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sdeezie

space cadet
107 Badges
May 7, 2013
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Hi again. :)

So I am trying to add the "bleak_planet" modifier to a planet made in a system initializer.

I have tried:

modifier = "pm_bleak_planet"
modifiers = "pm_bleak_planet"
modifier = "bleak_planet"
modifiers = "bleak_planet"

And none of those seem to work when surveying the planet on new game start, though it otherwise spawns correctly as best I can tell.

Any ideas? :)
 
Last edited:
Hi again. :)

So I am trying to add the "bleak_planet" modifier to a planet made in a system initializer.

I have tried:

modifier = "pm_bleak_planet"
modifiers = "pm_bleak_planet"
modifier = "bleak_planet"
modifiers = "bleak_planet"

And none of those seem to work when surveying the planet on new game start, though it otherwise spawns correctly as best I can tell.

Any ideas? :)


For a starting system you can not have it have modifiers, as far as I can tell at this point. To add a modifier to a non-start system you have to add this code to right under "has ring = "
 
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OK, I've tried exactly your code, and it is still not spawning the modifier for me. :(

planet = {
name = "Mars"
class = "pc_martian"
orbit_distance = 20
orbit_angle = 60
size = 16
entity = "barren_planet_mars_entity"
tile_blockers = none
has_ring = no
init_effect = {
add_modifier = {
modifier = "atmospheric_hallucinogen"
days = -1
}
}
}

If I add "pm" to make it "pm_atmospheric_hallucinogen", I see a modifier icon when I survey the planet, but no effect and no localization... somehow it is not finding the modifier, perhaps? I have included the 00_static_modifiers and 00_planet_modifiers in my mod directory.
 
Oh, and I added a custom planet class, as well, which is being referenced above:


pc_martian = {
entity = "barren_planet"
entity_scale = @planet_standard_scale
icon_frame = 10
picture = pc_desert
tile_set = pc_desert

atmosphere_color = hsv { 0.1 0.4 0.7 } #DONE
atmosphere_intensity = 1.0
atmosphere_width = 0.5

min_distance_from_sun = 40
max_distance_from_sun = 200
spawn_odds = 0

city_color_lut = "gfx/portraits/misc/colorcorrection_desert.dds"

extra_orbit_size = 0
extra_planet_count = 0

chance_of_ring = 0

planet_size = { min = 12 max = 30 }
moon_size = { min = 6 max = 10 }

colonizable = yes
colonization_tech = { "tech_continental_colonization" }
ideal = yes
}


I'll try again with Mars as a desert planet, since that might be part of the problem. :)

EDIT: That wasn't the problem. "pm_whatever" just spawns a modifier icon with no effect or description, still.
 
If it is a starting system it doesn't like modifiers, I'm not sure why it doesn't but that's what ive been able to figure out. haven't spent to much time trying to add them after I realized it doesn't like them on the starter. Adding them to the "neighbor" systems at the bottom though, it likes that. If you put that planet in the "neighbor" does it take it?
 
In folder "events" (not "event_chain" from "common" folder) there is file "game_start.txt". It is responsible for generating systems in game, as well as wiping out every modifier that was created in capital systems.

event = {
id = game_start.2
hide_window = yes
is_triggered_only = yes

immediate = {
every_country = {
limit = { exists = capital_scope }
capital_scope = {
solar_system = {
every_system_planet = {
if = {
limit = { has_modifier = hazardous_weather }
remove_modifier = hazardous_weather
}
if = {
limit = { has_modifier = dangerous_wildlife }
remove_modifier = dangerous_wildlife
}
if = {
limit = { has_modifier = weak_magnetic_field }
remove_modifier = weak_magnetic_field
}

...and so on for most modifiers.


I have wiped line:

if = {
limit = { has_modifier = natural_beauty_field }
remove_modifier =natural_beauty_field
}

and as part of system initialazer made planet with following code

planet = {
name = "Manticore "
class = "pc_arid"
orbit_distance = 37
orbit_angle = 96
size = 25
starting_planet = yes
has_ring = no
tile_blockers = none
init_effect = {
add_modifier = {
modifier = "natural_beauty"
days = -1
}
}

and it worked fine, spawning in game planet with "Natural beauty", all desc, img and bonuses are working.

You probably can add exception from that rule for your system only, I didn't do it (yet).
 
Last edited:
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So as I said in another thread just now, the problem is I believe a hidden event that fires at the start of the game going through all starting systems in the game and removes all modifiers.

Code:
event = {
    id = game_start.2
    hide_window = yes
    is_triggered_only = yes
   
    immediate = {
        every_country = {
            limit = { exists = capital_scope }
            capital_scope = {
                solar_system = {
                    every_system_planet = {
                        if = {
                            limit = { has_modifier = hazardous_weather }
                            remove_modifier = hazardous_weather
                        }
                        if = {
                            limit = { has_modifier = dangerous_wildlife }
                            remove_modifier = dangerous_wildlife
                        }
                        if = {
                            limit = { has_modifier = weak_magnetic_field }
                            remove_modifier = weak_magnetic_field
                        }
                        if = {
                            limit = { has_modifier = strong_magnetic_field }
                            remove_modifier = strong_magnetic_field
                        }
                        if = {
                            limit = { has_modifier = unstable_tectonics }
                            remove_modifier = unstable_tectonics
                        }
                        if = {
                            limit = { has_modifier = tidal_locked }
                            remove_modifier = tidal_locked
                        }
                        if = {
                            limit = { has_modifier = chthonian_planet }
                            remove_modifier = chthonian_planet
                        }
                        if = {
                            limit = { has_modifier = asteroid_impacts }
                            remove_modifier = asteroid_impacts
                        }
                        if = {
                            limit = { has_modifier = extensive_moon_system }
                            remove_modifier = extensive_moon_system
                        }
                        if = {
                            limit = { has_modifier = carbon_world }
                            remove_modifier = carbon_world
                        }
                        if = {
                            limit = { has_modifier = wild_storms }
                            remove_modifier = wild_storms
                        }
                        if = {
                            limit = { has_modifier = low_gravity }
                            remove_modifier = low_gravity
                        }
                        if = {
                            limit = { has_modifier = high_gravity }
                            remove_modifier = high_gravity
                        }
                        #if = {
                        #    limit = { has_modifier = hollow_planet }
                        #    remove_modifier = hollow_planet
                        #}
                        if = {
                            limit = { has_modifier = mineral_rich }
                            remove_modifier = mineral_rich
                        }
                        if = {
                            limit = { has_modifier = ultra_rich }
                            remove_modifier = ultra_rich
                        }
                        if = {
                            limit = { has_modifier = mineral_poor }
                            remove_modifier = mineral_poor
                        }
                        if = {
                            limit = { has_modifier = titanic_life }
                            remove_modifier = titanic_life
                        }
                        if = {
                            limit = { has_modifier = mineral_poor }
                            remove_modifier = mineral_poor
                        }
                        if = {
                            limit = { has_modifier = asteroid_belt }
                            remove_modifier = asteroid_belt
                        }
                        if = {
                            limit = { has_modifier = natural_beauty }
                            remove_modifier = natural_beauty
                        }
                        if = {
                            limit = { has_modifier = atmospheric_aphrodisiac }
                            remove_modifier = atmospheric_aphrodisiac
                        }
                        if = {
                            limit = { has_modifier = atmospheric_hallucinogen }
                            remove_modifier = atmospheric_hallucinogen
                        }
                        if = {
                            limit = { has_modifier = lush_planet }
                            remove_modifier = lush_planet
                        }
                        if = {
                            limit = { has_modifier = bleak_planet }
                            remove_modifier = bleak_planet
                        }
                        if = {
                            limit = { has_modifier = irradiated_planet }
                            remove_modifier = irradiated_planet
                        }
                    }
                }
            }
        }
    }
}
 
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So, if I was to simply comment out the whole event that removes modifiers from starting systems, would that remove it entirely from the game? Also, would the change affect the prescripted races' systems, such as Sol if you're playing as humanity?
 
This is the file to be able to add modifiers to your system while not having the AI do the same. It can give you a significant bonus to start.
 

Attachments

  • Custom System.zip
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