~~Scripted Trigger Undercoat

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Author: kuyan-judith

Last revision: 16 May at 02:37 UTC (41)

File size: 26.81 MB

On Steam Workshop

Description:

Up to date as of 4.3.7
Because this mod overrides so many files, it breaks in numerous ways every update. I am aware of this, but updating it takes time. Do not bother reporting specific bugs unless the mod is up to date for the current Stellaris version. Update time should generally be less than a week, even for major updates.

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_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
  • 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.

Alternative version for use with Stellaris General Fixes is available here

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

Github[github.com]

[discord.gg]