EDIT: Jesus Christ, I forgot the edit my title. I'm very, very sorry.
Hello!
I am currently having two problems with creating my Stellaris mod and I just cannot find any useful information of how to solve the issue in this forum(Or I've been too stupid to correctly use the search function) or anywhere else on the internet.
Anyway, here we go:
First of all I want to create spaceport modules that require another spaceport module to be present, which to my understanding could be achieved by using the "potential" entry in a spaceport module. However the spaceport modules end up always being valid for construction no matter of how I fiddle around with the settings.
Here is my code:
I have already read through this(https://www.reddit.com/r/StellarisMods/comments/4kelko/spaceport_module_requiring_another_module/) reddit post, but the posted solution does not work out for me.
My suspicion with the spaceport_module potential is that is somehow checks if the potential is valid once the spaceport has been constructed and then never again(but then that wouldn't that mean that the module is never valid?).
Obviously none of those worked out and one them even lead to a parsing error (don't remember which though)
My second problem is that I cannot find an effect to deal damage to a ship/fleet. One of my events is supposed to damage a ship/fleet, but I fail to find a way how to do it. I looked through the effects to this(http://www.stellariswiki.com/Effects) wiki page, but neither the search term "damage", "ship" or "fleet" have lead to useful results.
I'm sorry if thee questions may be very trivial but somehow the Scripting language(aswell as the API in some regards) used by Stellaris is very strange to me.
Thank you very much in advance! - Termor
Hello!
I am currently having two problems with creating my Stellaris mod and I just cannot find any useful information of how to solve the issue in this forum(Or I've been too stupid to correctly use the search function) or anywhere else on the internet.
Anyway, here we go:
First of all I want to create spaceport modules that require another spaceport module to be present, which to my understanding could be achieved by using the "potential" entry in a spaceport module. However the spaceport modules end up always being valid for construction no matter of how I fiddle around with the settings.
Here is my code:
Code:
sm_test_0 = {
icon = "GFX_spaceport_modules"
icon_frame = 2
initial = no
initial_only = no
replaceable = yes
section = "CORE_SPACEPORT_SECTION"
construction_days = 1
ai_weight = {
weight = 0
}
cost = {
minerals = 1
}
}
sm_test_1 = {
icon = "GFX_spaceport_modules"
icon_frame = 2
initial = no
initial_only = no
replaceable = yes
section = "CORE_SPACEPORT_SECTION"
construction_days = 1
ai_weight = {
weight = 0
}
cost = {
minerals = 1
}
potential = {
planet = {
limit = {
has_spaceport_module = sm_test_0
}
}
}
}
My suspicion with the spaceport_module potential is that is somehow checks if the potential is valid once the spaceport has been constructed and then never again(but then that wouldn't that mean that the module is never valid?).
Code:
potential = {
planet = {
limit = {
has_spaceport_module = sm_test_0
}
}
}
Code:
potential = {
planet = {
limit = {
has_spaceport_module = "sm_test_0"
}
}
}
Code:
potential = {
planet = {
has_spaceport_module = sm_test_0
}
}
Code:
potential = {
planet = {
has_spaceport_module = "sm_test_0"
}
}
Code:
potential = {
has_spaceport_module = sm_test_0
}
Code:
potential = {
has_spaceport_module = "sm_test_0"
}
My second problem is that I cannot find an effect to deal damage to a ship/fleet. One of my events is supposed to damage a ship/fleet, but I fail to find a way how to do it. I looked through the effects to this(http://www.stellariswiki.com/Effects) wiki page, but neither the search term "damage", "ship" or "fleet" have lead to useful results.
I'm sorry if thee questions may be very trivial but somehow the Scripting language(aswell as the API in some regards) used by Stellaris is very strange to me.
Thank you very much in advance! - Termor