gatekeeperhaig / stellaris-modding-den Goto Github PK
View Code? Open in Web Editor NEWCollaborative Mod for PDX Stellaris
Collaborative Mod for PDX Stellaris
I think there is incompatibility between CGM: Buildings and the updated Utopian Dream; I am incapable of building some of the Habitat-specific buildings on the Habitats that Utopian Dream introduces when both mods are activated.
Hey, just wanted to ask if we wanted to use some sort of comms program (Slack, Discord, etc.) so that we can communicate without having to leave each other notes in the README. ;)
Thoughts? Any preference?
there have been some requests on reddit and other places to add redevelopment of planets. Basically - the player can pick an edict or a menu option to redevelop the planet in a different direction. this replaces buildings gradually - using the focus level or something. This should go along with making the AI redevelop food buildings to energy buildings once its pop growth needs decrease substantially.
The problem currently is that the script keeps building stuff even when there is no available pop for this. I suggest adding a limit condition like this to all building routines:
limit = {
has_building_construction = no
free_building_tiles > 0
has_growing_pop = yes
NOT = { any_tile = { has_building = yes has_pop = no }
}
additionally, we need to make sure the AI doesn't build in planets that are being purged (i used to set a planet flag called "purged planet", this should be returned since I check it in the ai_allow fields as well).
basically teaching createAIVARSFromModifiers to use the file sorting used in cgm_automation_files. That way, I can remove buildings that are overwritten by cgm_buildings. It will get harder for cgm stuff that is overwritten by other mods... Probably needs an "is_active" flag in cgm.
Slave Processing Facility doesn't appear as unlockable for Neural Implants research because of what seem to be a typo - show_tech_unlock_if = { tech_unlock_conditions_slave_processing = no }
was used instead of ... = yes
(as with every other similar check in that mod).
Specific patch:
--- a/-Core_Game_Mechanics-__Buildings/common/buildings/cgm_planet_unique_buildings.txt
+++ b/-Core_Game_Mechanics-__Buildings/common/buildings/cgm_planet_unique_buildings.txt
@@ -466,7 +466,7 @@ building_slave_processing = {
potential = { planet_is_not_virtual = yes conditions_slave_processing = yes }
allow = { requirement_slave_facility = yes requires_capital_1 = yes }
prerequisites = { "tech_neural_implants" }
- show_tech_unlock_if = { tech_unlock_conditions_slave_processing = no }
+ show_tech_unlock_if = { tech_unlock_conditions_slave_processing = yes }
destroy_if = { destroy_if_conditions_slave_processing = yes }
#resource output and modifiers
produced_resources = { minerals = 2 food = 2 }
I'd have made a PR, but this repository is more than gigabyte in size, so cloning it all for such one-liner change is unfeasible for me at the moment.
Options in menu:
Options as edict:
Need to add a check if any_tile = { has_building = yes is_ruined = yes } and if so repair. Repair should work using a switch effect similar to upgrading.
We ought to add tile blocker clearing since the AI cannot do more than 1 tile blocker at a time, although it will do this whenever it can. We should also consider using the energy budgeting for stuff like terraforming. This is a function I'd like to use for planets enhanced, so we can cross use it in those two mods.
As the title of the issue - we got a report that the script ignores tiles with unity in them. I'm sending an image through discord
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