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Rekov

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So I'm having a somewhat bizarre problem with my mod (http://steamcommunity.com/sharedfiles/filedetails/?id=709496860). Whenever heirs are chosen, for example in Divine Mandate of Despotic Empire, the portrait ends up being the opposite gender of the title. For example, Crown Princesses and High Priestesses will always have male portraits, and Crown Princes and High Priests will always have female portraits. I've tested this a number of times, both with my mod species and with humans. It works fine for humans, but consistently does exactly the opposite of what it should for my modded species.

I've double checked the portraits.txt file and as far as I can tell, all of the triggers are correct. Here is the code (http://pastebin.com/Egu7juNG). I would be dearly appreciative if anyone could suggest where I might look next, in terms of bug fixing.

Also, I've noticed that my first planetary governor always has the same hair and phenotype, which strikes me as odd.
 

aojMikeA

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Your gender check at line 116 is checking to see if the leader is female, but assigning male portraits. Could be the culprit? Not sure why its getting male portraits wrong in that case, unless maybe it falls back to the general species portrait pool and you're just getting unlucky with the random draw.
 

Rekov

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Your gender check at line 116 is checking to see if the leader is female, but assigning male portraits. Could be the culprit? Not sure why its getting male portraits wrong in that case, unless maybe it falls back to the general species portrait pool and you're just getting unlucky with the random draw.
This seems to have fixed the problem. Thanks, aojMikeA! I should have spotted that. I seem to have a bad habit of not seeing what's right below my nose.

Also, as for the first Governor always looking exactly the same, I tested this with the human dictatorship faction a bunch of times, and it's the same there, so I'm going to assume this is a game bug, not a mod bug.
 

Sledjer

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So, this new update broke my mod, and I can't for the life of me figure out how to make it fire again. I've tested, and am sure that it's something to do with the trigger, but no matter how I fix it, it won't work.
Code:
namespace = genemodfix

country_event = {
    id = genemodfix.1
    hide_window = yes
    is_triggered_only = yes

    trigger = {
        exists = capital_scope
        capital_scope = {
            NOT = {
                any_pop = {
                is_same_species = ROOT
                }
            }
            any_pop = {
                is_subspecies = ROOT
            }
        }
    }
    immediate = {
        change_dominant_species = FROM
    }
}
Code:
on_modification_complete = {
   events = {
     genemodfix.1
   }
}
 
Last edited:

BossFogg

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Here is a youtube tutorial for custom flags. I'm not sure if it's still up to date.

Thank you for the reply, but I believe there has (understandably) been some confusion.

I have created a new habitable planet type (pc_volcanic) and a corresponding colonization tech (tech_volcanic_colonization)

For the vanilla colonization techs, there is a weight modifier that looks something like this:

modifier = {
factor = 0
NOT = { has_country_flag = "desert_surveyed" }
}

Basically, it is checking for the presence of a country_flag. I would like to define something similar for tech_volcanic_colonization (ie "volcanic_surveyed"), but I am not sure where to look for defining them.

...or even if you can mod them at all.
 

Lurina

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Whoops, I should have posted this here and not made a thread! Maybe someone can delete that.

"This is pretty picky, but for some reason I keep getting bothered by the sort of 45 degree angle Earth perpetually sits at relative to the sun since the patch, where Europe is barely touched by the sun. I'd also like to try turning it upside down, which was a bug in the beta of 1.2. Is there any way to mess with that stuff?"
 

romothecus

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Can a technology have more than one subcategory? e.g., can a technology belong to both Statecraft and Industry?
 

Artannon

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Thank you for the reply, but I believe there has (understandably) been some confusion.

I have created a new habitable planet type (pc_volcanic) and a corresponding colonization tech (tech_volcanic_colonization)

For the vanilla colonization techs, there is a weight modifier that looks something like this:



Basically, it is checking for the presence of a country_flag. I would like to define something similar for tech_volcanic_colonization (ie "volcanic_surveyed"), but I am not sure where to look for defining them.

...or even if you can mod them at all.

Flags are just simple boolean values -- if the flag exists, it is assumed to be true. There's no need to define them explicitly, they just "work".

For instance, completing the "Habitable Worlds Survey" chain does this:

> hidden_effect = { set_country_flag = museum_of_exobiology }

Which is then checked by the "Museum of Exobiology" event like so:

> trigger = {
> has_country_flag = museum_of_exobiology
> ...
> }

And then removed after the event fires:

> immediate = {
> remove_country_flag = museum_of_exobiology
> }

"Museum_of_exobiology" doesn't exist outside these two events, and doesn't need to be defined elsewhere. Does that help?
 

Neceros

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I am trying to update a mod I have previously submitted to the workshop, but whenever I do, I get a "Error uploading mod" and nothing else.

How do I debug this?
In your documents folder (if on windows), look for paradox interactive/stellaris/workshop/content/#### and find your folder id. Delete it. Now in the stellaris mod uploader, do fetch mod. If you see your folder name in there you on the right track, instead of an archive id.

Oh, also, don't subscribe to your own mod. It redownloads it and uses that instead of your dev version.
 
Last edited:

Artannon

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In your documents folder (if on windows), look for paradox interactive/stellaris/workshop/content/#### and find your folder id. Delete it. Now in the stellaris mod uploader, do fetch mod. If you see your folder name in there you on the right track, instead of an archive id.

Oh, also, don't subscribe to your own mod. It redownloads it and uses that instead of your dev version.

I'm not subscribed to my own mod. Tried deleting the folder, didn't do anything.

The problem seems to be that I'm trying to add a thumbnail picture to my mod.

Deleting "picture="Hann'Felir.png" from my .mod file allows it to upload fine. (Also tried it with Hann'Felir.jpg). Is there something else I'm missing?

Edit: Found it -- had the picture in the wrong place, so I assume it was freaking out since it couldn't find the picture.
 

Drosofeelsia

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I'm having some trouble with a custom anomaly. The intent of the anomaly is to trigger a special project that provides a strategic resource deposit on the researched body, as well as a free station to collect it. I have it working fine - the station and deposit spawn as planned when triggered inside player territory. However, when I trigger the anomaly outside of player territory, the station no longer belongs to the player - it's interpreted as an unknown alien station. Is this working as intended, or is there a way to ensure the player owns the station regardless of whether it is in their borders when it spawns? Here is my code, if it helps:

Code:
    option = {
        trigger = {
            leader = {
                NOT = { has_trait = leader_trait_expertise_materials }
            }
        }
        name = aa_anomaly.56.a
        fromfromfrom = {
            orbital_deposit_tile = {
                add_deposit = d_aa_neutronium_deposit
            }
            create_research_station = {
                owner = ROOT
            }
        }
        owner = {
            add_research_option = tech_mine_neutronium
            add_tech_progress = {
                tech = tech_mine_neutronium
                progress = 0.40
            }          
        }
    }
 

Artannon

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I'm having some trouble with a custom anomaly. The intent of the anomaly is to trigger a special project that provides a strategic resource deposit on the researched body, as well as a free station to collect it. I have it working fine - the station and deposit spawn as planned when triggered inside player territory. However, when I trigger the anomaly outside of player territory, the station no longer belongs to the player - it's interpreted as an unknown alien station. Is this working as intended, or is there a way to ensure the player owns the station regardless of whether it is in their borders when it spawns? Here is my code, if it helps:

Code:
    option = {
        trigger = {
            leader = {
                NOT = { has_trait = leader_trait_expertise_materials }
            }
        }
        name = aa_anomaly.56.a
        fromfromfrom = {
            orbital_deposit_tile = {
                add_deposit = d_aa_neutronium_deposit
            }
            create_research_station = {
                owner = ROOT
            }
        }
        owner = {
            add_research_option = tech_mine_neutronium
            add_tech_progress = {
                tech = tech_mine_neutronium
                progress = 0.40
            }         
        }
    }
I think this is just core game behavior -- if you lose borders (e.g. due to purging a planet entirely) you lose control over any mining facilities in those systems too. Not sure it's possible for the game to realize you owning a system outside your borders.
 

mechl

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I have a question on systems. I have systems that have usually roughly 8-10 planets. I'm noticing that in larger systems ships will not reach the outer edge in set areas/I can't create wormhole stations (it's like a half circle in that as you click the area it'll reach the edge then go inwards then back out). I'm assuming this is due to something in the defines about system sizes but I'm not exactly sure what.
 

Kertheon

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Trying to create subspecies and I am having a lot of trouble with it. I will list my current issues:
  1. How do you copy the exact same traits of the parent species into the subspecies and just adding an extra one?
    1. Tried modify_species which accomplished my goal. However, it works on species level and is modifying all of my pops and not only the ones in the planet.
    2. Tried create_species like the example in event/pop_events.txt but I can't retrieve the original species traits in this way.
  2. How do I reuse the created subspecies to add more pops in it on a different event? I do not see how to scope subspecies in any documentation.
It is really possible to mod something like that? Create a new subspecies and as it gains grown add more pops in that new subspecies?
 

Cheikar

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Is there anyway to have the game print the value of a variable in, say, a localisation file for an event. I am trying to debug a set of events I created, and I would like to be able to check the values of two variables that I set in one event and use in a later event to try and see where my code is going awry.
 

DDRussian

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  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Stellaris Sign-up
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
Does anybody know what the "RESOURCE_CLUSTER_COUNT" line in the defines file do? I know it says "Number of resource clusters containing special resources", but what does that mean?