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ONE caveat. If you have customized a mod (as an example: Changing a mod variable such as Sartek's custom building slots), that setting will be back to 'default'. Something to keep in mind.
But yeah, I've been a long time moddee (Xcom: War of the Chosen is my first and true love, heh), and while that mod environment is a much more mature AND stable playground (different mod management via the AML + a 'final' release of the base game), occasionally something would just go 'burp', and that reset is a silver bullet to issues to the workshop items. (Steam sees the files that are listed as installed as missing, and rebuilds the folder and grabs the mods.)
Paradox is FAR worse in many regards, and I've observed Steam do workshop updates while looking at the folders and watched as NOTHING updated. (No timestamp changes on the files.)
Damn man thanks for the long explanation there! I never knew about any of that.
Then use the Steam/Stellaris/manage tool to verify file integrity. It will check the base game files AND rebuild the workshop and update ALL of the mods to the latest versions.
Takes a bit of time (depending on how many mods you have installed), but you'll get the "whole mod" and updated.
Then restart Steam and check it.
PDX is notorious for NOT updating mods in the workshop folder even when it says it did. (Some of this is Steam's fault, but I almost never have this issue with other games.)
Some time this week most likely!
Accepted your request!
Good news, inline scripting works!
Well regarding how the toggles work... The voodoo magic starts when checking if a mod is present via a scripted variable, it could be any variable >=1 but it is always better to have a dedicated variable that is equal 1. Other mods just need to add a placeholder that is equal 0, which is later overwritten by the mod we are trying to merge with. When launching the game the inline takes care of parsing anything inside the block that is validated (equal 1) and ignoring anything else (equal 0). Which means that you don't have to make any scripted trigger placeholders or any other placeholder for that matter because if the mod is not present then is like the text was never added (parsed) in the first place.
Of course, it would be easier to explain it with examples. I'd love to explain more, I just added you here in Steam since I don't use Discord that much nowadays.
I feel like inlines should work in scripted_loc!
I've NEVER been able to wrap my head around the inline toggle thing. I've read discord posts about it, the github, and the wiki guide, and I'm just too stupid for it. But it does sound cool.
If you can explain it to me in a way that finally makes sense in some kind of text chat (my channel in the modding den, maybe?) I'd love to explore it! It sounds cool.
Thanks!
Alright, I do have a question, do you know if using inline scripts within scripted loc is viable? Usually, for my patches I use inlines to toggle certain mods by checking if they are present. This could be useful for user customization, performance and a cleaner error log.
Heya!
So for the dynamic class name you're right you want to add some keys to the scripted loc! I commented it all as best as I could - let me know if you have any further questions.
For the art (left/bottom/buildings) you want to add a new button effect type that looks for a flag on the planet designating a planet as your new class. Then add the buttoneffecttype to the planet_view gui script (and planet_view_entires for the building backgrounds). If you ctrl-f for "New Worlds" in those files you should be jumped to the relevant sections and there should be lots of comments.
Let me know if you have any questions!
Awesome sauce, tomorrow I draw up so mock ups on how it could look and another of what buffs you could do. It would most likely be imgur pics. Should I post it here or else where?
I had another idea, looking at the Fossil world & Web world, I thought about what is the story behind those planets. That made me think of the underground race event that pops up with branching choices on how to deal with them. It might be from a mod like More Events Mod but I think it is vanilla. Anyway if you don't know how it goes, it pops up at some point saying that it turns out there is a race living underground, how do you wan to handle them? Based on your choices and RNG there are good and bad outcomes. I then thought about the web world and thought about the dangerous planet mod of yours and how it could tie in event wise with planet and that mod (as a further add on). There is a Xeno event from the More Event Mod with alien eggs that is basically Xeno's from the series Alien and the face huggers. You could do something like that or something else you can think of. I suggest finding those events and editing them to make your own version and see how you want to take it.
True I've wanted to overhaul the empire select screen and add those details before! It's really hard though, sadly, the empire creation screen isn't very moddable.
What COULD be done is a post-empire creation pop-up in which you pick the planet there, but has it's own drawbacks.
As for mechanics for each class I like the idea too but it would have to be very small/subtle. If you come to me with good designs I can look into it!
I had a further idea on how you have your planets layed out. I am not sure how to get it to look right but the idea is that you select your planet from the list and then you get shown a large view of the globe planet and then can see the 2D landscape as well (either a side view one side planet other side the layout or a large planet and then click to see they layout) *(Layout be the long 2D image rectangle with the landmass and animated cloud textures).
As it is right now it looks okay but the planets are overlying each other (which isn't bad at all) and you cannot get a nice view on what it really looks like. The names and flavour texts are nice but it feels like each planet is just a clone/re-skin of another. Which is also fine for balance with default unedited planets.
Hi, I first want to say I love how you kept the default planets untouched as that prevents conflicts and it is just nice that your mod adds more. I was thinking, looking over the descriptions how every planet is basically the same and thought it would be nice if each world other than default did something, it doesn't even need to be OP, like +1 or 1% add-on buffs. I think that would make it interesting if you have something planned along a build. Otherwise the mod is fine, I just wanted some sort of visual/incentive as to why one planet other than looks is more attractive than the other for reasons.
Another idea I had is that you can view the planet texture with the clouds (beautifully done by the way) in the game and thought seeing as though you know coding and adding in UI elements, it would be great if bought/cloned that over to the planet selector, as a point of interest on how the planet would look. It severs no purpose but looks cool.
I don't think that 30% 70% figure is right, there is no way!
Anyway if you're interested in generating model textures I'm sure I heard about some tools which make them quickly. Come to my channel in the discord linked above and I can type to you about it if you like.
Sadly, unlike Dwaine, that new guy never gave the community his blessing to utilise the additions (that I can see.) He just vanished. So I'm not sure if I should integrate the textures into this project and have opted not to for now.
I can do planetary textures, but do it by hand on 2k or 4k is soo tedious hahah.
I mean i allways loved to draw planetary maps, if i could find a way to turn a hand drawed "continental-shape/borders" map into 4k textures, like ai or something i will do it heh
It's IG with a couple of additions for stuff like new PD classes that got added after Dwaine left. But now the STP guy has been missing for 3 years and there are a bunch of new gaps too, heh.
You're right though having someone to help out who knew making globe textures would be epic - many of the ones I have in this mod could be better IMO.
This mod already uses those textures! (Essentially). The workshop page you linked is a rehost of the older "Immersive Galaxy by Dwaine" with some tweaks. I already have all those textures in this mod - Dwaine gifted them to the community when he left.
This is all written in the documentation above.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2864982442
That green field with the bugged tooltips though definitely shouldn't be there, vanilla or no. The engine only creates that when there has been a spawning issue and the game throws it as a last resort placeholder. So that suggests to me they want something there but messed it up. (I haven't looked in the biogen files to verify.)
Glad to hear about your new game! Keep the feedback coming - especially any balance things.
Going to start up a new game in the next day or 2, it takes me several loads before I start a game, trying to get a start that I like.
Okay so sounds like this mod is all good and always was! Just a slight bug with MW (now fixed.)
Let me know if you find other issues! Or if you think there should be a different balance or whatever.
Mysterious worlds update was pushed.
And again as for ocean worlds: The vanilla behaviour of the "Aquatic" civic locks you to ocean worlds and no others. It's not my mod it's just how the game works (and I don't think I can add multiple classes to the pool?).
https://imgur.com/a/yWdTw3o
HOWEVER: There is a bug with "Mysterious Worlds" that means the guarenteed habitable worlds you get from the game start settings aren't getting "unknown" territories (and thus can't be explored.) So I'm fixing that up now.
The hives I haven't checked yet, should be easy to resolve.
As for the rest all I can say is it works perfectly on my end. Remember that tiny planets (size 10-14) deliberately don't have many deposits. That's how the game is designed. You get more features the bigger the world size - that's why there is variance. It's stellaris.
Could be? I'll verify on my end at some point.
Is it a mod list with JUST my mods or is other stuff mixed in there?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3593820238
Thanks for the report! Could 100% be on my end so the report is appreciated!