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Chilled Legumes

Second Lieutenant
84 Badges
Jan 16, 2016
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I have been fiddling around with the game trying everything i can think of to get a system initializer to force spawn an orbitally gathered resource on a specific planet.

I know that i'll need to customize my deposits in order to specify WHAT should be there, but in the meantime, i just cannot seem to get it to spawn anything, instead of random deposits, which tend to end up nothing, but sometimes give random deposits.

Heres what im using, inside of my system initializer, to test:

Code:
    planet = {
        class = random_non_colonizable
        orbit_distance = 20
        size = {min = 15 max = 30}
        add_deposit = d_immense_mineral_deposit
    }

of course the issue cannot be with the mineral deposit itself, as this is a paradox-created deposit. This does not work.

Okay, so what does the wiki say? http://www.stellariswiki.com/Effects On the effects page, fourth entry down, shows add_deposit, saying "Adds a deposit to a tile or stellar object" However, the scope is limited to a planetary tile. Okay, since how you add resources to a planetary tile is by selecting a tile, and using add_resource command, so maybe this will work?

Code:
    planet = {
        class = random_non_colonizable
        orbit_distance = 20
        size = {min = 15 max = 30}
        random_tile = {
            add_deposit = d_immense_mineral_deposit
        }
    }
Unfortunately, this does not seem to work either. I even changed it to a random colonizeable, so i could check the tiles to see if maybe i was mistaken, and it adds the deposit to a tile, but this isnt the case either.

I'm close to pulling my hair out, why the hell is it so difficult/obfuscated to specify the orbital resource?? :(
 
Code:
planet = {
    name = name
    class = class
    size = 0

    init_effect = {
        orbital_deposit_tile = {
            add_deposit = some_deposit
        }
    }
}
Hey thanks! Perfect.

The planet = { } is just for planet related commands but you can use init_effect = { } for any scripted effects you want.
Does that mean init_effect is essentially a reference to the planet when its created?
 
I had been experimenting with this and I found something you should keep in mind. You need to also add "clear_deposits = yes" or your created deposit will be added to any existing deposit.

Code:
planet = {
   name = name
   class = class
   size = 0
   init_effect = {
   orbital_deposit_tile = {
     clear_deposits = yes
     add_deposit = some_deposit
     }
   }
}
 
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