Hence i did not found a threat here let me make one.
Does anybody tested how valid the ChatGPT awnsers for Stellaris modding are?
I made some experience with it while using it for Groovy scripting but most of the time it just makes stuff up and sometimes it's a really good help to get your basics right.
Yesterday i asked it for some events and the results seem... not so right:
It seems right but i doubt it will run. I had not the time to test it so far and i would like to see if somebody has had the same idea of using it as a guideline/help for Modding.
Does anybody tested how valid the ChatGPT awnsers for Stellaris modding are?
I made some experience with it while using it for Groovy scripting but most of the time it just makes stuff up and sometimes it's a really good help to get your basics right.
Yesterday i asked it for some events and the results seem... not so right:
Ok now write me a event that runs on start up that will trigger if the player has the origin "DoT" and it should randomly scatter Artifact sites (atri_site_dot_1 to atri_site_dot_7) across planets in neighboring systems between minimum 1 jump but not further than 7 jumps.
Sure, here's an example of an event script for Stellaris that would trigger on game start-up and scatter artifact sites across neighboring systems if the player has the "DoT" origin:
This script will trigger on game start-up and check if the player has the "DoT" origin. If the origin is present, the event will add artifact sites (represented by planetary features) to neighboring systems within a range of 1 to 7 jumps from the player's starting system. The limit parameter controls the maximum number of artifact sites that will be added, and the planet_event block adds the specific artifact sites to each planet. You can modify the artifact site names or their quantities as needed.
Sure, here's an example of an event script for Stellaris that would trigger on game start-up and scatter artifact sites across neighboring systems if the player has the "DoT" origin:
Code:
#Scatter Artifact Sites Event
namespace = scatter_artifact_sites
#Triggers when game starts
trigger = {
on_game_start = yes
has_origin = origin_dot
}
#Event options for scattering artifact sites
option = {
name = "scatter_artifact_sites_option"
#Add any additional option conditions here
random_system_within_distance = {
distance = 1 #minimum distance for artifact site spawn
max_distance = 7 #maximum distance for artifact site spawn
limit = 7 #maximum number of artifact sites to spawn
planet_event = {
add_planetary_feature = atri_site_dot_1
add_planetary_feature = atri_site_dot_2
add_planetary_feature = atri_site_dot_3
add_planetary_feature = atri_site_dot_4
add_planetary_feature = atri_site_dot_5
add_planetary_feature = atri_site_dot_6
add_planetary_feature = atri_site_dot_7
}
}
}
#Add any additional options or alternative outcomes here, as desired
This script will trigger on game start-up and check if the player has the "DoT" origin. If the origin is present, the event will add artifact sites (represented by planetary features) to neighboring systems within a range of 1 to 7 jumps from the player's starting system. The limit parameter controls the maximum number of artifact sites that will be added, and the planet_event block adds the specific artifact sites to each planet. You can modify the artifact site names or their quantities as needed.
It seems right but i doubt it will run. I had not the time to test it so far and i would like to see if somebody has had the same idea of using it as a guideline/help for Modding.