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Rodmar18

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What can be the exact purpose of using 'has_job = JOB_NAME' in pop_jobs scripts?
  1. To prevent that valued jobs get depleted as soon as another kind of job is created?
  2. To prevent constant shuffle between jobs, and between unemployed and employed, giving a priority to already employed?
  3. ???
I'm asking this because I just experienced a daily job shuffle between technicians and unemployed workers, and workers don't have this weighting condition.
I'm feeling like Devs have only envisioned first purpose. If not, and if second purpose is real, I don't understand why this condition is not used for just any job. Else, perhaps is it still experimental? Currently it is used for rulers, specialists, and mining/agri/technician drones.

An example:
Code:
#weighting entertainer job
modifier = {
        factor = 1.5
        has_job = entertainer
}

Can anyone enlight me?
 

Ryika

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I'm pretty sure that In the case of Rulers and Specialists, it's mainly to prevent pops from moving up a sphere and putting other pops out of their jobs just because they're better suited for that particular job. That would create Specialist unemployment after all, because unless they've only recently moved up a sphere, pops have to wait a few years before they can demote to a lower sphere.

For workers you don't want to restrict it, because it would just prevent them from finding jobs they're suited for.

No idea why these weights exist for Gestalt drones though.
 

Rodmar18

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Then this should be one of the two first reasons, and preventing job shuffle could be the third one.
It's quite realistic that not optimized pops are kept in their job unless somone much more skilled comes into competition, after all.

But wouldn't a little modifier, as small as 1.1, prevent employed workers from being replaced by unemployed workers with roughly same skill, forth and back on each day? Not as high as 1.5 because indeed, unemployed workers are not an issue. I have to test this.
 

17blue17

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Help with trigger - Please

EDIT: apparently I have to use

from = { has_defensive_pact = prev.owner }

###########################################################

In the following code for a megastructure everything works 100% except has_defensive_pact = from. Why does is_in_federation_with = from work but not has_defensive_pact = from?

Code:
possible = {
        exists = starbase
        custom_tooltip = {
            fail_text = "gatewayBuild_requires_inside_border_or_federation_policy"
            OR = {
                is_inside_border = from
                owner = {
                    AND = {
                        OR = {
                            is_overlord_to = from
                            is_in_federation_with = from
                            has_defensive_pact = from
                        }
                        has_policy_flag = "gatewayBuild_permitted"
                    }
                }
                from = {
                    is_overlord_to = prev.owner
                }
                owner.overlord = {
                    is_same_empire = from.overlord
                }
            }
        }
 
Last edited:

Wise Strategist

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Any know what controls the the default species rights settings. I'd like to change to change from full citizenship to residency for all empires that don't have xenophile ethics.

Also, can any tell what file holds the script that ensures sub-species of your primary species will have the same rights as their parent species, or changes the rights of those of secondary species to there when you click on them after applying their template?
 

Qilue

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How would I change the graphical culture of a ringworld section in the system initializer?

EDIT - Nevermind, discovered how to do this. Use an "entity = " line.
 
Last edited:

Rodmar18

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Hello, I tried to play with jobs weighting, but apparently, all I could do is to corrupt the file!

The change in 03_worker_jobs.txt was purposedly "dumb" at first, and I saved the file without BOM.
I just added a fake weight in the farmer section, based on the one that is used in 02_specialist_jobs.txt for artisans.
Code:
modifier = {
      factor = 1
      has_job = farmer
}
When I restarted the game at a previously saved state, all my workers jobs disappeared and I got only unemployed workers. Not only farmers, but even technicians, miners, soldiers, as soon as day 2 after reloading began. Waiting for the next month, destroying agro districts and rebuilding them is of no help to revert the situation..
As there are no pop employed as a worker (after day 2), I can't ask for job rea-evaluation,a nd I have no bar, only a blank workers panel.

Just after a reload (on day 1, when the game is still paused), I can see the old configuration of employed pops, when the workers panel is minimized, except that instead of displaying, say: '4' clercs, '7' technicians, '6' miners, '1' soldier... it displays: '4/0' clercs, '7/0' technicians, '6/0' miners, '1/0' soldier.

I'm not even sure that the game can read 03_worker_jobs.txt anymore (that's why I suspect a corruption).

As a side note, I don't know the syntax to reapply the jobs txt files from the console (reload ???), so I have to save and quit each time I change something in the file

Deleting the change in the file and reloading a saved game didn't help either. I had to ask Steam for a file integrity check in order to retrieve a working 03_worker_jobs.txt.


So, does this sound familiar to anybody?
 

Ryika

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You've probably messed up the syntax in the file by adding a curly break too much, or too little, or copied your code into the wrong location, or something minor like that.
If I understand you correctly, you've already reverted your changes, but the next time you run into such an issue, you can have a look at error.log in Documents\Paradox Interactive\Stellaris\logs. The game will usually tell you where to find the problem.

It's also a good idea to go the extra step and create a proper mod instead of editing files directly. Saves you from having to verify game files if you mess up, allows you to quickly toggle your changes on and off if you want to contrast what you've done with the vanilla ruleset, and makes it much easier to track all the changes that you've made - and as a bonus, you'll not randomly lose all the changes you've made when a new patch comes out. Takes like... an extra minute or so to setup, and doesn't come with any downsides.

A quick guide on the very basics can be found here.

As a side note, I don't know the syntax to reapply the jobs txt files from the console (reload ???), so I have to save and quit each time I change something in the file
That's normal. Aside from UI files and combat stats (and maybe some other exceptions that I'm not aware of), most things cannot be reloaded from within the game.
 

Rodmar18

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Thank you for all the tips, they really entice me into another try.
Another issue could be that my text editor is badly configured and use UNIX end of line characters. But I 've had no problem so far with name lists, initializers, defines, ship behaviors and YML localisation files, so...

I really should jump the gap toward modding. Usually, I save files before altering them (like adding a file extension that the game doesn't understand, so that it's safe, but quite dirty, I agree, to keep them in place); for more costly files in term of work (corrected localisation files), I have a dedicated and safe directory to store them. I have to overwrite dozen of them, though, in case of an update (not before checking that English version haven't changed themselves).
 

Rodmar18

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Does a custom local variable inherit the scoped object of the script it is set in? Or else, does a scoped object inherit whatever local variable name and value is set in any script attached to this scope?

Can we set_variable variables with same name and eventually same value from within different scripts, in order to later test those values to trigger the value of a dynamic key, provided this dynamic key is called from within a script those scoped object is the same as the one when the variable was set in first place?

(Sorry to ask and to write like this, I'm not experienced in object scripting)

Thank you for your time. I know I'm asking much in a Quick Question Thread.

-------------------------------
I'm asking this because I'm returning to my project of completing the localization of Stellaris!
I recall that currently, if name lists can be localized by modders (because they aren't in vanilla game), then it's another story for all that depends on syntactic rules (e.g. grammatical accord, elision rules, ...), leading sometimes to a feeling of a pidgin whenever a country name is used (as in any other game strongly relying on scripted text, btw).

For example, speaking of the dynamic key 'GetEdibleName', defined in /common/scripted_loc/00_scripted_loc.txt:
Code:
# Allows you to create your own dynamic keys
# to be called in localization.
# defined_text -> this is it, we're defining the text
# text -> a discrete entry that can be picked to display in loc.
# trigger -> determines if a text entry will be picked or not.
# (The triggers need to be valid for the scope the key is called in
# (eg Root or From.From).)
# localization_key -> points to the localization key
# that'll be used if trigger passes
defined_text = { # Country/leader/pop/species scope
    name = GetEdibleName
    text = {
        trigger = {
            is_species_class = AVI
        }
        localization_key = edible_avi  #Chicken Nugget
    }
    text = {
        trigger = {
            is_species_class = MAM
        }
        localization_key = edible_mam #Burger
    }
       (...)
}
Where the localization keys are to be found in /localisation/english/scripted_loc_l_english.yml.

The idea would be to define a custom dynamic key in some file in /common/scripted_loc/ (because I guess that they can't be defined elsewhere), using the value of a custom variable, which would be set in, say /common/random_names/00.empire_names.txt:

Code:
# Imperial Militarist 1
empire_name_format = {
   random_weight = {
       factor = 0
       modifier = {
           add = 1
           OR = {
               has_government = "gov_star_empire"
               has_government = "gov_martial_empire"
           }
           is_pirate = no
           is_primitive = no
           NOT = { is_country_type = fallen_empire }
           NOT = { is_country_type = awakened_fallen_empire }
       }
   }
   format = "format.imp_mil.1"
###
    set_variable = { wich = keyName_info value = 10 }        # <<<<<< only a float/integer/variable name/'owner'
###
   noun = "[This.Capital.System.GetName]"
   prefix_format = "<imperial_mil> [This.Capital.System.GetName]"
  defined text =
   # Empire of Sol
}
Where 'keyName_info' would be the same local variable used for every empire name format, and its value would be stored/associated within each random empire/country, such as a dynamic key could then be defined using it:
Code:
defined_text = { # Country scope
    name = GetInfoCtry
###
    set_variable = { which = keyName_info value = owner }    # <<<<<< 'owner' to retrieve the value previously set in owner scope (???)
###
    text = {
        trigger = {
            keyName_info = 10
        }
        localization_key = key_masc # He
    }
    text = {
        trigger = {
            keyName_info = 20
        }
        localization_key = key_fem # She
    }
    text = {
        trigger = {
            keyName_info = 30
        }
        localization_key = key_neut # It
    }
}
Where the localization keys would be added in the proper /localisation/english/scripted_loc_l_XXX.yml file.

Of I could rather set the variable name in the father script, and then set its value in the (child) empire format script?
 

Rodmar18

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I guess the answer i no, indeed, because there is no way to know if an empire has "Empire" in its name instead of, say, "Hegemony", after it's creation is over.

Did you look at scripts in /colony_automation/? One of the triggers that are used in there is:
Code:
has_designation = col_default
# col_farming, col_factory, ....
Perhaps, with an additional test on POP number, or on the presence of a building, that would solve your issue?
 

Rodmar18

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I added in the notification that warns about a new heir upcoming all of this retrievers:

[Root.GetName]
[This.GetName]
[From.GetName]
[Prev.GetName]

None works, and they all are literally displayed.

My goal was to find how to access my empire's name, and more generally to understand how scopes work. I read the page in the Wiki but there's no general, applied example.
I chose this example because it fires on a regular basis, but perhaps, there is no scope attached to it?!

Could someone explain me how Root, This, From, Prev work on a same, working example?
Or what method to use to quickly test such things in an event's decription text, or in a script?
 

Skodkim

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When I mod games I like to keep a backup of the original file, e.g. keep a backup of file.txt on the same location as my modded file (quick comparison and backup in case the original file is updated).

Question is how I do that without it being read by the game? In my experience Paradox games have a tendency of reading everything in the directories, i.e. renaming the backup file file.txt.bak won't work.

Until now I figured I could just zip the backup file but then I noticed error messages in errors.log that indicate that the game engine is at least trying to read the zip file too.

Is there anyone that has any experience with this? Any advice would be much aggregated.

\Skodkim
 

Rodmar18

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I save my localisation files in a special folder under \stellaris\ install folder, that copies the game folders' arborescence (i.e. \stellaris\local\common\, etc), and they aren't read by the game as eventual errors are pointed to their copy I put in the game's usual folders.

I also saved a game txt file by adding '.old' to its name (e.g. 03_scripted_variables_ships.txt.old), and it is interpreted as a backup file by GNUnix. I just put errors in it (such as: '@variable_name = #' and '@ variable_name') and no error is seen in errors.log.
 

Mitchz95

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When I mod games I like to keep a backup of the original file, e.g. keep a backup of file.txt on the same location as my modded file (quick comparison and backup in case the original file is updated).

Question is how I do that without it being read by the game? In my experience Paradox games have a tendency of reading everything in the directories, i.e. renaming the backup file file.txt.bak won't work.

Until now I figured I could just zip the backup file but then I noticed error messages in errors.log that indicate that the game engine is at least trying to read the zip file too.

Is there anyone that has any experience with this? Any advice would be much aggregated.

\Skodkim

Just put the backup in a different place, like your desktop. That's what I do.
 

diagrapher

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Is there any way to scope:
  • from a pool leader to the country that can recruit them?
  • From a transport ship to its army or vice versa?
  • From a landed assault army to its planet or vice versa?
  • From an army to the pop that spawned it or vice versa?
  • From anywhere to a federation?
 

Skodkim

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I save my localisation files in a special folder under \stellaris\ install folder, that copies the game folders' arborescence (i.e. \stellaris\local\common\, etc), and they aren't read by the game as eventual errors are pointed to their copy I put in the game's usual folders.

I also saved a game txt file by adding '.old' to its name (e.g. 03_scripted_variables_ships.txt.old), and it is interpreted as a backup file by GNUnix. I just put errors in it (such as: '@variable_name = #' and '@ variable_name') and no error is seen in errors.log.
I just unpacked all my backup files and renamed them *.old and error.log clealy states an error message from all *.old files so that definately does not seem to be the solution

@Mitchz95 I had considered that but it makes it less flexible and harder to compare files. Thanks for the reply though.

\Skodkim
 

Rodmar18

General
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Sep 19, 2018
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  • Stellaris: Galaxy Edition
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Perhaps, it's a specific GNU/linux solution then, as the file icone clearly changes to a specific backup icon when you rename them this way, instead of changing to a "not-recognized-format" icon.
 
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