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Mitchz95

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There's usually a first line that denotes what language your file is and there's a space in front of each line. I'm not sure how important this is.

Otherwise, the segment itself seems normal.

That fixed it, thanks. :D
 

LogicSequence

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Can you add Boolean operators to tech prerequisites? Or item prerequisites? I.E. something like:

Code:
prerequisites = {
    or = {
        "tech_something_1"
        "tech_something_2"
        "tech_something_3"
    }
}

Or i guess more to the point i'm trying to make things compatible with other mods, so i really need to do something like:

Code:
prerequisites = {
    if = {
        limit = { exists = "tech_something_1" }
        "tech_something_1"
        else = {
            "tech_something_2"
        }
    }
}
 
Last edited:

Caligula Caesar

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I doubt it, but you can do stuff like that in the weights for it to appear (do factor = 0 NOR = { tech 1 tech 2 } (to paraphrase slightly), and it should work :) ).

A question from myself: On the error log, my forts and spaceports mod (where I have new section templates for military stations, and have added ones for spaceports and frontier outposts) throws up a variety of errors on the following two themes (with different sections and locators, though I notice only small and medium ones there):

Code:
[18:30:49][section.cpp:327]: ship section entity "plantoid_01_military_station_section_heavy_entity" is missing required locator "medium_gun_01"
[19:24:33][ship_design_templates.cpp:403]: Section template "SCEPRAX_HEAVY3_MEDIUM_MILITARY_STATION_SECTION" with entity "plantoid_01_military_station_section_heavy_entity" is missing locator "medium_gun_01".

Where can I fix these?
 
Last edited:

Mitchz95

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I'm trying to get the code to apply Earth's unique texture if it's restored from a Tomb World, but the texture isn't appearing. What's going on?

Code:
terraform_link = {
   from = "pc_nuked"
   to = "pc_continental"
   
   energy = 10000
   duration = 1
   
   condition = {
       has_technology = "tech_climate_restoration"
   }
   effect = {
       from = {
           limit = {
               has_planet_flag = planet_earth
           }
           set_planet_entity = {
               entity = "continental_planet_earth_entity"
           }
       }
   }
}
 

Risa

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I'm trying to get the code to apply Earth's unique texture if it's restored from a Tomb World, but the texture isn't appearing. What's going on?
You need to use if = { }

Though I'd suggest leave terraforming link alone, and use event triggered by on_terraforming_complete instead
Code:
# Planet has been terraformed
# From = Planet
# This = Terraformer (country)
on_terraforming_complete = {
    events = {
    }
}
 
Last edited:

LogicSequence

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I'm trying to get the code to apply Earth's unique texture if it's restored from a Tomb World, but the texture isn't appearing. What's going on?

Code:
terraform_link = {
   from = "pc_nuked"
   to = "pc_continental"
 
   energy = 10000
   duration = 1
 
   condition = {
       has_technology = "tech_climate_restoration"
   }
   effect = {
       from = {
           limit = {
               has_planet_flag = planet_earth
           }
           set_planet_entity = {
               entity = "continental_planet_earth_entity"
           }
       }
   }
}
You need to use
if = { }

Though I'd suggest leave terraforming link alone, and use event triggered by on_terraforming_complete instead
Code:
# Planet has been terraformed
# From = Planet
# This = Terraformer (country)
on_terraforming_complete = {
    events = {
    }
}



This is an event from one of my mods that does something similar to what you want:
Code:
event = {
    id = modname_terraforming.2
    hide_window = yes
    is_triggered_only = yes
 
    trigger = { 
        from = {
            has_planet_flag = modname_earth
            OR = {
                is_planet_class = pc_continental
                is_planet_class = pc_gaia
            }
        }
    }
 
    immediate = {
        from = {
            IF = {
                limit = { is_planet_class = pc_continental }
                set_planet_entity = { entity = "continental_planet_earth_entity" }
                ELSE = {
                    IF = {
                        limit = { is_planet_class = pc_gaia }
                        set_planet_entity = { entity = "earth_gaia_planet_entity" }
                    }
                }
            }
        }
    }
}
 

LogicSequence

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So i'd like to attach some blinky lights to a model for my mod, but i don't have access to the source files for the model at the moment. Is it possible to attach them to a model using locators in the entity file? I gave it a quick go but it didn't seem to work, don't know if i'm doing it wrong though.
 

ViolentBeetle

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Is it possible to replace pops with ones with the same traits and portraits, but non-sentient?

EDIT: I found out how to make a knock-off species. It's not perfect, but it should work. Although I need to test if it really works like this.

is_mod = yes is the one that makes species change name to something like "X Mutatis"? right? If I omit it, they should keep the name?
 
Last edited:

LogicSequence

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HALP.

I want to mod the extradimensional weapon tech so that is has a small chance of being researchable if a country has a particular flag set. However, i'm derping on how to implement this, here's the current tech weights:
Code:
tech_extradimensional_weapon_1 = {
    area = physics
    cost = @tier3cost4
    tier = 3
    is_rare = yes
    category = { particles }
    ai_update_type = military
    weight = 0
  
    weight_modifier = {
        factor = 10
        modifier = {
            factor = 0
            NOT = { has_modifier = covenant_end_of_the_cycle }
        }
    }
  
# AI STUFF HERE
}

To be clear, i still want it to be gained only by surveying unbidden wreckage A. Unless the country has a flag, or B. the covenant event occured.