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Lyze

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Hi all,

Built my own personal terraforming mod with focus more on realism than anything. Added two new resources, Carbon Dioxide and H2O, due to their importance with terraforming along with the usual Terraforming Gases and Liquids. I've got deposits.txt, the sr_resource icons, and strategic_resources.txt set up just fine, but for some reason, the two new resources I've made do not spawn in the galaxy and it's driving me nuts. What am I missing? What other text files reference strategic resources for planets when the map is generated?

Thanks in advance.
 

Tuttu

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Checkings a save game is the only choice in Stellaris of which I'm aware.
Dang, that's not cool. Well, I will do it this way then, unless someone from the dev team see this and think it's a good idea to add it to the debugger.
Thanks for the answer anyway. :)
 

Deltasquid

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Can somebody please explain how localisation works? I tried to ape another mod to add my events, and the events are added correctly, but they aren't localised. I've quadruple checked, and I can't figure out why it doesn't work. It seems like such a simple thing, and yet it's explained nowhere.

Code:
namespace = liquid_squid

# Test Event
country_event = {
    id = liquid_squid.1
    title = "liquid_squid.1.name"
    desc = "liquid_squid.1.desc"

    picture = GFX_evt_throne_room
    show_sound = event_radio_chatter
   
    is_triggered_only = yes

    trigger = {
        is_ai = no
    }
   
    option = {
        name = "AGREE"
    }
    option = {
        name = "REFUSE"
    }
}

And in the localisation file:

Code:
1_english: AGREE: "I agree with this." REFUSE: "I refuse!" liquid_squid.1.name: "This is a test event!" liquid_squid.1.desc: "This is my first event. Shall we create many more?"
 

Axelius

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Can somebody please explain how localisation works? I tried to ape another mod to add my events, and the events are added correctly, but they aren't localised. I've quadruple checked, and I can't figure out why it doesn't work. It seems like such a simple thing, and yet it's explained nowhere.

Really tricky. First, are you using Notepad++? YML files are really picky about encoding and how it works can be about as arcane as magic. What I did for my files was to copy the l_english file, rename it, write my new lines in the middle of it and then cut all the vanilla stuff I didn't need.
 

Tuttu

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Can somebody please explain how localisation works? I tried to ape another mod to add my events, and the events are added correctly, but they aren't localised. I've quadruple checked, and I can't figure out why it doesn't work. It seems like such a simple thing, and yet it's explained nowhere.
First, you don't need to add the namespace.
One important point is that you should follow the name format already used in the game. So for a new event localisation file, you should name it event_mycustomename_l_english.yml and in this file, you then follow the same syntax than any other localisation file (A copy-paste can help having the good one) and you just need to refer to your name like liquid_squid.1.name or liquid_squid.1.desc
 

Deltasquid

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Really tricky. First, are you using Notepad++? YML files are really picky about encoding and how it works can be about as arcane as magic. What I did for my files was to copy the l_english file, rename it, write my new lines in the middle of it and then cut all the vanilla stuff I didn't need.

I'm using Notepad++. I'm doing it 1:1 like the other mod did it, yet it's not working. I'll try the trick with copying another yml file and modifying that.

EDIT: copying the other mod's yml file and modifying that did the trick. Arcane magic, it seems. Thanks!
 
Last edited:

aea

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It's some form of JSON, which is to say, all objects are "properties" -- lists of string:eek:bject, where object can themselves be either a string or a list of strings. You should hopefully be able to find some JSON parsers online in your language of choice?

But really, you're looking for a few particular properties: "prerequisites", "start_tech = yes", and "weight_modifier"

Code:
# Coilguns
tech_mass_drivers_2 = {
    area = engineering
    cost = @tier1cost3
    tier = 1
    category = { materials }
    ai_update_type = military
    prerequisites = { "tech_mass_drivers_1" } #Technology requirements before the item will appear. If "prerequisite" property doesn't appear, it has no prerequisites
    weight = @tier1weight3
  
[SNIP]  
}

#Eco Simulation
tech_eco_simulation = {
   cost = 0
   area = society
   tier = 0
   category = { biology }
   start_tech = yes #If its a start_tech, you... start with it!
  
   # unlocks farms level 1
}

tech_alien_life_studies = {
   cost = @tier1cost3
   area = society
   tier = 1
   category = { biology }
   prerequisites = { "tech_biolab_1" }
   weight = @tier1weight3
  
   weight_modifier = {
     modifier = {
       factor = 2
       has_ethic = ethic_xenophile
     }
     modifier = {
       factor = 3
       has_ethic = ethic_fanatic_xenophile
     }
     modifier = {
       factor = 1.25
       research_leader = {
         area = society
         has_trait = "leader_trait_expertise_biology"
       }
     }
     modifier = {
       factor = 0
       NOT = { has_country_flag = first_alien_life } # weight gets multiplied by 0, which means it will *never* roll as one of the random options.
     }
   }
  
   [SNIP]
}

Thanks for the input, but it really doesn't look like JSON at all to me. I'll probably write my own parser or do something slightly ghetto (regex + state machine) to get the info I need.
 

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Okay so I'm trying to make a new strategic resource that is made from buildings, I've made the entry in strategic_resources for it, with a prerequisite tech which you start the game with so that it is "workable".
However when the building is created the newly created strategic resource does not go into the strategic resource pool however the other output of the tile does go into the planet pool. Could any of you give assistance to me, as I seem to be unable to make it exist.
 

Artannon

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Okay so I'm trying to make a new strategic resource that is made from buildings, I've made the entry in strategic_resources for it, with a prerequisite tech which you start the game with so that it is "workable".
However when the building is created the newly created strategic resource does not go into the strategic resource pool however the other output of the tile does go into the planet pool. Could any of you give assistance to me, as I seem to be unable to make it exist.

Would need to see the code for your building and your new strategic resource entry.
 

CabalTheFriendlyAI

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So is there a particular reason why the DDS files for buildings are not sized in multiples of 4? It makes it difficult to make these images with photoshop if you're using the nvidia DDS plugin.
 

Awkwardowl

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Code:
building_breadbasket_farm_1 = {
    base_buildtime = @b4time
  
    cost = {
        minerals = @b4cost
    }
  
    allow = {
        custom_tooltip = {
            text = "requires_building_capital_1"
            planet = {
                OR = {
                    has_building = "building_capital_1"
                    has_building = "building_capital_2"
                    has_building = "building_capital_3"
                }
            }
        }
    }
  
    produced_resources = {
        food = @b1effect
        sr_excessfood = 1
    }  
  
    required_resources = {
        energy = @b4upkeep
    }
  
    upgrades = {
        building_breadbasket_farm_2
    }  
  
}
Code:
# Excess Food
sr_excessfood = {
    AI_category = strategic_resource
    prerequisites = { "tech_eco_simulation" }
    tradable = yes
    is_rare = no
}

I'm an idiot, It's the is_rare=no. Thanks anyway!
 
Last edited:

Stripes

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Born from various "Evasion is Over Powered" threads:

Anyone knows how Missiles/Torpedo "always hit" mechanics coded - specifically, is it different to Arc weapons, which also listed as having 100% accuracy?

There is two types of weapons in game files, "instant" and "missile" - and all weapons with "type=missile" plus, for some strange reason, Red and Blue Lasers do not have "accuracy" value in txt files (common/component_templates).
 

Ragnarok918

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No, but that would be trivial to fix. Will add it to todo-list.

How about buildable pop names? I'm trying to name my new robots after the species that created them but it displays the entire phrase with the brackets. For example
NEW_ROBOT:0 "[GetSpeciesName]"
buildable_new_robot_pop:0 "[GetSpeciesName]"
buildable_new_robot_pop_desc:0 "[GetSpeciesName]"

I looked at buildings for an example and saw that the buildings that used dynamic values had additional _proper fields like

building_grand_mausoleum_proper:0 "[GetRulerName]'s Grand Mausoleum"

but adding that type of field didn't do anything, so I guess there's something special somewhere triggering those, but a simple search didn't yield any results. In addition to that specific question of buildable pop names, is there a general way to tell what localisation fields accept dynamic strings?
 
Last edited:

poot

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Anybody figure out the proper syntax for making duration/cost for terraforming links conditional upon which techs are opened up? Putting a bunch of if/else brackets within an umbrella "duration = {" was an instant CTD. My next attempt will be a free-floating if bracket, but it seems unlikely to work.
 

SentosKarum

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Which event actually decides if a Primitive nation spawns and can neutrals (space cows etc) trigger it ?
I worked out that it happens the first time a system is entered, but I'm not sure if neutrals count as ships for the purpose and I can can't find where the game decides at which stage is spawns the Primitive, if it decides to spawn them.