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UrMatePotate

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Mar 24, 2020
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Hi
I've been trying to combine the syncretic evolution origin with the shattered ringworld origin but can't get the correct districts/buildings on it at game start (screenshot), everything else works fine as far as I've tested.

Can anyone point me to the right files I need to look at to fix this?

Cheers!
 

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17blue17

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Question: build juggernaut by event

EDIT: the code does work but it appears that
1) you can not build juggernauts as part of a fleet unlike a titan for example 1 titan and 12 battleships = 1 fleet
2) you can not build multiple using while = { } only singles like science ships
3) they do not have leaders

so apparently each juggernaut is its own separate fleet ( confirmed by other posts on the web )

The code below works to build the titan but not the juggernaut. Any idea why?

Code:
                   create_ship = {
                        name = random
                        random_existing_design = titan
                        graphical_culture = "humanoid_01"
                    }
                    create_ship = {
                        name = random
                        random_existing_design = juggernaut
                        graphical_culture = "humanoid_01"
                    }

I had designed and saved a juggernaut in ship designer before the event fired.
 
Last edited:

G S Palmer

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Hi
I've been trying to combine the syncretic evolution origin with the shattered ringworld origin but can't get the correct districts/buildings on it at game start (screenshot), everything else works fine as far as I've tested.

Can anyone point me to the right files I need to look at to fix this?

Cheers!
Districts and buildings are added in the 01_start_of_game_effects file in the Stellaris/common/scripted_effects folder. Specifically, in the generate_start_buildings_and_districts effect. The change should be fairly simple: just change:
Code:
limit = { owner = { has_origin = origin_shattered_ring } }
to
Code:
limit = { owner = { OR = { has_origin = origin_shattered_ring has_origin = your_origin  } } }
and you should be all set.
 

UrMatePotate

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Mar 24, 2020
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Districts and buildings are added in the 01_start_of_game_effects file in the Stellaris/common/scripted_effects folder. Specifically, in the generate_start_buildings_and_districts effect. The change should be fairly simple: just change:
Code:
limit = { owner = { has_origin = origin_shattered_ring } }
to
Code:
limit = { owner = { OR = { has_origin = origin_shattered_ring has_origin = your_origin  } } }
and you should be all set.

Thank you!
 

Atoombom007

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2 Quick Questions:
  1. What are the differences between random, any, or every when to create effects for events?
  2. I'm trying to place a flag on pops on a planet. However, how do I make sure I make the effects only applicable to pops on this planet? This question is very tied to the above, as I don't understand what their difference is. See the code below for an example.
    1. Code:
      planet_event = {
          id = wagho_event.2
          hide_window = yes
          is_triggered_only = yes
      
          trigger = {
              NOT = {
                  has_global_flag = wagho_event_disable_wagho
              }
              exists = owner
              has_planet_flag = wagho_event_planet
              any_owned_pop = {
                  wagho_event_trigger_is_immune = no
              }
          }
      
          immediate = {
              random_list = {
                  33 = {
                      random_owned_pop = {
                          limit = {
                              NOT = {
                                  has_pop_flag = wagho_event_pop_infected
                              }
                          }
                          set_pop_flag = wagho_event_pop_infected
                      }
                  }
                  33 = {
                      while = {
                          count = 10
                      }
                      random_owned_pop = {
                          limit = {
                              NOT = {
                                  has_pop_flag = wagho_event_pop_infected
                              }
                          }
                          set_pop_flag = wagho_event_pop_infected
                      }
                  }
    I don't know whether this is correct, but as I understand, random_owned_pop will select a pop based on limit reqs, every_owned_pop will automatically cycle through all pops that meet the reqs, and every_owned_pop will apply the effects on all pops that meet the reqs set by limit. Or is this wrong and is there something I'm missing? Because in the code example, I don't know whether to opt for random, any or every...
Thanks for your help in advance!
 

Mitchz95

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  1. What are the differences between random, any, or every when to create effects for events?
random picks one target scope that matches the criteria. For example, "random_planet = { limit = { is_planet_class = pc_barren } <effect> }" will pick one random Barren World in the galaxy to execute the effect.
any is used for conditions; i.e. if there is any target scope that matches the criteria. For example, "if = { limit = { any_planet = { is_planet_class = pc_barren } } <effect> }" will check whether there are any Barren Worlds in the galaxy, and if so will execute the effect.
every is pretty straightforward; every target scope that matches the conditions will be picked. For example, "every_planet = { limit = { is_planet_class = pc_barren } <effect> }" will execute the effect on every Barren World in the galaxy.

Not sure about your second question, sorry.
 

Atoombom007

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Quick Question:
  1. If I want to execute an effect within an scripted effect, how would I code it in such a way that the effects is done an X amount of times, depending on the amount Y that meet the requirement? For example, I want to clear flag1 for an X amount of Pops that have flag1, however, I don't know how many pops actually will have flag1. Thus the action has to be repeated until all Pops are cleared with the flag. Normally I would use while, but you have to specify count which is what I don't know at the moment...
Once more, thanks in advance!

Answer: Also use While. See below:
Code:
while = {
    limit = { <triggers> }
    <effects>
}
 
Last edited:

Pyzayt

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Is it at all possible to force Scions to spawn within 1/2 jumps of their Overlord? I've been trying to get my empire to spawn with one for hours, and have finally decided to see if it's worth making a quick mod to force the scenario.
 

Ryika

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Answer: Also use While. See below:
Code:
while = {
    limit = { <triggers> }
    <effects>
}
Alternatively, you can also do:
Code:
every_owned_pop = {
    limit = { has_pop_flag = flag1 }
    <effects>
}

...which will, I think, process all pops in bulk, which _should_ have better performance than doing one after the other with a while loop.
Downside is, if your script has some random elements, all pops will receive the exact same outcome.
...at least that's how I remember things working out when I played around with it.
 

Atoombom007

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Alternatively, you can also do:
Code:
every_owned_pop = {
    limit = { has_pop_flag = flag1 }
    <effects>
}

...which will, I think, process all pops in bulk, which _should_ have better performance than doing one after the other with a while loop.
Downside is, if your script has some random elements, all pops will receive the exact same outcome.
...at least that's how I remember things working out when I played around with it.
That was my original idea, but I need to get the number for how many times the action has been done, as it works in combination with an event chain counter (so how many Pops had their flag removed for example), and the event chain counter does not work with every_owned_pop (I guess).
 

Abominus

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I made this event:

Code:
country_event = {
    id = plentiful_perks_ascension.1001 #2551
    title = "plentiful_perks_ascension.1001.name"
    desc = "plentiful_perks_ascension.1001.desc"
    picture = GFX_evt_circuitry_modification
    show_sound = event_laboratory_sound
  
    is_triggered_only = yes
  
    immediate = {
        set_country_flag = hive_empire
      
        #give_technology = { tech = tech_bio_reactor message = no }
      
        every_owned_pop = {
            limit = {
                is_same_species = owner_species
                is_robot_pop = no
                is_sapient = yes
            }
            modify_species = {
                species = this
                add_trait = trait_hive_mind
                add_traits_at_start_of_list = yes
            }
        }

        every_owned_ship = {
            limit = {
                is_ship_class = shipclass_colonizer
                is_same_species = owner_species
                is_robot_pop = no
                is_sapient = yes
            }
            modify_species = {
                species = this
                add_trait = trait_hive_mind
                add_traits_at_start_of_list = yes
            }
            change_species = event_target:new_hive_species
        }
        every_owned_pop = {
            limit = {
                NOT = { is_same_species = owner_species }
                is_robot_pop = no
                is_sapient = yes
                species = {
                    NOT = { has_trait = trait_cybernetic }
                }
            }
          
            set_citizenship_type = {
                type = citizenship_assimilation
                cooldown = yes
            }
        }
      
        shift_ethic = "ethic_gestalt_consciousness"
              
        change_government = {
            authority = auth_hive_mind
        }

        every_country = {
            limit = {
                is_ai = no
                NOT = { is_same_value = root }
                has_communications = root
            }
            country_event = { id = plentiful_perks_ascension.1002 days = 5 }
            country_event = { id = plentiful_perks_ascension.1003 days = 10 }
        }
        if = {
            limit = {
                any_country = {
                    OR = {
                        is_country_type = fallen_empire
                        is_country_type = awakened_fallen_empire
                    }
                    has_ethic = ethic_fanatic_spiritualist
                    has_communications = root
                    NOT = { is_same_value = root }
                }
            }
            random_country = {
                limit = {
                    OR = {
                        is_country_type = fallen_empire
                        is_country_type = awakened_fallen_empire
                    }
                    has_ethic = ethic_fanatic_spiritualist
                    has_communications = root
                    NOT = { is_same_value = root }
                }
                country_event = { id = plentiful_perks_ascension.1003 days = 15 }
            }
        }
        else = {
            random_country = {
                limit = {
                    is_country_type = default
                    has_ethic = ethic_fanatic_spiritualist
                    has_communications = root
                    NOT = { is_same_value = root }
                }
                country_event = { id = plentiful_perks_ascension.1003 days = 15 }
            }
        }

        ROOT = {
            set_country_flag = hive_age
        }
    }
  
    option = {
        name = "plentiful_perks_ascension.1001.a"
        custom_tooltip = HIVE_ASSIMILATION_CITIZENSHIP_ENABLED

        change_government = {
            authority = auth_hive_mind
            civics = {
                civic = civic_hive_subspace_ephapse
                civic = civic_hive_natural_neural_network
            }
        }

        random_owned_pop = {
            limit = {
                has_trait = trait_cybernetic
                NOT = { is_same_species = owner_species }
            }
          
                add_modifier = {
                    modifier = "pop_ghost_signal_5"
                    days = -1
                }

        }
    }
}

Without the bold part, the event works, but the part witht the random_owned_pop, even with every_owned_pop does not work.

I want to make every owned species/pop, that has "cybernetics" to be changed from "unwanted" in the living standards to be a slave / livestock. I tried to use

Code:
            set_citizenship_type = {
                type = citizenship_slavery
                cooldown = yes
           }

and / or with the living_standards but nothing helps.
 

Juboboman

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So it seems like suddenly a bunch of advanced empire settings don't work in defines after the patch anymore. Is there some place to find a complete list of possible defines after the latest patch?
 

Abominus

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I made this event:

Code:
country_event = {
    id = plentiful_perks_ascension.1001 #2551
    title = "plentiful_perks_ascension.1001.name"
    desc = "plentiful_perks_ascension.1001.desc"
    picture = GFX_evt_circuitry_modification
    show_sound = event_laboratory_sound
 
    is_triggered_only = yes
 
    immediate = {
        set_country_flag = hive_empire
     
        #give_technology = { tech = tech_bio_reactor message = no }
     
        every_owned_pop = {
            limit = {
                is_same_species = owner_species
                is_robot_pop = no
                is_sapient = yes
            }
            modify_species = {
                species = this
                add_trait = trait_hive_mind
                add_traits_at_start_of_list = yes
            }
        }

        every_owned_ship = {
            limit = {
                is_ship_class = shipclass_colonizer
                is_same_species = owner_species
                is_robot_pop = no
                is_sapient = yes
            }
            modify_species = {
                species = this
                add_trait = trait_hive_mind
                add_traits_at_start_of_list = yes
            }
            change_species = event_target:new_hive_species
        }
        every_owned_pop = {
            limit = {
                NOT = { is_same_species = owner_species }
                is_robot_pop = no
                is_sapient = yes
                species = {
                    NOT = { has_trait = trait_cybernetic }
                }
            }
         
            set_citizenship_type = {
                type = citizenship_assimilation
                cooldown = yes
            }
        }
     
        shift_ethic = "ethic_gestalt_consciousness"
             
        change_government = {
            authority = auth_hive_mind
        }

        every_country = {
            limit = {
                is_ai = no
                NOT = { is_same_value = root }
                has_communications = root
            }
            country_event = { id = plentiful_perks_ascension.1002 days = 5 }
            country_event = { id = plentiful_perks_ascension.1003 days = 10 }
        }
        if = {
            limit = {
                any_country = {
                    OR = {
                        is_country_type = fallen_empire
                        is_country_type = awakened_fallen_empire
                    }
                    has_ethic = ethic_fanatic_spiritualist
                    has_communications = root
                    NOT = { is_same_value = root }
                }
            }
            random_country = {
                limit = {
                    OR = {
                        is_country_type = fallen_empire
                        is_country_type = awakened_fallen_empire
                    }
                    has_ethic = ethic_fanatic_spiritualist
                    has_communications = root
                    NOT = { is_same_value = root }
                }
                country_event = { id = plentiful_perks_ascension.1003 days = 15 }
            }
        }
        else = {
            random_country = {
                limit = {
                    is_country_type = default
                    has_ethic = ethic_fanatic_spiritualist
                    has_communications = root
                    NOT = { is_same_value = root }
                }
                country_event = { id = plentiful_perks_ascension.1003 days = 15 }
            }
        }

        ROOT = {
            set_country_flag = hive_age
        }
    }
 
    option = {
        name = "plentiful_perks_ascension.1001.a"
        custom_tooltip = HIVE_ASSIMILATION_CITIZENSHIP_ENABLED

        change_government = {
            authority = auth_hive_mind
            civics = {
                civic = civic_hive_subspace_ephapse
                civic = civic_hive_natural_neural_network
            }
        }

        random_owned_pop = {
            limit = {
                has_trait = trait_cybernetic
                NOT = { is_same_species = owner_species }
            }
         
                add_modifier = {
                    modifier = "pop_ghost_signal_5"
                    days = -1
                }

        }
    }
}

Without the bold part, the event works, but the part witht the random_owned_pop, even with every_owned_pop does not work.

I want to make every owned species/pop, that has "cybernetics" to be changed from "unwanted" in the living standards to be a slave / livestock. I tried to use

Code:
            set_citizenship_type = {
                type = citizenship_slavery
                cooldown = yes
           }

and / or with the living_standards but nothing helps.

Seems to work now in a second, silent event. It took really long, because ... 8200 Pops... :D
 

Sacrilicious

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Just got into modding Stellaris, so forgive me if this is a dumb question.

I want to trigger an event at game start to add a ruler trait. I've added an on_action file to /common/on_action with;
Code:
on_game_start_country = {
    events = {
        no_events.999
    }
}
And my event is;
Code:
namespace = no_events

country_event = {
    id = no_events.999
    hide_window = yes
    is_triggered_only = yes
    
    immediate = {
        if {
            limit = {
                owner = {
                        has_origin = origin_driven_explorers
                    } 
                }               
            }
            every_owned_leader = {
                limit = {
                    leader_class = ruler
                }
                add_trait = no_trait_ruler
                add_ruler_trait = no_trait_ruler
            }
        }
    }
}
When I manually trigger the event through the console, it works as expected. The trait gets added properly. This leads me to assume I'm doing something wrong with triggering it through on_game_start_country. Either that, or my scope is somehow wrong.

No errors found in error log. Am I missing something? Any help or suggestion would be most appreciated.
 

Socros

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Hello,
I would like to discover the possibilities of improvements to the trading system. I would like to use the commercial value collecte system, on all of the orbital resources.
However, I can't find the file which indicates that the trade value resource is the one harvested by the station modules via the command starbase_trade_protection_range_add = 1.
Which file says that the trade value resource is a resource linked to starbase_trade_protection_range_add = 1?

I hope to have been understandable my English being bad
 

littleraskol

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Shot in the dark, but can anyone think of a simple way to restrict trait choice to origins? That is, a trait will only show up in the initial species designer if a certain origin is selected. Found out to my chagrin that species_potential_add only governs modification of existing species.
 

Mitchz95

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Just got into modding Stellaris, so forgive me if this is a dumb question.

I want to trigger an event at game start to add a ruler trait. I've added an on_action file to /common/on_action with;
Code:
on_game_start_country = {
    events = {
        no_events.999
    }
}
And my event is;
Code:
namespace = no_events

country_event = {
    id = no_events.999
    hide_window = yes
    is_triggered_only = yes
   
    immediate = {
        if {
            limit = {
                owner = {
                        has_origin = origin_driven_explorers
                    }
                }              
            }
            every_owned_leader = {
                limit = {
                    leader_class = ruler
                }
                add_trait = no_trait_ruler
                add_ruler_trait = no_trait_ruler
            }
        }
    }
}
When I manually trigger the event through the console, it works as expected. The trait gets added properly. This leads me to assume I'm doing something wrong with triggering it through on_game_start_country. Either that, or my scope is somehow wrong.

No errors found in error log. Am I missing something? Any help or suggestion would be most appreciated.

Try this:

1) Change on_game_start_country to on_game_start.
2) Change country_event to event.
3) Change if to every_country.
 

Sacrilicious

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Try this:

1) Change on_game_start_country to on_game_start.
2) Change country_event to event.
3) Change if to every_country.
Thanks for your suggestion, but as it turns out, it was a different mistake on my part. One for which I am currently ramming my skull into a wall. The mod folder in which the game_start triggers are placed was named 'on_action' instead of what it's supposed to be: 'on_actions'.

So yeah, ehm... /facepalm :confused: