Hmm, I copied some of the buildings in a separate file, named it populationimproved_buildings and got error in log
[02:20:02][building_type.cpp:883]: Building building_basic_mine has upgrades loop, building_mining_network_5 visited twice.
[02:20:02][building_type.cpp:883]: Building building_mining_network_1 has upgrades loop, building_mining_network_5 visited twice.
[02:20:02][building_type.cpp:883]: Building building_mining_network_2 has upgrades loop, building_mining_network_5 visited twice.
[02:20:02][building_type.cpp:883]: Building building_mining_network_3 has upgrades loop, building_mining_network_5 visited twice.
[02:20:02][building_type.cpp:883]: Building building_mining_network_4 has upgrades loop, building_mining_network_5 visited twice.
[02:20:02][building_type.cpp:883]: Building building_mineral_processing_plant_1 has upgrades loop, building_mineral_processing_plant_2 visited twice.
What are these errors in the log?
random_list = {
# Binary
50 = {
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = { min = 25 max = 30 }
has_ring = no
flags = { mzilli_binary_a }
init_effect = {
prevent_anomaly = yes
}
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 180
size = { min = 20 max = 25 }
has_ring = no
flags = { mzilli_binary_b }
init_effect = {
prevent_anomaly = yes
}
}
}
# Trinary
50 = {
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = { min = 27 max = 30 }
has_ring = no
flags = { mzilli_binary_a }
init_effect = {
prevent_anomaly = yes
}
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 120
size = { min = 23 max = 27 }
has_ring = no
flags = { mzilli_binary_b }
init_effect = {
prevent_anomaly = yes
}
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 120
size = { min = 20 max = 23 }
has_ring = no
flags = { mzilli_binary_c }
init_effect = {
prevent_anomaly = yes
}
}
}
}
Is there any modifier for spaceport costs or spaceport upgrades?
What about a modifier for empire wide leader experience gain?
lrsk_adv_civ_ap_diplomatic_aspiration = {
on_enabled = {
custom_tooltip = "lrsk_adv_civ_ap_aspiration_unlocks"
hidden_effect = {
give_technology = { message = no tech = tech_terrestrial_sculpting }
}
}
possible = {
custom_tooltip = {
fail_text = "lrsk_adv_civ_ap_diplomatic_complete"
AND = {
has_tradition = tr_diplomacy_dynamic_ecomorphism
has_tradition = tr_diplomacy_federal_unity
has_tradition = tr_diplomacy_the_federation
has_tradition = tr_diplomacy_entente_coordination
has_tradition = tr_diplomacy_alien_tourism
}
}
}
modifier = {
ascension_perks_add = 1
}
potential = {
has_civic = lrsk_adv_civ_civic_aspiring_ascendants
NOR = {
has_ascension_perk = lrsk_adv_civ_ap_diplomatic_aspiration
has_ascension_perk = lrsk_adv_civ_ap_inquisative_aspiration
has_ascension_perk = lrsk_adv_civ_ap_dominant_aspiration
has_ascension_perk = lrsk_adv_civ_ap_expansionist_aspiration
has_ascension_perk = lrsk_adv_civ_ap_harmonious_aspiration
has_ascension_perk = lrsk_adv_civ_ap_prosperous_aspiration
has_ascension_perk = lrsk_adv_civ_ap_supremacist_aspiration
}
OR = {
has_ethic = ethic_fanatic_xenophile
has_ethic = ethic_fanatic_pacifist
}
}
ai_weight = {
factor = 5
}
}
Code:potential = { has_civic = lrsk_adv_civ_civic_aspiring_ascendants NOR = { has_ascension_perk = lrsk_adv_civ_ap_diplomatic_aspiration has_ascension_perk = lrsk_adv_civ_ap_inquisative_aspiration has_ascension_perk = lrsk_adv_civ_ap_dominant_aspiration has_ascension_perk = lrsk_adv_civ_ap_expansionist_aspiration has_ascension_perk = lrsk_adv_civ_ap_harmonious_aspiration has_ascension_perk = lrsk_adv_civ_ap_prosperous_aspiration has_ascension_perk = lrsk_adv_civ_ap_supremacist_aspiration } OR = { has_ethic = ethic_fanatic_xenophile has_ethic = ethic_fanatic_pacifist } }
potential = {
has_civic = lrsk_adv_civ_civic_aspiring_ascendants
NOR = {
has_ascension_perk = lrsk_adv_civ_ap_diplomatic_aspiration
has_ascension_perk = lrsk_adv_civ_ap_inquisative_aspiration
has_ascension_perk = lrsk_adv_civ_ap_dominant_aspiration
has_ascension_perk = lrsk_adv_civ_ap_expansionist_aspiration
has_ascension_perk = lrsk_adv_civ_ap_harmonious_aspiration
has_ascension_perk = lrsk_adv_civ_ap_prosperous_aspiration
has_ascension_perk = lrsk_adv_civ_ap_supremacist_aspiration
}
OR = {
has_ethic = ethic_fanatic_xenophile
has_ethic = ethic_fanatic_pacifist
}
}
That is a scripted effect. So edit it directly in 00_scripted_effects.txt.Anyone know how to close or hide windows/popups after for example a "add_random_leader_trait = yes" command? I have hide_window = yes for the country event but that doesn't seem to apply.
Thanks, one more thing. If I'm adding extra traits to leaders through events should I edit the define to increase maximum traits as well so as to not have any issues? Like getting traits from levels or psionic/cybernetic related traits.That is a scripted effect. So edit it directly in 00_scripted_effects.txt.
Not sure if this is the only problem but it should be
Code:potential = { has_civic = lrsk_adv_civ_civic_aspiring_ascendants NOR = { has_ascension_perk = lrsk_adv_civ_ap_diplomatic_aspiration has_ascension_perk = lrsk_adv_civ_ap_inquisative_aspiration has_ascension_perk = lrsk_adv_civ_ap_dominant_aspiration has_ascension_perk = lrsk_adv_civ_ap_expansionist_aspiration has_ascension_perk = lrsk_adv_civ_ap_harmonious_aspiration has_ascension_perk = lrsk_adv_civ_ap_prosperous_aspiration has_ascension_perk = lrsk_adv_civ_ap_supremacist_aspiration } OR = { has_ethic = ethic_fanatic_xenophile has_ethic = ethic_fanatic_pacifist } }
moon = {Is there a way to get the "random list" thing to work for planet spawning? I'm trying to use it for my binary systems mod but it doesn't seem to be working (the stars don't spawn).
Code:random_list = { # Binary 50 = { planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 25 max = 30 } has_ring = no flags = { mzilli_binary_a } init_effect = { prevent_anomaly = yes } } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 180 size = { min = 20 max = 25 } has_ring = no flags = { mzilli_binary_b } init_effect = { prevent_anomaly = yes } } } # Trinary 50 = { planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 27 max = 30 } has_ring = no flags = { mzilli_binary_a } init_effect = { prevent_anomaly = yes } } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 120 size = { min = 23 max = 27 } has_ring = no flags = { mzilli_binary_b } init_effect = { prevent_anomaly = yes } } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 120 size = { min = 20 max = 23 } has_ring = no flags = { mzilli_binary_c } init_effect = { prevent_anomaly = yes } } } }
It's still happeningIf I'm reading this right, you're pointing out that the "has_civic" line isn't tabbed properly? Hm, didn't know that the game was sensitive to whitespace like that but I'll give it a shot.
It's still happening![]()
potential = {
AND = {
has_civic = lrsk_adv_civ_civic_aspiring_ascendants
NOR = {
has_ascension_perk = lrsk_adv_civ_ap_diplomatic_aspiration
has_ascension_perk = lrsk_adv_civ_ap_inquisative_aspiration
has_ascension_perk = lrsk_adv_civ_ap_dominant_aspiration
has_ascension_perk = lrsk_adv_civ_ap_expansionist_aspiration
has_ascension_perk = lrsk_adv_civ_ap_harmonious_aspiration
has_ascension_perk = lrsk_adv_civ_ap_prosperous_aspiration
has_ascension_perk = lrsk_adv_civ_ap_supremacist_aspiration
}
OR = {
has_ethic = ethic_fanatic_xenophile
has_ethic = ethic_fanatic_pacifist
}
}
}
I had already found those, but assumed that they wouldn't work due to the names.