Stellaris

Stellaris

!Core Game Mechanics: Buildings
 This topic has been pinned, so it's probably important
ExNihil  [developer] 21 Apr, 2018 @ 2:16am
Compatibility, Overwrites and Modding Info
Overwrites

This mod overwrites the following vanilla files:

00_buildings.txt
00_event_buildings.txt
00_guardian_buildings.txt
00_habitat_buildings.txt
00_horizonsignal_buildings.txt
00_syntheticdawn_buildings.txt
00_starbase_levels.txt
00_starbase_buildings.txt
00_starbase_modules.txt

Any mod that also overwrites these files will have a mod conflict with this mod and will require either a compatibilty patch or to be reworked to fit this. Please note: in most cases a full overwrite of these files is NOT REQUIRED - I overwrite them because I change every single entry in these files and add new data. Otherwise you can just selectively overwrite specific building entries, and this makes a compatibility patch more useful.

Compatibility with Mods the add Strategic Resources

Regarding strategic resources - this mod stores data in tiles using fake deposits. This is the only viable work around to do this because Stellaris does not allow you to store variables or flags in tiles or buildings. As a result I have to replace all non-strategic resources with deposits I can precisely measure and respawn when things require an update, this means that I wipe non-vanilla strategic resources completely. To make sure this mod is compatible with other mods, I store scripted triggers in those other mods that allow the script to recognize these resources exist (stellaris doesn't allow you to do a blunt check of "has_strategic_resource = yes" on a tile, only on a planet). The mods that work with this are listed in the main mod's description, otherwise there will be compatibility issues. This can be resolved by contatcting me and storing such a scripted triggers file in those mods or through a compatibility patch.

Compatibility Patches and Localisations

For any and all interested in doing so - you have my permission to make compatibility patches and publish them. If the compatibility patch is of a high quality I will gladly link to it - just let me know that you published it and send me a link to the compatibility patch.

If you would like to help with localisations and can translate from English into any other language that is supported by Stellaris please let me know.

Info for Modders

CGM: Buildings sets a unique global flag. You can check it using has_global_flag = core_game_mechanics_and_ai in any trigger field. This allows you to extend compatibility and synergy with this mod from outside.

I intentionally wrote our scripted_triggers in a way that can be used by other modders. If you would like to use the triggers used in cgm_engine_triggers.txt in your own mod, you have my permission to do so - my hope is to create a sort of shared platform for modders, including some of the engines and engine elements I make. Please make sure to rename the file if you copy it as is - if you want to change any of the triggers make sure your file has a lower alphabetical weight (begin with a letter lower than c) than mine in case you want my triggers to supersede the modified ones, or a higher alphabetical weight if you want to supersede my triggers (begin with a letter higher than c).

If you would like to have an API made for your mod, please comment in this thread or join our discord server and contact me. The APIs are generated using python and require only a few minutes work on my end to do.

If you would like to integrate some elements of the AI logic used in this mod you have my permission to do so if:

1. you clearly specify that you did so in your mod's description and link to this mod.

2. This does not extend to graphical assets. Please do not use any of the graphical elements of this mod without a specific permission to do so.

If you would like to extend full AI logic to your mod please contact me. I will gladly help you do this - but you must possess the basic level of coding expertise required to do this. I will not code this for you because I am too busy.

using custom building tags

CGM replaces the vanilla building tags, stored under common/building_tags with custom tags. These tags are then added to buildings in common/buildings. Stellaris autogenerates a custom modifier fir each tag: <tag>_build_cost_mult. These modifiers are then used in the CGM advanced configuration menu, which allows players to set building costs.

You can add to your own buildings one of our tags, and they will be included in the advanced cunfiguration menu.

A side effect of this is that CGM deprecates the vanilla hydroponic_farms_build_cost_mult and mining_network_build_cost_mult and instead uses standard_resource_building_build_cost_mult.
Last edited by ExNihil; 26 Apr, 2018 @ 1:00pm
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Showing 16-26 of 26 comments
ExNihil  [developer] 10 May, 2018 @ 9:06am 
Should be, yes.
Lordfil 10 May, 2018 @ 9:19am 
Originally posted by ExNihil:
Should be, yes.
OOOOH sweet :D
WolvesofZiu 18 May, 2018 @ 2:32pm 
Does this work with Enhanced AI and Glavius AI mod?
ExNihil  [developer] 18 May, 2018 @ 2:33pm 
Originally posted by WERWOLF-SS:
Does this work with Enhanced AI and Glavius AI mod?
YES :)!
Amon 23 Jun, 2018 @ 2:25am 
Does this mod affect enemy AI? If so can it be turned off for the enemy AI?
Originally posted by Amon:
Does this mod affect enemy AI? If so can it be turned off for the enemy AI?

The point of this mod is to help the terrible AI in this game build planets. I don’t think you can turn the enemy Ai off.
Gratak  [developer] 29 Jun, 2018 @ 2:23am 
Well you can turn the automated construction off for AI and just use it for yourself and your sectors. No way to disable it for enemies in particular. Also, AI should still be smarter with regards to buildings then in vanilla. In either case, they remain kind of stupid.
tyriael_soban 7 Aug, 2018 @ 5:31pm 
im unable to build mining complexes, only manufacturing districts for some odd reason on my ringworld.
im using;

!CGM: buildings
!CGM: Planets Enhanced
#!TanksyTweak:Galaxies
NSC V2.1
Admirial Skill Levels
Advanced Ship Behaviour Modules
Detailed Tech Tooltips Reloaded
Just More Empires (achievement Compatible)
New Home Systems (v2.0)
Ringworld Home
Starvation Rationing and Death
UI Overhaul 1080p plus
Utopia Expanded 2.0
And obviously the UE2/CGM Compatability patch.
tyriael_soban 7 Aug, 2018 @ 6:05pm 
it seems to be an issue with ringworlds, the chief problem im experiencing is that on a modded start placing the player empire on a ringworld - im unable to to build mining complexes.
Originally posted by tyriael_soban:
it seems to be an issue with ringworlds, the chief problem im experiencing is that on a modded start placing the player empire on a ringworld - im unable to to build mining complexes.

Intended Feature
Gratak  [developer] 8 Aug, 2018 @ 12:26am 
Indeed. As long as you can build manufactories.
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