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Axelius

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error log seems to complain about the following segment

Code:
immediate = {
       event_target:mem_visitor_planet = {
           owner = {
               shift_ethic = "ethic_militarist"
               random_owned_pop = { pop_change_ethic = "ethic_militarist" }
              
               #And then they might nuke themselves
              
               random_list = {
                   90 = {
                   }
                   10 = {
                       IF = {
                           limit = {
                               OR = {
                                   has_country_flag = atomic_age
                                   has_country_flag = early_space_age
                               }
                           }
                           country_event = {
                               id = primitive.130
                               days = 360
                               random = 360
                           }
                       }
                   }
               }
           }
       }
       set_country_flag = mem_visitor_finished
   }

[02:16:06][effect_impl.cpp:1129]: Error in fire event effect at file: events/mem_visitor.txt line: 1017, target event is not of the correct type, expected it to be a country

I'd chalk it up to it not knowing what mem_visitor_planet is, but it worked fine with another similar event

Last line in there you try to set a country flag on a planet, either move it up one notch (so it is in the owner scope) or change it to set_planet_flag.

Is it possible to restrict a civic based on whether or not the founding species has a trait?
Given that you have traits that are limited by ethics my guess is yes, but the only way to know is to try.

How would one go about creating a custom version of either the mechanists or syncretic evolution civis, specifically their effects? In this case I am attempting to make an alternate version of the mechanists that spawns an empire unique buildable pop instead of the default robots. I've copied game_start.7, as well as the on action for it, and changed the event name and on action target accordingly, and tied it into the custom civic this empire uses, but no matter what it will not spawn them. They show up as buildable, but wont initially spawn.

Nothings coming up in the error logs either.

Edit - I think I've narrowed it down to missing an event or trigger. Im imagining there is an additional trigger or event that fires if you have either civic that removes 4 of your initial pops to make room for the new ones, however as my civic is custom it is not triggering said event, leaving no room to place the new ones.... Now to find were that event is

There is no extra event that removes pops, rather the event is ordered so that robots/syncretic pops are created first and then regular pops are created to fill it up. If you've just copied the game_start.7 event then that event likely fires first and when your event comes around the places those pops would be spawned on already has a pop on them. Either you actively modify game_start.7, which is easy but not to recommend, or you change your event to find the appropriate tiles with pops of the "parent" race, kill the pop and then create the new pop.
 

Sayonaki Tatsu

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Is there a way to block my primary species from colonising?
I'm making a mod with two-species starting world, with primary species being a minority (1 to 7 ratio, duh). The point is that primary species should not be able to overgrow the second one no matter what.

There are effects for all other "rights". Military service, slavery type and so on.
The closest I could find was "pops_can_be_colonizers" property for species, but I can't seem to find right scope to execute it. Tried
Code:
            owner = {
                modify_species = {
                    species = owner_main_species
                    pops_can_be_colonizers = no
                }   
            }
but it did not work.
 
Last edited:

Axelius

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Is there a way to block my primary species from colonising?
I'm making a mod with two-species starting world, with primary species being a minority (1 to 7 ratio, duh). The point is that primary species should not be able to overgrow the second one no matter what.

There are effects for all other "rights". Military service, slavery type and so on.
The closest I could find was "pops_can_be_colonizers" property for species, but I can't seem to find right scope to execute it. Tried
Code:
            owner = {
                modify_species = {
                    species = owner_main_species
                    pops_can_be_colonizers = no
                }  
            }
but it did not work.
can_be_colonizers is not an effect, but a rule. What you have to do is create a new species, take all the info from the old species into it, set can_be_colonizers = no and then change_dominant_species = last_created_species.

For an example of this you can find the script of ascending to synthetics in Utopia_on_action_events.
 

Sayonaki Tatsu

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can_be_colonizers is not an effect, but a rule. What you have to do is create a new species, take all the info from the old species into it, set can_be_colonizers = no and then change_dominant_species = last_created_species.

For an example of this you can find the script of ascending to synthetics in Utopia_on_action_events.

Thank you very much. I was able to do it thanks to your advice. Though now pops of changed species are somehow a subject to forced migration. Despite being dominant species and having the same homeworld as the original one.
 

Axelius

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Thank you very much. I was able to do it thanks to your advice. Though now pops of changed species are somehow a subject to forced migration. Despite being dominant species and having the same homeworld as the original one.
Setting them as dominant species probably didn't do anything for their rights, probably have to use set_citizenship_type to make them have full rights still.
 

Sayonaki Tatsu

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Setting them as dominant species probably didn't do anything for their rights, probably have to use set_citizenship_type to make them have full rights still.
Did not work. Actually, as a result I'm creating two separate species (first the dominant one, then the second) in the same script. Then I set them all civil major rights with roughly the same code:
Code:
                last_created_species = {
                    set_citizenship_type = {
                        country = prev
                        type = citizenship_full
                        cooldown = no
                    }
                    set_military_service_type = {
                        country = prev
                        type = military_service_full
                        cooldown = no
                    }
                    set_living_standard = {
                        country = prev
                        type = living_standard_normal
                        cooldown = no
                    }
                }
Also, the pop itself too is generated in the same script. Still, one of them have "forced migration" and others - don't.

While I'm at it, another question appeared. Is there a way to change default species rights for a country?
 
Last edited:

exelsisxax

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Is there any way at all to effect the incomes of mining/science stations? I can't find any attribute that looks like it does that, and the only other thing I can really think of is to put a modifier on the stations that effects the orbited deposit. But I can't find anything that does that either.
 

Risa

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I'm already doing that, the problem is that the syntax I would expect to work doesn't. There's no existing examples of that being used and I thought I'd drop a question here to see if anyone had an answer or example.
I think the answer is no. Civics and authorities use non-standard syntax in potential and possible block, instead of normal trigger.
 

Swizzlewizzle

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Is there any way at all to effect the incomes of mining/science stations? I can't find any attribute that looks like it does that, and the only other thing I can really think of is to put a modifier on the stations that effects the orbited deposit. But I can't find anything that does that either.

Mining stations/research stations don't have innate incomes. Income from them comes 100% from the deposit they are put on. If you want to change incomes, you need to change the deposits.
 

spriggan02

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Mining stations/research stations don't have innate incomes. Income from them comes 100% from the deposit they are put on. If you want to change incomes, you need to change the deposits.

Thanks! I have some follow-up questions now, though:

1) looking at the files for the dyson sphere I'm assuming that maybe you could give stations an innate income by just copying the command from the dyson sphere. Think that coud work?
2) Any Idea where the whole income generation system is in the files? I have dug through pretty much everything and can't seem to find any code that says "generate +3 minerals for empire if resource (tile?) is worked" or such.
3) Are the resources on asteroids and planets that can be extracted by placing a mining station considered as tiles on the planet?
4) As far as I understand, resources can be gathered by pretty much any orbital structure as long as it is allowed in the deposits (eg. research stations gathering strategic resources). Is that correct? (i'm wondering if it would be possible to replace the standard mining stations by some sort of reduced spaceport building that would be upgradeable and offers module slots, since I cant wrap my head around how to implement this in the normal ones)
 

NilusBavarius

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Thanks! I have some follow-up questions now, though:

1) looking at the files for the dyson sphere I'm assuming that maybe you could give stations an innate income by just copying the command from the dyson sphere. Think that coud work?
2) Any Idea where the whole income generation system is in the files? I have dug through pretty much everything and can't seem to find any code that says "generate +3 minerals for empire if resource (tile?) is worked" or such.
3) Are the resources on asteroids and planets that can be extracted by placing a mining station considered as tiles on the planet?
4) As far as I understand, resources can be gathered by pretty much any orbital structure as long as it is allowed in the deposits (eg. research stations gathering strategic resources). Is that correct? (i'm wondering if it would be possible to replace the standard mining stations by some sort of reduced spaceport building that would be upgradeable and offers module slots, since I cant wrap my head around how to implement this in the normal ones)

1: Not sure, not tested yet. Try this:

Code:
mining_station = {
 max_speed = 0.0
 acceleration = 0.0
 rotation_speed = 0.0
 modifier = {
  tile_resource_minerals_add = 1
  #tile_resource_minerals_mult = 0.5
  ship_evasion_mult = -1
  ship_armor_add = 5
 }

2: Easiest way is using the localisation files with keyword search ala: "minerals" or "output"

3: Yes and no. Yes, they are Tiles! No, they are not "on" the planet. The uninhabitable Objects have an Orbit-Tile which serves as deposit.

4.1: Yes!

4.2: Yes and no. Yes, you can Change the used mesh via Alteration of some entries but you won't be able to upgrade them "on the fly" like the ports. But you would be able to design them in the ship designer, if you wish to do so and enable the function for the altered Station.
 

Risa

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3: Yes and no. Yes, they are Tiles! No, they are not "on" the planet. The uninhabitable Objects have an Orbit-Tile which serves as deposit.
Orbital tile is a tile on planet. For uninhabitable planet, it is the only tile visible.
 

Gaussia

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Do anyone know of a good list of modifiers?

There is a list on the stellaris wiki and I found another one on reddit, but neither seems very complete. E.g. there is "modify_species_cost_mult" which was added in the Banks patch notes and which can be found in neither list.
 

Sayonaki Tatsu

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Did not work. Actually, as a result I'm creating two separate species (first the dominant one, then the second) in the same script. Then I set them all civil major rights with roughly the same code:
Code:
                last_created_species = {
                    set_citizenship_type = {
                        country = prev
                        type = citizenship_full
                        cooldown = no
                    }
                    set_military_service_type = {
                        country = prev
                        type = military_service_full
                        cooldown = no
                    }
                    set_living_standard = {
                        country = prev
                        type = living_standard_normal
                        cooldown = no
                    }
                }
Also, the pop itself too is generated in the same script. Still, one of them have "forced migration" and others - don't.

While I'm at it, another question appeared. Is there a way to change default species rights for a country?

Apparently setting pops_can_be_colonizers to no caused whole Forced Migration thing. I can't deny there's some logic to it, but not enough...
Is there another way to prevent dominant species from colonizing?..
 

Elth

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I keep getting this error spamming my error.log:

[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_buildings.txt line: 4593
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_buildings.txt line: 4593
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_buildings.txt line: 4593
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_buildings.txt line: 4593
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_buildings.txt line: 4593
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291
[21:02:39][trigger.cpp:465]: country scope contains invalid object at file: common/buildings/00_stellaris+_colonybuildings.txt line: 291

Issue is those lines conain:

produced_resource_trigger = {
modifier = {
has_civic = civic_agrarian_idyll
resources = {
unity = 1
}
}
}

and

produced_resource_trigger = {
modifier = {
has_tradition = tr_expansion_colonization_fever
resources = {
unity = 1
}
}
}

AFAIK is the same vanilla buildings use to give the unity for this civic and tradition, nothing changed. Also ingame it's working as intended and giving the bonus when the proper civic/tradition is picked, but the spam on the error.log is a pain in the ass.
 

exelsisxax

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Thanks! I have some follow-up questions now, though:

1) looking at the files for the dyson sphere I'm assuming that maybe you could give stations an innate income by just copying the command from the dyson sphere. Think that coud work?
2) Any Idea where the whole income generation system is in the files? I have dug through pretty much everything and can't seem to find any code that says "generate +3 minerals for empire if resource (tile?) is worked" or such.
3) Are the resources on asteroids and planets that can be extracted by placing a mining station considered as tiles on the planet?
4) As far as I understand, resources can be gathered by pretty much any orbital structure as long as it is allowed in the deposits (eg. research stations gathering strategic resources). Is that correct? (i'm wondering if it would be possible to replace the standard mining stations by some sort of reduced spaceport building that would be upgradeable and offers module slots, since I cant wrap my head around how to implement this in the normal ones)
Dyson sphere monthly_production, produced_resources from tile buildings, and various tile resource modifiers all do nothing on mining stations, unfortunately.
 

Epsilon Rose

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I'm currently trying to figure out how weapons compare to each other and balance, so I can accurately mess with it, but I want to double check that I understand everything correctly before continuing on and I'd appreciate someone double checking me.

Here's how I understand it:
When weapons fire they go through the following sequence: windup>fire>cooldown. So the actual rate of fire is, effectively the windup plus the cooldown. This means that the dp(something is damage*chance to hit/rate of fire. Is that right?

Also, if someone could suggest how to factor in ship speed and range, I'd be quite grateful.