Help me, Modding Community, you're my only hope!
I'm trying to create an event that will fire on game start. I've created an on_actions file for it, placed it in the install directory's common\on_actions folder. My event file is in the mod directory's events folder, and it's being picked up by the game because I'm getting errors about it in the error log.
I have several planets I want to set specific modifiers or deposits to, but here's an example of the first one. I assumed my problem is in how I'm trying to scope to the planet, but I'm seeing hundreds of 'corrupt event table entry' errors in the error log, and it seems to be complaining about just about everything!
I'm trying to create an event that will fire on game start. I've created an on_actions file for it, placed it in the install directory's common\on_actions folder. My event file is in the mod directory's events folder, and it's being picked up by the game because I'm getting errors about it in the error log.
I have several planets I want to set specific modifiers or deposits to, but here's an example of the first one. I assumed my problem is in how I'm trying to scope to the planet, but I'm seeing hundreds of 'corrupt event table entry' errors in the error log, and it seems to be complaining about just about everything!
Code:
namespace = bespoke_start
event = {
id = bespoke_start.1
hide_window = yes
is_triggered_only = yes
immediate = {
limit = {
any_galaxy_planet = { has_planet_flag = bespoke_capital } #relic world
}
immediate = {
set_planet_size = 25
add_modifier = { modifier = atmospheric_hallucinogen_good days = -1 }
add_modifier = { modifier = asteroid_belt days = -1 }
remove_deposit = d_failing_infrastructure
remove_deposit = d_failing_infrastructure
remove_deposit = d_decrepit_dwellings
add_deposit = d_collapsed_spire
add_deposit = d_crumbling_mining_tunnels
add_deposit = d_flooded_reactor_pits
add_deposit = d_massive_crevice
add_deposit = d_shattered_solar_array
}
}
}