Don't know how that would work without doing the unholy things with assets. Hmmmm...
Alternatively - instead of adding debug to the starsystem - you can add the specific starsystem tag into the Shop file.
"planet_name_kimi"
Don't know how that would work without doing the unholy things with assets. Hmmmm...
There may be physical item limit to the UI. I found that when trying to choose 8 pieces of salvage after a mission (there is a 7 item physical limit in the UI).
Alternatively - instead of adding debug to the starsystem - you can add the specific starsystem tag into the Shop file.
"planet_name_kimi"
There is a thread on ammo that came up this week : https://forum.paradoxplaza.com/foru...lp-creating-completely-new-ammo-type.1104795/
Long story short - you need to edit the MetadataDatabase.db as well as creating the jsons.
For the 'Clan' lance, it isn't so much creating the name of the file or unit - what defines which 'Mechs are chosen are the parameters in that JSON. Your best bet would be to create a new unit tag called "unit_clan". You then add that tag into any Clan 'Mech definitions AND you make that a requirement for the Lance defs.
@Justin Kase There's an instruction sequence in the .dll which sets up buildings and positions them (something builder, at work now, can't remember), that would have to be edited as well. Other than that, first thing that comes to mind is creating new turret chassis def and force feeding it into a building file. Somehow. I'll dig in and see if there are building "chassisdef" files or something along these lines.
@Max_Killjoy There is also a store capacity field in the starsystem .jsons. See if that works for you.
That seems to be what happens every time the code and UI don't play well together. If you go into the .jsons and change the setting for how many mechs a mechbay pod can hold then the mechbay just doesn't load anymore.Increasing the store capacity evidently makes the store un-openable. The game doesn't lock up, the store just never loads, but if you go to a different screen (command deck, engineering, wherever), it will load that other thing just fine and keep on playing without a hitch.
Thanks, how does one go about "creating a new unit tag", is it as easy as just adding Unit_Clan to the tag list of the mechDef and then also adding it to the lanceDef requirement tags? Or does It need to actually be created somewhere first?
That seems to be what happens every time the code and UI don't play well together. If you go into the .jsons and change the setting for how many mechs a mechbay pod can hold then the mechbay just doesn't load anymore.
Yes. 100% this.There should really be a mod forum.