prev.from
                        status = no
                    }
                }
            }
        }
    }

    placement_rules = {
        planet_possible = {
            custom_tooltip = {
                fail_text = "requires_no_existing_megastructure"
                NOT = { solar_system = { has_any_megastructure = yes } }
            }
            custom_tooltip = {
                fail_text = "requires_survey_not_habitable"
                is_surveyed = {            # prevent leaking habitability information
                    who = prev.from
                    status = yes
                }
                habitable_planet = no
                habitable_structure = no
                space_structure = no
            }
            custom_tooltip = {
                fail_text = "requires_no_anomaly"
                NOT = { has_anomaly = yes }
            }
            custom_tooltip = {
                fail_text = "must_build_around_star"
                is_star = yes
            }
            custom_tooltip = {
                fail_text = "requires_no_orbital_station"
                has_orbital_station = no
            }
        } # use these for all non-star megastructures
    }
    
    ai_weight = {
        modifier = {
            weight = 0
            NOT = {
            }
        }
    }
    
    on_build_start = {}
    on_build_cancel = {}
    
    on_build_complete = {
        spawn_planet = {
            class = "pc_orbital_array"
            location = fromfrom.planet
            orbit_location = yes
            orbit_angle_offset = 0
            orbit_distance_offset = 15
            size = 25
            has_ring = no
            
            init_effect = {
                set_name = "HABITAT_PLANET_NAME"
                set_planet_entity = {
                    entity = "orbital_hive_planet"
                    graphical_culture = fromfrom
                }
                surveyed = {
                    set_surveyed = yes
                    surveyor = FROM
                }
                while = {
                    limit = {
                        any_tile = { has_blocker = yes }
                    }
                    random_tile = {
                        limit = { has_blocker = yes }
                        remove_blocker = yes
                    }
                }
                copy_orbital_tile = fromfrom.planet
                set_planet_flag = megastructure
                set_planet_flag = orbital_array
            }
        }
        fromfrom.planet = {
            set_planet_flag = has_megastructure
#            set_planet_flag = orbital_array_built
        }
        remove_megastructure = fromfrom
        set_star_flag = orbital_array_built
    }
    
}
 

Madae

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Hello, I made a post in the forum, but maybe it's best if I asked here? I'm looking to make 3 mods. This was my post;

1. Allow Fanatic Purifiers to be able to create Tomb Worlds when using Armageddon bombardment. This should be an event with two options once the planet reaches 0 health;

Event text; "We have weakened the planets defenses. How should be proceed?"
-Prepare the troops! (This is for a normal invasion.)
-Destroy the planet! (This would trigger the capture mechanic as if you invaded and won, then queue it for Tomb World creation once the war is over).

2. Limit the amount of resources that spawn in the galaxy by 50% or so (minerals, energy, research stuff).

3. Reduce the amount of habitable planets that spawn.

This would be 3 separate mods. I'm guessing 2 and 3 are pretty easy and straightforward value changes?
 

N3CR1S

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How would one go about to enable the "set rights" button in "species" ui for synths with full citizenship? Synths should have rights and they do use consumer goods but the button is greyed out.
 

Emraldis

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Quick question, I'm trying to add new factions to the game, and I'm coming across some flags that i'd like to change, but I have no idea where the flags are defined. Does anyone know where I can find definitions for things like:

Code:
        trigger = {
            owner = {
                has_country_flag = imperialist_conquest_timed_flag
            }
        }
or
Code:
        trigger = {
            owner = {
                has_policy_flag = interference_full
            }
        }
?
 

Risa

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Quick question, I'm trying to add new factions to the game, and I'm coming across some flags that i'd like to change, but I have no idea where the flags are defined. Does anyone know where I can find definitions for things like:

Code:
        trigger = {
            owner = {
                has_country_flag = imperialist_conquest_timed_flag
            }
        }
In war_demand_types
Code:
        trigger = {
            owner = {
                has_policy_flag = interference_full
            }
        }
?
In policy, of course.
 

Mitchz95

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Hello, I made a post in the forum, but maybe it's best if I asked here? I'm looking to make 3 mods. This was my post;

1. Allow Fanatic Purifiers to be able to create Tomb Worlds when using Armageddon bombardment. This should be an event with two options once the planet reaches 0 health;

Event text; "We have weakened the planets defenses. How should be proceed?"
-Prepare the troops! (This is for a normal invasion.)
-Destroy the planet! (This would trigger the capture mechanic as if you invaded and won, then queue it for Tomb World creation once the war is over).

2. Limit the amount of resources that spawn in the galaxy by 50% or so (minerals, energy, research stuff).

3. Reduce the amount of habitable planets that spawn.

This would be 3 separate mods. I'm guessing 2 and 3 are pretty easy and straightforward value changes?

2 and 3 can be changed in 00_deposits and 00_planet_classes, respectively.
 

Mitchz95

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I had looked at those files, but I was unsure at which entries determined this, and I suppose I would have to edit it for every planet type listed there?

For resources, yeah, you'll have to go down and edit each entry's drop weight. For planets, just find @habitable_spawn_odds and change it to whatever you want.
 

Risa

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For resources, yeah, you'll have to go down and edit each entry's drop weight. For planets, just find @habitable_spawn_odds and change it to whatever you want.
In case of universal reduction of resources, just increase drop weight of d_null_deposit.
 

littleraskol

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Quick question, I'm trying to add new factions to the game, and I'm coming across some flags that i'd like to change, but I have no idea where the flags are defined. Does anyone know where I can find definitions for things like:

Code:
        trigger = {
            owner = {
                has_country_flag = imperialist_conquest_timed_flag
            }
        }
or
Code:
        trigger = {
            owner = {
                has_policy_flag = interference_full
            }
        }
?
General advice for this kind of thing: Get the text processing program "Atom," load the Stellaris folder as a project folder, and then search in the "common" folder for things like "_flag"
 

littleraskol

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Also I can't figure out how to get the game to recognize the custom government I made as a spiritualist type government to satisfy the traditionalist faction.

Can anyone here help me please?

Unfortunately, the spiritualist faction has the list of "religious governments" hard-coded in its faction definition:

Code:
    demand = {
        title = "TRADITIONALIST_SPIRITUALIST_GOVERNMENT"
        unfulfilled_title = "TRADITIONALIST_SECULAR_GOVERNMENT"
        desc = "TRADITIONALIST_SPIRITUALIST_GOVERNMENT_DESC"
        
        fulfilled_effect = 5
        unfulfilled_effect = -5
        
        potential = {
            exists = owner
        }
        
        trigger = {
            owner = {
                OR = {
                    has_government = gov_theocratic_monarchy
                    has_government = gov_theocratic_dictatorship
                    has_government = gov_theocratic_oligarchy
                    has_government = gov_theocratic_republic
                    has_government = gov_celestial_empire
                    has_government = gov_divine_empire
                    has_government = gov_holy_tribunal
                    has_government = gov_celestial_empire
                }
            }
        }
    }

I ran into trouble with this with my own civics mod and the only way I can think to deal with it is to edit 00_traditionalist.txt, which for compatibility reasons I really don't want to. Would be nice if you could create flags on government definitions (like "set_gov_flag = religious_gov" or something) and have the demand scope for that.
 

littleraskol

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Anybody know how to make a civic require either and authority type or an ethic, so that one could take it if (e.g.) they had a dictatorship or a militarist ethic? This simply doesn't work and the requirements will be ignored:

Code:
  possible = {
    OR = {
      authority = {
        OR = {
          value = auth_dictatorial
        }
      }
      ethics = {
        OR = {
          text = civic_tooltip_militarist
          value = ethic_militarist
          value = ethic_fanatic_militarist
        }
      }
    }
  }

Hacky workaround I'm considering is two versions of the one civic but I'd like to avoid.
 

littleraskol

First Lieutenant
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May 29, 2013
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Try like this
Code:
possible = {
    OR = {
      authority = {
          value = auth_dictatorial
        }
      ethics = {
        OR = {
          text = civic_tooltip_militarist
          value = ethic_militarist
          value = ethic_fanatic_militarist
        }
      }
    }
  }
Nope. Still ignores it. Seems to require the scopes for authority, ethos, etc. to be top level.