Stellaris modding is already rather powerful. It could have been better with a simple change.
The problem: you can't replace or edit an existing entry with another. Say I want the administration building to produce energy. If I want that, I must edit 00_buildings.txt. It means that I prevent any other mod from retouching this file. That's why we now have a lot of mods that are not compatible with one another.
There are two solutions to this problem. One is that Paradox does some extra coding so we can override an entry and that it replaces the original entry, without having to touch upon the vanilla file.
The other is less powerful and ask some discipline from modders, so is much more a work-around than a final solution. That would be to delete the entire content of a vanilla file, and produces child files each with a few entries (from the original file) in it. Taking the example of 00_buildings.txt, the planetary administration building exists no more in 00_buildings.txt you use in your mod (as the file is empty), but it is cited in say 00_AdminBuildings.txt. And if you want to edit it, then only administrative buildings are 'reserved' by your mod and others modders can touch on others buildings (if they respect the same convention!!).
As I said, it means all major modders switch to this system...If enough mods adopt that, then it can work and would result in much less mod incompatibility.
The problem: you can't replace or edit an existing entry with another. Say I want the administration building to produce energy. If I want that, I must edit 00_buildings.txt. It means that I prevent any other mod from retouching this file. That's why we now have a lot of mods that are not compatible with one another.
There are two solutions to this problem. One is that Paradox does some extra coding so we can override an entry and that it replaces the original entry, without having to touch upon the vanilla file.
The other is less powerful and ask some discipline from modders, so is much more a work-around than a final solution. That would be to delete the entire content of a vanilla file, and produces child files each with a few entries (from the original file) in it. Taking the example of 00_buildings.txt, the planetary administration building exists no more in 00_buildings.txt you use in your mod (as the file is empty), but it is cited in say 00_AdminBuildings.txt. And if you want to edit it, then only administrative buildings are 'reserved' by your mod and others modders can touch on others buildings (if they respect the same convention!!).
As I said, it means all major modders switch to this system...If enough mods adopt that, then it can work and would result in much less mod incompatibility.
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