Description
Storybit [Sanity Breakdown - Negative Feedback] Positive Sanity Activation Effect
Windows
Steam
What is your game version?
1011166
What DLC do you have installed?
Space Race, Green Planet, Below and Beyond, Stellaris Dome Set, Marsvision Song Contest, Colony Design Set, Project Laika, In-Dome Buildings Pack
Please explain your issue is in as much detail as possible.
The game files ThePariah.lua uses sanity_damage (used for text) rather than its real negative version (ex: insanity_damage_real). Bug bec. the text states you lose sanity.
Important code:
PlaceObj('StoryBit', {
ActivationEffects = {
PlaceObj('ForEachExecuteEffects', {
'Label', "Colonist",
'Filters', {},
'Effects', {
PlaceObj('ModifyColonistStat', {
'Stat', "Sanity",
'Amount', "<sanity_damage>",
}),
},
}),
},
PlaceObj('StoryBitParamNumber', {
'Name', "sanity_damage",
'Value', 10,
}),
PlaceObj('StoryBitParamNumber', {
'Name', "insanity_damage",
'Value', 10,
}),
PlaceObj('StoryBitParamNumber', {
'Name', "insanity_damage_real",
'Value', -10,
}),
Text = T(999445241150, --[[StoryBit ThePariah Text]] "Now an entire Dome suffers from depression and project it back towards the Empath, making things even worse. Your head thumps with the pain and despair felt by the empath <DisplayName> while you’re trying to think out a solution to the crisis.\n\n<effect>All colonists lose <sanity_damage> Sanity"),
Modding GitHub Repository: https://github.com/surviving-mars/SurvivingMars/blob/master/Data/StoryBit/ThePariah.lua
Can you replicate the issue?
I used cheats (ECM) to trigger the bit and colonist got positive sanity (attached screenshots).
File(s) attached
Storybit [Sanity Breakdown - Negative Feedback] Positive Sanity Activation Effect
Windows
Steam
What is your game version?
1011166
What DLC do you have installed?
Space Race, Green Planet, Below and Beyond, Stellaris Dome Set, Marsvision Song Contest, Colony Design Set, Project Laika, In-Dome Buildings Pack
Please explain your issue is in as much detail as possible.
The game files ThePariah.lua uses sanity_damage (used for text) rather than its real negative version (ex: insanity_damage_real). Bug bec. the text states you lose sanity.
Important code:
PlaceObj('StoryBit', {
ActivationEffects = {
PlaceObj('ForEachExecuteEffects', {
'Label', "Colonist",
'Filters', {},
'Effects', {
PlaceObj('ModifyColonistStat', {
'Stat', "Sanity",
'Amount', "<sanity_damage>",
}),
},
}),
},
PlaceObj('StoryBitParamNumber', {
'Name', "sanity_damage",
'Value', 10,
}),
PlaceObj('StoryBitParamNumber', {
'Name', "insanity_damage",
'Value', 10,
}),
PlaceObj('StoryBitParamNumber', {
'Name', "insanity_damage_real",
'Value', -10,
}),
Text = T(999445241150, --[[StoryBit ThePariah Text]] "Now an entire Dome suffers from depression and project it back towards the Empath, making things even worse. Your head thumps with the pain and despair felt by the empath <DisplayName> while you’re trying to think out a solution to the crisis.\n\n<effect>All colonists lose <sanity_damage> Sanity"),
Modding GitHub Repository: https://github.com/surviving-mars/SurvivingMars/blob/master/Data/StoryBit/ThePariah.lua
Can you replicate the issue?
I used cheats (ECM) to trigger the bit and colonist got positive sanity (attached screenshots).
File(s) attached
Attachments
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