Editor Menu 2

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Author: Seamoo

Last revision: 21 Dec, 2018 at 09:35 UTC (4)

File size: 35.84 KB

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Description:

— Plan for this mod —

While, I was updating this mod. I realized it was getting quite complex so I decided to split the mod into two types; one with light funcationilty and one with as many features as possible.

The full function is released as the Otter Editor
https://steamcommunity.com/sharedfiles/filedetails/?id=1595999824

This Editor will be pared down and hopely will do most functions within 3 menus

— Usage —

EditorMenu is invoked by selecting a planet/star from System View (NOT galaxy view) and typing into the console:

event editormenu.1

If the menu isn’t opening, make sure you have specifically selected a planet/star from System View and are currently controlling your own country.

Now use decisions to use editormenu inside your territory.

— Intro —

This is a mod that allows you to edit planets, stars, and even some galaxy aspects from a carefully crafted menu.

I know there are a couple of mods out there that do similar things. In fact, I was inspired by them to make this.
However, I wanted to make something that is a little larger in scope and with some key fundamental differences.

So, I took it upon myself to write this mod absolutely from the ground up with carefully implementing every single feature.

— Key Features and Goals —

One major feature I needed was a use of an Observer mode to edit objects my species hasn’t seen yet right at the game start in order to shift the RNG galaxy creation a little in my favour.
While this mod does NOT work in the game’s Observer mode, I have implemented a built-in observer within the mod.
It does exactly what I needed it to do and is accessible from the mod’s main menu. You can easily switch between player and EditorMenu’s observer at any time. The mod remembers who your player country is.

The other thing was that I wanted to make every feature "make sense" in the game’s world.
I meticulously and painstakingly made sure that using any of the options will not break save files or crash the game by restricting certain things.
This is accomplished with a lot of checks of what can be done and where.

For example: You can not change a star into a planet, nor make a ringworld seam into a moon.
Nor can you ever wind up with a strategic resource on a ground tile, nor can you accidentally send those cute Alien Pets out into the Orbital Deposit.
Similarly, you can not accidentally make a habitable planet bigger than size 25, causing all sorts of save file problems for the game.

While all of these may seem fun to play around with, the goal of this mod is to have strict rules that the game itself uses to generate the galaxy.
Even Strategic Resources are limited to where they can be placed, as per the game’s galaxy generation rules. Neutronium Desposit on a Gas Giant doesn’t make sense, right?

— Functions —

• Built-in Observer mode which allows you to edit the galaxy right from the game’s start.

• Creating and removing hyperlanes between systems.

• Creating wormhole pairs between systems.

• Generating Special Systems in the galaxy.

• Generating Ruined Megastructure systems in the galaxy.

• Creating Abandoned Gateways and L-gates in systems. (Note: You have to find L-Gate in unexplored system to start L-Cluster quest)

• Changing planet class and size of planets and moons. This also re-rolls all resources and tile-blockers, making sure the flavour of the chosen class is not violated. Now in 2.2, the mod allows up to 100 but the planets looks absurd.

• Add/remove Planet Features.

• Adding/removing planet modifiers. The game has so many planet modifiers that adding them all would not even fit the menu on my screen. So I opted to only add those that aren’t event-specific and those that have at least some sort of a benefit to them. As a roleplay bonus, there is an option to add or remove a planetary ring to a planet in this menu.
Removing modifiers removes all modifiers except for event-specific ones.

• Setting strategic resources to uninhabitable planets and asteroids following the game’s rules where they can actually show up.
When setting a "clustered" resource , the mod will put the object’s solar system in the appropriate cluster so that you will actually get a chance to research the technology required to harvest it when your empire’s borders encompass the system with the placed resource.

• Changing the deposits of non-colonized planets and asteroids.

• Spawning Pre-Sapient Species, early or late Civilizations on un-inhabited planets.
This is only possible on an un-surveyed by your country planet (use the built-in observer mode).
Genocide option is also readily available.

• Preventing Anomalies: this option will make sure that no random anomalies will be generated on an object upon survey. This is useful for preventing random events that could potentially replace/remove resources, change the object class, or cause otherwise unwanted modifications from happening to the object.

— Compatibility —

This mod should work alongside just about anything.
EditorMenu uses only in-game scripts to generate systems, so if any mod modifies those scripts, EditorMenu will use them. It does not override any existing game files or events.
However – while it does use in-game scripts to re-roll planets, create systems, etc, it will NOT have any additional planet classes/resource deposits/strategic resources/new special systems/megastructures etc in the menus that are added by other mods.

— Credit —

This is just an update for an abandoned mod all credit goes to silverd.
Also credit to Pelinal for starting the update.
https://steamcommunity.com/sharedfiles/filedetails/?id=1354423301

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.