Stellaris

Stellaris

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~~Scripted Trigger Undercoat
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24.311 MB
28 Sep, 2022 @ 3:52am
13 Jun @ 9:51pm
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~~Scripted Trigger Undercoat

Description
Up to date as of 4.0.20

A mod for other mods to use as a base. Replaces numerous triggers with scripted triggers- some vanilla and some added- for other mods to over

Does the following:
  • Replaces all instances of `has_authority = auth_corporate" with "is_megacorp = yes", except for those which appear alongside "has_authority = auth_oligarchic"
  • Replaces all instances of "has_ethic = ethic_gestalt_consciousness" with is_gestalt = yes
  • Replaces all instances of "has_authority = auth_hive_mind" and "has_authority = auth_machine_intelligence" outside of governments with "is_hive_empire = yes" and is_machine_empire = yes"
  • Replaces the repeated "potential" block contents in civics with the inline scripts "governments/regular_civics_trigger", "governments/corporate_civics_trigger", "governments/hive_civics_trigger", and "governments/machine_civics_trigger"
  • Moves all instances of "has_origin" and most instances of "has_civic" ans "has_valid_civic" to various scripted triggers
  • Whether playable countries have trade routes is now governed by the "can_have_trade_routes" scripted trigger rather than being defined directly in 00_country_types.txt
  • Replaces all instances of "is_country_type = default" with the new scripted trigger "is_playable = yes", except where it occurs alongside "is_country_type = fallen_empire" or "is_country_type = awakened fallen_empire" in which cases it's instead replaced with "is_empire = yes". Both of these triggers can be made to evaluate true using country flags of the same name
  • Replaces all instances of "is_planet_class = pc_city" with the new scripted trigger "is_city_planet = yes"
  • Adds an "on_primitives_enter_space" on_action
  • Moves pop strategic resource upkeep into an inline script
  • adds an empty inline script ("pop_categories/standard_pop_modifiers") to all pop categories except presapients for use by modders
  • Allows origins to skip game_start.12 by setting the country flag "special_homeworld_init_effect"
  • Allows origins and civics that add secondary species to count for generate_start_buildings_and_districts and generate_start_pops without overwriting those effects by using the scripted modifier "secondary_species_starting_pops"
  • Moves triggered modifiers present on all capital buildings into the inline script "capitals/standard_colony_modifiers", and those present on both habitat capitals into "capitals/standard_habitat_modifiers", so that adding such modifiers doesn't require overwriting the entire capital building definitions
  • Adds the inline script "job_groups/civic_capital_jobs" to allow additional politician-replacement jobs like High Priests and Head Researchers to be added without overwriting the entire capital building definitions
  • Adds numerous inline scripts in a subfolder "job_groups" to allow additional job swaps such as Artificers-instead-of-Artisans or Catalytic-Drones-instead-of-Alloy-Drones can be added without overwriting every object that adds the relevant type of job.
  • Adds a scripted variable "@TRADITION_CATEGORIES_MAX" that allows the number of traditions at which ascension paths are disabled to be changed without overwriting the ascension paths themselves
  • Adds scripted triggers "planet_gives_aquatics_bonus" and "planet_gives_aquatics_malus" and inline script "traits/aquatic_pc_restrictions" to let mods adjust the Aquatic trait without overwriting 02_species_traits_basic_characteristics
  • Adds static modifiers "dry_habitability", "wet_habitability", and "cold_habitability", so as to let mods add to climate categories without overwriting habitability traits or more easily apply climate-level habitability effects
  • Adds the invisible country-scope scripted modifiers "stu_can_build_non_unity_megastructures_flag" and "stu_can_build_unity_megastructures_flag". New megastructure techs can increase these above 0 to tell the AI to budget for megastructures without overwriting the "can_build_unity_megastructure" or "can_build_megastructure" scripted triggers. How much higher than zero it is should have no effect.
  • Adds the invisible country-scope scripted modifiers "stu_deleterious_organic_modding_flag", which allows technologies to activate "can_add_negative_traits_organic" and "can_remove_positive_traits_organic" game rules without overwriting. How much higher than zero it is should have no effect.
  • Adds "has_apocalypse", "has_megacorp_dlc", "has_arachnoids", "has_anniversary_portraits", and "has_creatures_of_the_void" triggers just so modders can stop needing to ask themselves "is this one of the DLCs with a scripted triggers or one of the ones without".
  • Adds the "stu_structure_can_teach_megaengineering" so megastructures can be made to increase Megaengineering chance without overwriting "has_any_megastructure_in_empire".
  • Adds "stu_counts_as_civilization_for_comms" flag so civilizations can be made to count for the "has_comms_with_alien_civilization" without overwriting said trigger.
  • Makes "has_no_non_gate_megastructure" count megastructures as non-gate by default rather than needing a list of all non-gate megastructures, also added a "stu_is_gate" so mods don't need to overwrite the trigger to make megastructures count as gates.
  • Adds the "stu_is_special_colony_type" flag, so mods can disable normal Designations on a planet without overwriting "is_special_colony_type".
  • Adds the "stu_precursor_intro" flag so new precursors don't need to overwrite "has_precursor_intro"
  • Adds the "stu_situation_leviathan_biological" flag to save new leviathan situations from overwriting "is_situation_leviathan_biological"
  • Adds the "stu_is_organic_controllable_ship" flag so new scrappable organic ships don't need to overwrite "is_organic_controllable_ship"
  • Adds the "stu_has_special_star_flag" star flag to save mods from overwriting "has_special_star_flag_trigger"
  • Adds the "stu_is_non_hostile_to_wraith" country flag to save mods from overwriting "is_non_hostile_to_wraith"
  • Adds the "stu_fleet_cant_be_scrapped" and "stu_is_reanimated" ship and fleer flags to save mods from overwriting "fleet_can_be_scrapped" and "is_reanimated"
  • Adds the "stu_bombardable_by_everyone" flag so mods can give new countries the bombardable-by-everyone qualities of the Prothoryn, Contingency, and Cybrex without overwriting "can_orbital_bombard"
  • Adds the "stu_can_bombard_everyone" flag so mods can give countries the can-bombard-anyone quality of the Marauders Gray Goo, and so on without overwriting "can_orbital_bombard"
  • Adds the "stu_ai_restrict_system@root" flag so people can tell a specific AI country to avoid a specific system.
  • Adds the "stu_force_advanced_empire" and "stu_cannot_be_advanced_empire" so mods can make an empire advanced or not advanced without overwriting "must_be_advanced_empire" or "is_allowed_to_be_advanced_empire"
  • Adds the "is_endgame_crisis" trigger so mods can more easily give new crises various properties shared by the Unbidden, the Prethoryn, and Contingency but not by the Great Khan, such as always being valid targets for Colossi
  • Adds the "is_shielded" trigger so mods can make planet classes count as shielded for the purpose of Colossi without overwriting most of the "can_destroy_planet_with_<component>" triggers.
  • Adds the "homicidal_diplomacy_restrictions" trigger so mods that add new sorts of homicidal empire don't need to overwrite most diplomatic actions.
  • more - complete list in discussion

Please suggest other stuff to include!

Compatibility:
Overwrites heaps of stuff, but hopefully other mods can account for this one since it doesn't do anything by itsself.

Load Order:
This mod is probably best placed at the top of load order.

Github[github.com]

[discord.gg]
Popular Discussions View All (1)
0
30 Mar, 2024 @ 6:41am
Complete list of features
kuyan-judith
316 Comments
OlegY 14 Jun @ 6:52am 
Idk how updated, even after reinstalling still shows that mod made for 4.0.16 and Specializations don't work
喵小夕 · F_thx 14 Jun @ 6:48am 
Please set a scripted_variable to mark that your mod has been loaded
to ensure compatibility with BPV - More Building Slots - Compatibility.
```
#/common/scripted_variables/any_name.txt
@your_mod_name_mod = 1
# end this file with a empty line or a # comment
```
kuyan-judith  [author] 13 Jun @ 9:52pm 
Now updated to 4.0.20
OlegY 13 Jun @ 11:46am 
Can confirm, had same problem, found that removing mod makes specialized districts apper again
Axtasium 13 Jun @ 12:56am 
@say_plz is correct, removing this mod fixed the issue of nothing showing up in the specialize districts menu, needs a patch for 4.0.17
say_plz 11 Jun @ 11:17am 
i am not sure, but maybe need update. I lost the ability to specialize districts with latest patch in my savegame.
kuyan-judith  [author] 7 Jun @ 1:03am 
Now up to date as of 4.0.16
PQUNDCAKE 6 Jun @ 10:57pm 
Same problem as pauli, worlds are starting with no buildings, almost no population (just civilians), and no starting resources, regardless of origin/civic combo.
pauli 5 Jun @ 12:56pm 
As of 4.016, this mod is causing planet to spawn empty (no buildings or districts), and a blank event popup for anomaly_failure.4012
kuyan-judith  [author] 31 May @ 1:41am 
Major changes in the Stellaris 4.0.14 update:
- Since Vanilla is now using social_classes_triggered_modifiers_no_happiness and intentionally not applying it to all pop categories, I've restored "standard_pop_modifiers" as an inline script applied to all pop categories (except wilderness_heart_strata).
- the on_pre_ftl_post_advance on action is deprecated
- Triggered job inline scripts have been redesigned to be more flexible. The current setup should not break existing mods designed for the old system, but future changes might.
- kill_pop_stu has been replaced with kill_pops_stu, which should be equivalent to kill_pop_amount apart from first firing the "on_pop_killed_by_effect" on_action. the variable "stu_local_pop_amount" on the pop group set to the number of pops killed.
- removed jobs/bureaucrats_add, jobs/culture_workers_add, jobs/death_priests_add, and jobs/administrators_add; use the new vanilla jobs/unity_jobs_add