Stellaris - [2.7.2] [60BF] any_ship_in_system (minor)

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Firegolem

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Description
any_ship_in_system with trigger is_ship_size

Game Version
2.7.2

What version do you use?
Steam

What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
EDIT: for some reason this is only a console print concern.
As modder, I find more direct code issues. The trigger any_ship_in_system is not working anymore as before.
IMHO - this is not a minor bug. as this is many times used in vanilla and mods.

Steps to reproduce the issue.
You can test:
trigger = { any_system = { any_ship_in_system = { is_ship_size = marauder_station }}}
Works only as expected with any_fleet... (all in all no error msg)

Or as in vanilla used:
trigger = { any_system = { any_ship_in_system = { is_ship_size = pirate_station }}}
trigger = { event_target:lcluster_factory_system = { any_ship_in_system = { is_ship_size = graygoo_factory }}}


Workaround
Replace any_ship_in_system with any_fleet_in_system

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Firegolem

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Hi, thanks for the report. I've tested this internally and it appears to working fine.
Strange yes. This seems only a bug for the console print. I've tested on another machine with another installation 2.3.3 with same result
:stalin_shocked:

If you log the trigger result it works:

effect = {every_system ={limit={any_ship_in_system = {is_ship_size = marauder_station}} log="Marauder System [This.Solar_System.GetName]"}}
 

Alfray Stryke

Stellaris Game Designer
Paradox Staff
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Strange yes. This seems only a bug for the console print. I've tested on another machine with another installation 2.3.3 with same result
If you log the trigger result it works:

effect = {every_system ={limit={any_ship_in_system = {is_ship_size = marauder_station}} log="Marauder System [This.Solar_System.GetName]"}}

I was testing it by using the following the console and observing the increase in credits awarded:

Code:
effect if = { limit = { capital_scope.solar_system = { any_ship_in_system = { exists = this } } } add_resource = { energy = 1000 } }
 
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