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greensniperhat

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It looks fine to me.

Straight from what you uploaded...

Only comment I have is don't call your .mod file descriptor, call it primordial_portraits or whatever, anything but descriptor.

Oh, I see! I think that might be the cause. I'll re-test it.

EDIT: still not showing up on my end... had a hunch it miiight be because of folder structure. Gonna see if that's the case.

EDIT2: welp, there's the problem! Sorry for doubting you, Morell. It also shows that I missed a little square at the corner I used for positioning. Thanks, and double thanks!
 
Last edited:

Mordachai

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Does anyone know what size_multiplier and fleet_slot_size do in 00_ship_sizes.txt?

fleet_slot_size seems likely to indicate how many fleet size points a given ship consumes.
However, size_multiplier is far more opaque to me... no clue.
 

Walshicus

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Hey all. I'm trying to add more conditions into the clothes asset selector files for a mod. I can get leaders to change clothes based on traits as well as rank, but I'm not sure how I'd get the years_passed condition in. Effectively I want clothing styles to change with time...

Anyone know how that would work?
 

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How do I add an image to an uploaded mod? (Or how do I upload a mod with an image?)

In your modname.mod file add picture="preview.jpg"

Code:
name="Mod Name"
path="mod/modname"
tags={
    "Species"
}
picture="preview.jpg"
supported_version="1.1.*"

Then add the preview.jpg file in the mod folder.
 
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hadaev

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Hmmm.
Trying to change can_pop_procreate rules
Code:
can_pop_procreate = {
    AND = {
        OR = {
            is_enslaved = no
            owner = {
                NOT = {
                    has_policy_flag = slavery_procreation_not_allowed
                }
            }
        }
        NOT = {
           OR = {
                AND = {
                    NOT = { is_same_species = owner.species }
                    exists = owner
                    owner = {
                        has_policy_flag = birthcontroll_xenos
                    }
                }
                AND = {
                    is_same_species = owner.species
                    exists = owner
                    owner = {
                        has_policy_flag = birthcontroll_own
                    }
                }

               exists = owner
                owner = {
              
                        has_policy_flag = birthcontroll_all
                    }
        NOT = {
            planet = {

                    has_planet_edict = free
                        }
                      
                        }
                    }
        }
    }
}


Before line NOT = { everything works fine, but when i add block
Code:
        NOT = {
            planet = {

                    has_planet_edict = free
                        }
                     
                        }
                    }
        }
    }
the game starts crash.
 

Mordachai

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Do you get anything in error.log that might help with what exactly is wrong?
Sorry, I did format the code, but the braces are certainly matched, whether they're matched in a way that is correct for the logic you're trying to implement I do not know...?
Code:
can_pop_procreate =
{
    AND =
    {
        OR =
        {
            is_enslaved = no
            owner =
            {
                NOT =
                {
                    has_policy_flag = slavery_procreation_not_allowed
                }
            }
        }
        NOT =
        {
           OR =
           {
                AND =
                {
                    NOT = { is_same_species = owner.species }
                    exists = owner
                    owner = {
                        has_policy_flag = birthcontroll_xenos
                    }
                }
                AND = {
                    is_same_species = owner.species
                    exists = owner
                    owner = {
                        has_policy_flag = birthcontroll_own
                    }
                }
                exists = owner
                owner = {
                    has_policy_flag = birthcontroll_all
                }
                NOT = {
                    planet = {
                        has_planet_edict = free
                    }
                }
            }
        }
    }
}
 

hadaev

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Do you get anything in error.log that might help with what exactly is wrong?
Sorry, I did format the code, but the braces are certainly matched, whether they're matched in a way that is correct for the logic you're trying to implement I do not know...?
Code:
can_pop_procreate =
{
    AND =
    {
        OR =
        {
            is_enslaved = no
            owner =
            {
                NOT =
                {
                    has_policy_flag = slavery_procreation_not_allowed
                }
            }
        }
        NOT =
        {
           OR =
           {
                AND =
                {
                    NOT = { is_same_species = owner.species }
                    exists = owner
                    owner = {
                        has_policy_flag = birthcontroll_xenos
                    }
                }
                AND = {
                    is_same_species = owner.species
                    exists = owner
                    owner = {
                        has_policy_flag = birthcontroll_own
                    }
                }
                exists = owner
                owner = {
                    has_policy_flag = birthcontroll_all
                }
                NOT = {
                    planet = {
                        has_planet_edict = free
                    }
                }
            }
        }
    }
}
It seems that the game crash because disabled at the time of test mods.

Now no one reproduces.
Apparently some problem with the logic of the algorithm.
 

klopkr

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I got this error about 6 times over the course of a few minutes. What exactly does it mean? I havn't edited anything in the game rules text file.
Code:
[19:45:42][trigger_impl.cpp:577]: Script Error: Invalid context switch[ROOT], file: common/game_rules/00_rules.txt line: 216, Scope:
type=planet
id=1326
random={ 0 0 }
root={
    type=country
    id=4294967295
    random={ 0 0 }
}
 

Mordachai

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There are some bugs from PDX. I have no idea if that is one, or caused by a mod, however.

Separate question:
I have regenerative armors I-V which require ship armor I-V plus a new tech: regenerative ship armor, which requires regenerative hulls.
When I view ship armor I-V technologies, it shows that it enables armor I-V, but also lists the regenerative variants.
However, I don't want those shown by the basic tech.
Does anyone know how to suppress components from showing up in the "unlocks" section of a tech when viewed in the research interface?
 

hadaev

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Hmm.
Try to create sints, but in game get humans.
Its a bag?
Code:
country_event = {       
    id = human_fallen_empire.1
    title = OK
    desc = OK
    hide_window = yes

    fire_only_once = yes
   
   
    immediate = {
        every_owned_planet = {
            every_tile = {
                limit = {
                    has_building = yes
                    has_blocker = no
                    has_grown_pop = no
                    has_growing_pop = no
                    }
                create_pop = { species = ROBOT_POP_SPECIES_3 }                       
                }
            }
    }
}
 

ragnin

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This is about save editing. I was wondering how I could change the amount of resources on a planets tile. What value should I change and what is the difference between the tile 3 food entry with 3 numbers and the tile 4 food entry with only 1 number?
Code:
3={
         active=yes
         resources={
           food={1.000 1.000 0.000}
         }
         deposit="d_mineral_deposit"
       }
4={
         active=yes
         resources={
           food=1.000
         }
       }
 

Xionanx

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Is there any reason why Ship modifiers wouldn't work on a ship even though they display under the ship when you hover over it?
Related to this, does the -% anomaly fail chance stack, of not this might be why it isn't working?

I too am trying to figure this one out for a mod I am making. I can make an edict that "Seems" to give my ships anomaly fail chance adjustments using: "ship_anomaly_fail_risk = -0.99" (set to 99 for testing purposes)

It shows up in the edicts tool tip
It shows up on the ships when you hover over them
It does NOT show up when you go to research an anomaly.

And there in lies the problem. If that trait exists on a LEADER, it shows up when you attempt to research and Anomaly. (example "Careful" trait).. functioning as it should. When it exists in an edict, it does NOT show up when you attempt to research an Anomaly. Even though graphically as far as the "Ship" is concerned, the both do the exact same thing.

Is this simply a visual bug? Am i going to need to make a work around that simply gives all my leaders a new "Trait" akin to careful? Should I give up on making an edict that reduces anomaly fail chance?
 

Drosofeelsia

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Does anyone know how to add a custom sound to play for an event? I've tried adding the file to my mod's sound/event folder and defining it in category.asset and sounds.asset, but it doesn't work.
 

Xionanx

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Is it possible to use math in a modifier? Basically what I want is (distance between two planets) * (some constant), and add that as a negative planet modifier to some resource (minerals/energy).

Actually, is it even possible to somehow get the distance between two arbitrary planets?

This is a question I never saw answered. Are math operations possible?

I am looking to make a terraforming mod that scales cost to planet size rather then having a flat cost..
 
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