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bananasgomoo

Second Lieutenant
105 Badges
Nov 9, 2012
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I am wondering how to remove a system and replace it with a different system.

I know you can spawn a system using spawn_system. I need to place it in the same location as the system was previously. So the target system needs to be deleted so I can spawn a system in its place. Or, if there is a way to add planets to an already-existing system, that would be better. I know I can replace a single planet, but I need specific planets at specific locations, so if there are not enough planets, I would need to add them.

Thanks for any help.

-BGM
 
So, you want to spawn the galaxy as normal, then later on during runtime you want an event to replace a solar system with a totally different system? Is it for the plot or what?

If that's really what you want, you could maybe try change_pc = "" (set the planet types to nothing for everything in the system) then spawn a new system on the same spot with spawn_system = { "initializer" min_distance = 0 max_distance = 0 }? Of course, if you are using hyperdrive, that will create new problems and need to add hyperlanes.

Would be easier if the original system has the same or greater number of planets, since there does not seem to be an event command to create_planet = {}

Keep in mind, with 1.1.0 beta, systems other than the player, such as AI factions, and their neighbors, can now be properly spawned in with initializers, like a preconfigured species played by AI will call its own initializer, which can call initializer on 2 neighbors, which can each call 2 neighbors, etc.
 
So, you want to spawn the galaxy as normal, then later on during runtime you want an event to replace a solar system with a totally different system? Is it for the plot or what?

If that's really what you want, you could maybe try change_pc = "" (set the planet types to nothing for everything in the system) then spawn a new system on the same spot with spawn_system = { "initializer" min_distance = 0 max_distance = 0 }? Of course, if you are using hyperdrive, that will create new problems and need to add hyperlanes.

Would be easier if the original system has the same or greater number of planets, since there does not seem to be an event command to create_planet = {}

Keep in mind, with 1.1.0 beta, systems other than the player, such as AI factions, and their neighbors, can now be properly spawned in with initializers, like a preconfigured species played by AI will call its own initializer, which can call initializer on 2 neighbors, which can each call 2 neighbors, etc.

Yes, that's exactly what I want to do. but the old system cannot still exist, because it will have hyperlanes to it still. It's not for a plot. I'm trying to replace a system with a ringworld, so the planets obviously need to be in very specific orbits and positions in the syste, which is why I can't just use change_pc. I can't use one with the same or greater amount of planets, unless there is also a way to change the position of planets in a system. If there is, what is that? And if there is I also need a way to make a space station not buildable unless there are a certain amount of planets in the system.
 
Yes, that's exactly what I want to do. but the old system cannot still exist, because it will have hyperlanes to it still. It's not for a plot. I'm trying to replace a system with a ringworld, so the planets obviously need to be in very specific orbits and positions in the syste, which is why I can't just use change_pc. I can't use one with the same or greater amount of planets, unless there is also a way to change the position of planets in a system. If there is, what is that? And if there is I also need a way to make a space station not buildable unless there are a certain amount of planets in the system.


If it is not for the plot, why not initialize the system the way you want it, rather than trying to change it afterwards? You could make it as a custom empire, create the system with the initializer, then use destroy_country to remove the country from the system?

Looking at events/game_start.txt, it seems like selecting the system, then using spawn_system in an event should actually spawn a new star system using the chosen initializer, wiping out and replacing the original system? I haven't played around with it in 1.1.0, since prescripted countries played by AI now correctly spawn in with their own custom initializers.

When you say space station, do you mean a Starport, military base or mining / science stations? Only planets with a colony can build a Starport AFAIK.
 
Because its for a technology. I want to make it so I can build a ringworld. That's obviously after the game begins. I mean a military station, like a defense platform, fortress, etc.
 
I think you could trigger an event, using something like:

solar_system = {
AND = {
is_controlled_by = { # owner_check }
# other conditions, like has the required tech, etc.
}
spawn_system = { ring_init }

}
ring_init = {
change_orbit = 45
planet = { #ringworld section, repeat as needed }
}

It seems to me that the spawn_system command creates moons and planets, and if you declare a new system type it will override, but might be able to use it to spawn a planet(s) and moon(s) within the current system. I'll check it out within a few days if no one else has by then.