Hey there, these videos are awesome! I've been trying to get into modding Stellaris, but I've struggled to find good resources for beginners. I noticed you have some live streams about building a crisis mod, but I haven't had the time to watch them all. Could you help me out with something specific? I'm having trouble figuring out what actually triggers the start of a crisis. I can start an event in-game, but I'm not sure how to trigger a crisis. Any tips would be greatly appreciated!
Great Question, the live streams are mostly me working (and failing) on making some custom ships, so I don't know if they are going to be the best help for you. To be honest, I have not really figured how I am going to spawn my Crisis, but I know how the game does it. There is an event (crisis_trigger.1) that is triggered every five years through an on action (on_five_year_pulse), so every five years it sees if you are past the set endgame year, if so it runs a random list, which 2/3 of the time will do nothing, but the other 1/3 of the time it picks a crisis to spawn after 200-800 days. This is why sometimes you have to wait 25 years after the end game year for the crisis to spawn.
Hello, I'm still watching the first video of the basic tutorial, but my question is not about the videos in this playlist but something related to the command spawn system. I've been trying to understand for hours how this command works but the only thing I tried to do was this: effect = { random_system_within_border = { save_event_target_as = spawn_random_system } event_target:spawn_random_system = { spawn_system = { min_distance = 10 max_distance = 30 max_jumps = 1 initializer = "spawn_random_system" } if = { limit = { last_created_system = { NOT = { has_hyperlane_to = prev } } } add_hyperlane = { from = this to = last_created_system } } else = { add_extra_hyperlane_to_spawned_system_effect = yes } } } But there's a problem, does not appear any planets or stars (Basically nothing), absolutely nothing appear! If you can help me I will be very grateful! And if you can't understand my problem, just let me know. Please someone!
@@franciscowillam2411 Event targets allow for the game to be "Scoped" into the correct thing so that code can be properly executed. (for example, code for fleets does not apply to planets, and would just cause errors.) Event targets are a way to quickly jump to a saved scope. Initializers are the blocks of code that tell the game how you want a system to look, and I am guessing you have one already. Is this the exact code you are using? If so you need to change "spawn_random_system" to a valid initializer. Other than that it looks simmilar to the in-game systems. You might also need to replace "Effect" with "immediate" if this code isnt part of an option. Hopefully this helps.
Hey there, these videos are awesome! I've been trying to get into modding Stellaris, but I've struggled to find good resources for beginners. I noticed you have some live streams about building a crisis mod, but I haven't had the time to watch them all. Could you help me out with something specific? I'm having trouble figuring out what actually triggers the start of a crisis. I can start an event in-game, but I'm not sure how to trigger a crisis. Any tips would be greatly appreciated!
Great Question, the live streams are mostly me working (and failing) on making some custom ships, so I don't know if they are going to be the best help for you. To be honest, I have not really figured how I am going to spawn my Crisis, but I know how the game does it.
There is an event (crisis_trigger.1) that is triggered every five years through an on action (on_five_year_pulse), so every five years it sees if you are past the set endgame year, if so it runs a random list, which 2/3 of the time will do nothing, but the other 1/3 of the time it picks a crisis to spawn after 200-800 days. This is why sometimes you have to wait 25 years after the end game year for the crisis to spawn.
@@ezraneilson Thanks so much for the detailed explanation! I'll definitely look into on_actions. I appreciate you pointing me in the right direction.
Hello, I'm still watching the first video of the basic tutorial, but my question is not about the videos in this playlist but something related to the command spawn system. I've been trying to understand for hours how this command works but the only thing I tried to do was this:
effect = {
random_system_within_border = {
save_event_target_as = spawn_random_system
}
event_target:spawn_random_system = {
spawn_system = {
min_distance = 10
max_distance = 30
max_jumps = 1
initializer = "spawn_random_system"
}
if = {
limit = { last_created_system = { NOT = { has_hyperlane_to = prev } } }
add_hyperlane = {
from = this
to = last_created_system
}
}
else = {
add_extra_hyperlane_to_spawned_system_effect = yes
}
}
}
But there's a problem, does not appear any planets or stars (Basically nothing), absolutely nothing appear! If you can help me I will be very grateful! And if you can't understand my problem, just let me know. Please someone!
Basically I'm trying to make a trinary system appear but it doesn't work!
I also don't understand what the "initializer" and "event_target" means in this command
@@franciscowillam2411 Event targets allow for the game to be "Scoped" into the correct thing so that code can be properly executed. (for example, code for fleets does not apply to planets, and would just cause errors.) Event targets are a way to quickly jump to a saved scope. Initializers are the blocks of code that tell the game how you want a system to look, and I am guessing you have one already.
Is this the exact code you are using? If so you need to change "spawn_random_system" to a valid initializer. Other than that it looks simmilar to the in-game systems. You might also need to replace "Effect" with "immediate" if this code isnt part of an option. Hopefully this helps.