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Giacomo1405

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May 18, 2009
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I'm trying to mod starting star systems...
I would like to know how to add planet modifiers to starting planets...

I tried changing the line
modifiers = none
into
modifier = "pm_strong_magnetic_field"

but, it's not adding anything in the game

Anyone knows how to do it?
 
i got a blank icon in my homeplanet screen by adding

Code:
init_effect = {
            add_modifier = pm_natural_beauty
        }

and removing the
Code:
modifiers = none

but that doesn't cause anything-

also tried
Code:
modifiers = pm_natural_beauty
without quotations, no effect.

the sample code lines for resource and modifiers don't seem to have an effect when cusomizing intial starts systems
 
I looked inside the .sav files to see how the game does it
and it appears that the game add timed modifier to the planets that are named without the "pm_" and then this automatically generates the full planet modifier that shows up in game
so i added this in the system script:
Code:
            init_effect = {
                add_modifier = {
                    modifier="strong_magnetic_field"
                    days = -1
                }
            }
and it worked... it appears in the game and the effect are working correctly, in the .sav file now it automatically shows the normal line:
Code:
planet_modifier = "pm_strong_magnetic_field"

but i still cannot add it to other planets that are not the starting one
i hope this will help you
and that someone can still figure out how to do it to all planets
 
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but i still cannot add it to other planets that are not the starting one
i hope this will help you
and that someone can still figure out how to do it to all planets

It does work on planets other than your starting world. Just load up a game, use the console to 'own' an edited planet, and once you now control the planet the modifiers are revealed.
 
So I tried the code suggested and it worked at first, but afterwords when I started different games (using the same system) sometimes the modifier would be there and sometimes it wouldn't. So I guess there needs to be something in the code to tell it to always be there? Not sure what that is tho.

Edit: Figured it out, although it's kinda a messy solution. Just ended up doubling up the modifiers.
 
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So I tried the code suggested and it worked at first, but afterwords when I started different games (using the same system) sometimes the modifier would be there and sometimes it wouldn't. So I guess there needs to be something in the code to tell it to always be there? Not sure what that is tho.

Edit: Figured it out, although it's kinda a messy solution. Just ended up doubling up the modifiers.

Ill try that, for some reasons adding what Giamco1405 suggested isn't working for me :(
 
These suggestions are also not working for me - can anyone upload an example of any code that works for this purpose?
 
Code:
planet = {
        name = "Arcadia"
        class = "pc_gaia"
        orbit_distance = 10
        orbit_angle = 1
        size = 25
        has_ring = no
        entity = "tropical_planet_02_entity"
       
        init_effect = {
                add_modifier = {
                    modifier = "strong_magnetic_field"
                    days = -1
                }
            }
        init_effect = {
                add_modifier = {
                    modifier = "strong_magnetic_field"
                    days = -1
                }
            }
}

This seems to work for me
 
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At game start the game has a hidden event that goes through all the starting systems in the game and removes all modifiers, that might be what's causing the problems. Would explain why doubling up also fixes it, as the game only checks for the specified modifier once and then moves on.
 
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At game start the game has a hidden event that goes through all the starting systems in the game and removes all modifiers, that might be what's causing the problems. Would explain why doubling up also fixes it, as the game only checks for the specified modifier once and then moves on.

Thanks for the info.

BTW, Do you know how to add strategic resources to planets?
 
Not sure, but Strategic resources are generally tied to a tile, so that's probably where you'll have to start.

I tried that that, but it only seems to allow me to add energy, minerals, food, physics, society and engineering. I can set buildings and tile blockers just fine:

Code:
init_effect = {
            random_tile = {
                limit = { has_blocker = no has_building = no }
                    set_building = "building_dark_matter_power_plant"
                        add_resource = {
                            resource = energy
                            amount = 10
                            replace = yes
                        }                      
                    }
}

but whenever I change energy into something like sr_dark_matter, etc. or "sr_alien_pets", it no longer adds any resources..

I was wondering if I had to do that through deposits instead...
 
but whenever I change energy into something like sr_dark_matter, etc. or "sr_alien_pets", it no longer adds any resources..

I was wondering if I had to do that through deposits instead...

For me, code
Code:
                random_tile = {
                    limit = { has_blocker = no has_building = no }
                    add_resource = {
                        resource = sr_alien_pets
                        amount = 1
                        replace = yes
                    }               
                }
works just fine. Keep in mind that resourses like alien pets will only show up after you research relevant technology. So the tiles with alien pets are generated as they should, but appear empty until the Xenobiology (or whatever) is discovered.
 
whoa. Did that and my entire system gets destroyed.
For me, code
Code:
                random_tile = {
                    limit = { has_blocker = no has_building = no }
                    add_resource = {
                        resource = sr_alien_pets
                        amount = 1
                        replace = yes
                    }              
                }
works just fine. Keep in mind that resourses like alien pets will only show up after you research relevant technology. So the tiles with alien pets are generated as they should, but appear empty until the Xenobiology (or whatever) is discovered.

thanks! yeah it seems to work now!

also, am I doing something wrong with the "orbital_deposit_tile" scope? it adds the resources, but its not set as the tile which orbital stations draw resources from.
 
SOLVED

Code:
        init_effect = {
            orbital_deposit_tile = {
                clear_deposits = yes
            }
            orbital_deposit_tile = {
                add_deposit = d_immense_mineral_deposit
                replace = yes
            }
        }

Happy modding.
 
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