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Ezra Neilson
Приєднався 5 лип 2021
Hello Everyone! I make stellaris content, mostly about moding the game. My Goal is to simply to teach others how to mod the game in a way that is simple, informative, and concise. I do also plan to try other content, but for the moment it is just this.
Відео
EN recomends: Slipways
Переглядів 12321 день тому
Slipways is a 2021 game with elements of Stellaris and Factory Building games, it is an easy-to-play, relaxing game that has a lot to explore. It's simple mechanics hide the fact that this is a deep and thoughtful game, but still maintains an element of fun. Trying a bit of a different video style here, I have wanted to step out and try games besides Stellaris for some time, and this seems to b...
How Stellaris Updates Break Mods and an overview of the Game Structure
Переглядів 31928 днів тому
Im attepting to try some different content, its a topic I found a bit ineresting, so hopefully its good enough. Mods Mentioned: War In Heaven 0 - Gimbultz steamcommunity.com/sharedfiles/filedetails/?id=1183366563&searchtext=war in heaven %100 Fe Buildings with Graphics - Stoicism03 steamcommunity.com/sharedfiles/filedetails/?id=2466500373
Stellaris Relic Modding
Переглядів 73Місяць тому
In this Tutorial, you will learn how to code in your own relics.
Stellaris Modding Tutorial: Custom Leviathans: 03: On Actions and Special Projects
Переглядів 1412 місяці тому
This is the third episode of the Custom Leviathans Modding Tutorial Series.
Mod reviews #5
Переглядів 1463 місяці тому
Mods: Realspace 3.9: steamcommunity.com/sharedfiles/filedetails/?id=937289339&searchtext= The Blocker Mod - Beta: steamcommunity.com/sharedfiles/filedetails/?id=3292737283&searchtext= Stellar Diversity - steamcommunity.com/sharedfiles/filedetails/?id=3287279848&searchtext=stellar diversity WP's New Worlds: steamcommunity.com/sharedfiles/filedetails/?id=3297007733&searchtext=wp WP's Planet View:...
Stellaris Modding Tutorial: Custom Leviathans: 02: Global Ship Designs
Переглядів 1723 місяці тому
This is the second episode of the Custom Leviathans Modding Tutorial Series. Here is a link to the relevent Stellaris Wiki Page
Stellaris Modding Tutorial: Custom Leviathans: 01: The Basics
Переглядів 1694 місяці тому
This is the first episode of the Custom Leviathans Modding Tutorial Series.
Stellaris Advanced Modding Tutorial Archeology Sites
Переглядів 2485 місяців тому
In this tutorial, I will show the basics of Archeological Site Modding.
Stellaris Mod Reviews #4
Переглядів 4205 місяців тому
Real Machine Worlds: steamcommunity.com/sharedfiles/filedetails/?id=1144654097&searchtext=real machine kek's origins : steamcommunity.com/sharedfiles/filedetails/?id=3164997191&searchtext=keks EP's Additional Megastructures: steamcommunity.com/sharedfiles/filedetails/?id=3155789435&searchtext=Ep's additional City Ships: steamcommunity.com/sharedfiles/filedetails/?id=3185195369&searchtext= Music...
Lets Play STELLARS: UNE-FOTD: Episode 10: The Finale
Переглядів 455 місяців тому
I was going to continue, but I dont have the time anymore. The story I wanted to tell has been told. Thanks for watching! This is another episode of a stellaris series that I am trying to produce. In this run, I use the base UNE preset, but changed the origin to Fear of the Dark, as its one I have not used much.
Lets Play STELLARS: UNE-FOTD: Episode 9: Military Interventions (Part 2)
Переглядів 396 місяців тому
This is annother episode of a stellaris series that I am trying to produce. In this run, I use the base UNE preset, but changed the origin to Fear of the Dark, as its one I have not used much.
Lets Play STELLARS: UNE-FOTD: Episode 8: Military Interventions
Переглядів 686 місяців тому
This is annother episode of a stellaris series that I am trying to produce. In this run, I use the base UNE preset, but changed the origin to Fear of the Dark, as its one I have not used much.
Lets Play STELLARS: UNE-FOTD: Episode 6: Post War Cleanup
Переглядів 1217 місяців тому
Lets Play STELLARS: UNE-FOTD: Episode 6: Post War Cleanup
Chanel Updates and Thanks for 100 Subs!
Переглядів 447 місяців тому
Chanel Updates and Thanks for 100 Subs!
Lets Play STELLARS: UNE-FOTD: Episode 6: War
Переглядів 779 місяців тому
Lets Play STELLARS: UNE-FOTD: Episode 6: War
Stellaris Advanced System Modding: EP 3: Special Projects PT1
Переглядів 1139 місяців тому
Stellaris Advanced System Modding: EP 3: Special Projects PT1
Lets Play STELLARS: UNE-FOTD: Episode 5: Habitats and Galactic Community
Переглядів 639 місяців тому
Lets Play STELLARS: UNE-FOTD: Episode 5: Habitats and Galactic Community
Fragment Trailer - Legendary Leader from Modjam 2024
Переглядів 599 місяців тому
Fragment Trailer - Legendary Leader from Modjam 2024
Stellaris Advanced System Modding: EP 2: Anomaly Modding PT1
Переглядів 1449 місяців тому
Stellaris Advanced System Modding: EP 2: Anomaly Modding PT1
Lets Play STELLARS: UNE-FOTD: Episode 4: Late Early Game Lull
Переглядів 1359 місяців тому
Lets Play STELLARS: UNE-FOTD: Episode 4: Late Early Game Lull
Stellaris Advanced System Modding: EP 1: On Solar System Enter Events
Переглядів 25610 місяців тому
Stellaris Advanced System Modding: EP 1: On Solar System Enter Events
Lets Play STELLARS: UNE-FOTD: Episode 3: Diplomacy and more.
Переглядів 13911 місяців тому
Lets Play STELLARS: UNE-FOTD: Episode 3: Diplomacy and more.
Stellaris Lets Play: United Nations of Earth Fear of the Dark Origin: Episode Two: Exploring More
Переглядів 46611 місяців тому
Stellaris Lets Play: United Nations of Earth Fear of the Dark Origin: Episode Two: Exploring More
Stellaris Lets Play: United Nations of Earth with Fear of the Dark Origin: Episode one: Slow Start
Переглядів 90911 місяців тому
Stellaris Lets Play: United Nations of Earth with Fear of the Dark Origin: Episode one: Slow Start
Origin Modding Part 3: Icons and Pictures
Переглядів 17611 місяців тому
Origin Modding Part 3: Icons and Pictures
Stellaris Mod Reviews: 4 Mods you should try in your next playthrough.
Переглядів 940Рік тому
Stellaris Mod Reviews: 4 Mods you should try in your next playthrough.
had a problem, fixed it. great tutorial, thanks
size multiplier is for weapons that deal extra dmg based on ship size, for example torpedos
Interesting. I did not see anything about the size multiplier giving damage for weapons slots, but It makes sense. I will have to test this out, then. Thanks!
@@ezraneilsonIts only for weapons that deal extra dmg based on ship size, so rails etc wont care about size but torps do, and some other modded weapons deal more dmg with size too. Its always noted in the weapon discription, and its even explained there. Found it out cuz I wanted a strat against planetcraft and bigger ships so I dug up their size modifier. Nothing beats using mediocre weapons to oneshot attack moons
@@mariahuber1438 Oh, intereesting. Thanks for the clarification, you meant that certain slots on bigger ships will give more damage (an s slot on a battleship does more damage than an s slot on a corvette, for example), not receive more damage (Which would explain why juggernauts have few weapons relative to their damage output, but it must be something else) That makes less sense in my mind than what I was thinking, but it's still interesting nonetheless. Thanks again!
I've been maintaining mods on Stellaris for years now. I gotta tell ya, the "Compare" function in Notepad++ is the greatest thing ever created.
tnx very good
Would you know if there is a way to limit the amount of neighbors?
I do not think so. If you don't set an initializer, the game will spawn random systems and connect them through hyperlanes.
Hello, Ezra. Doing my star system based on your guides, thank you so much for the videos! But I have a question. I've created an S-type system of three stars. And I wanted to make a ring world around each star. The problem is that since all three stars are not in the center, but on the edges, their ring worlds look into the center of the system, where there is nothing. Because of this, the ring world segments are floating islands pointing towards the center of the system, like sunflowers looking at the sun, lol. Is there any way to fix this problem? Make all the ring world segments look at their stars instead of the center of the star system?
I have never delved too far into ringworlds. My guess is that either 1) your orbit angles are all set to the same thing (Thus they all face the same way) 2) they are not set in the "Star = {}" field, or 3) the GFX models are stuck to always point at (0,0) in the .Asset file. I do know there is a mod that does what you are looking for, so perhaps you can reverse-engineer it: steamcommunity.com/sharedfiles/filedetails/?id=1777233334&searchtext=trinary+ringworlds
I was here... I appreciate your video.. (I had to crank all volumes to 100%) but still I appreciate you.
And I appreciate this comment! This is one of my older videos and was just before I discovered the joys of USB mics and Audio settings in OBS. Oh well, you live, you learn.
Oh na your hitting a topic alot of people ask in passing, will try to share as well. Sharing this type of info is useful for people who are passionate enough to actually maybe even update a mod themselves that they really like. Sometimes it doesn't take much and you can learn alot from the experience.
So, I've created a home star with some neighbors. This works, for the most part. But I wanted those neighbors to have neighbors and those refuse to spawn in at all... Any ideas?
I dont know of anything that does that exactly, and it makes sense that Stellaris wouldnt allow something like that. However, in the main system, instead of distance, you can use: hyperlane_jumps = { min = 2 max = 2} (or whatever number you want. It will still be a bit random, but at least you can garuntee that the neighbor's neighbors will spawn.
@@ezraneilson Yeah, I got it to work that way partially. The only problem is that the neighbor system mechanic is limited to the existing stars created during galaxy generation, as it doesn't actually generate a star system, it only converts one that's already there. Which means your neighbor won't be created if there aren't any planets left. I managed to get it to work though. You can put a 'spawn_system' event directly in the init_effect part: init_effect = { spawn_system = { min_distance = 5 max_distance = 10 initializer = "neighbor1_t2" } spawn_system = { min_distance = 5 max_distance = 10 initializer = "neighbor2_t2" } } This will actually spawn new systems. It takes a minute to figure out the correct distances to avoid them spawning in other stars, and it only generates one hyperlane to the system it's spawned from...
@@Shade01982 where do you put the init effect? within the neighbor system you want to force spawn?
@@LeonardBMCcCoy No, you put it in the system you want the other to spawn from. The initializer mentioned under spawn_system refers to the name of the next system you want spawned.
Modding is rough...I'm having a hard time with building my species mod from the ground up. Trying to go off of other examples that are more recent, but still no avail. Something I look at your tutorials for too is explanations of specific functions and initializers. Its helped me in other sectors of understanding how certain things work. I may have it wrong, but I feel like I started with a species because potentially that would be the easiest thing to understand. Or simply a trait (but I've done those before) On subject though, eventually I'm going to try and get to doing a custom levi once I figure a few things out T__T
Thanks for the Comment! Modding can be difficult and frustrating at times, especialy if the examples dont have good documentation, but when you stick with it, it can be a fun hobby. Stick with it. I am glad you find my tutorials throrough, as that was one of the goals for the tutorials when I first started. I will say though, in my oppinion, adding portraits can be one of the more difficult things to do as GFX modding is one of the more difficult than modding something from the common folder. (I did it once, and I just remember how long it took). I would suggest this channel here, as it documents the creation of species much better than I ever could: www.youtube.com/@crimsonbeowulf/videos Good luck with your mod!
So I was poking around a few months ago with this kind of thing, and now I'm back at it once more, what follows is a general PSA for anyone who cares. YOU MUST create a text file in your solar_system_initializers folder, you cannot rename an existing file or copy paste one into the folder you MUST!!!! create a txt file because if you don't you are doomed! I renamed a working file and when it didnt work anymore i decided to start from scratch by copy pasting the SOL_initializers file from base game, Windows in all of its infinite glory and wisdom called the file type "file" NOT "TXT" Stellaris does not use "file"s it uses "TXT"s Anyway this has been an awesome 2.5 hours and now I want to go to sleep with literally nothing accomplished.... yay
I apologize if this is a silly question, but is there any way to add a weapon to a megastructure? I've been trying to add slots, buildings, 'invisible' turrets. Nothing I've tried actually do anything. But I can have a constructor build the thing and it looks right.
Great question. Through megastructures alone, no. However, you could use the on_build_complete section in your megastructure text file to spawn a ship/station at the megastructure's location, which can be designed through code. This is actualy how the current habitat system works, and the smaller outposts are actualy stations, which is why they can be attacked.
@@ezraneilson So I would have it spawn in a ship with no movement and w/e weapons I want? I didn't think of that, but I can see how it would work. I'll start by having it spawn in an existing vanilla ship and then if that works I'll go from there. Then I'd have to make sure the ownership works properly.
I'm having trouble finding how they do that. the on_build_complete section doesn't have anything that looks like a spawn command. Is there a specific file that just handles that?
@@jono3952 You could call an event but it might be simpler to code what you want the game to do in the on_build_complete effect. I think stellaris uses a custom scripted effect, but something like this should work: on_build_complete = { starbase = { create_fleet = { effect = { create_ship = { design = <Your Ship Design> name = <Whatever you want it to be named> } set_owner = FROM } } } }
on_build_complete = { from = { country_event = { id = cybernetics.1020 } } fromfrom.planet = { set_planet_flag = has_megastructure if = { limit = { has_orbital_station = yes } orbital_station = { dismantle = yes } } starbase = { create_fleet = { effect = { create_ship = { design = stellarite name = Archimedes } set_owner = FROM } } } } I know I'm missing something but I can't tell what.
Only knew of Real Space so these are some fun mods.
This is a bit of a different question / request but you ever thought about doing code reviews mod wise?
I have thought about it, and on paper it is not a bad Idea. I actualy wanted to look at some of the Gigastructures Code because there are some cool things going on in the code. However, there are a few roadblocks: 1) I dont know how I would go about reviewing the code, both from a practical and editing standpoint. 2) My mod showcases were more inspiried by Sir Tristans old Mod reviews from back when stellaris released, and doing so might break the formula. (Even though I am considering some longer, single mod reviews.) 3) I feel like showing off someone else's hard work falls into the grey area between acceptable and theft. Even if it is ok, I think it is beter for someone to show off their own work. 4) I dont think it would make for an interesitng video. When I did the Modjam in January, I actualy started production on a video where I spent about half the time talking about code, and when I watched it back, it was realy boring, so I scraped it. Sorry for the long answer, but thats why I have not and probably will not review code.
@@ezraneilson na fam I appreciate the long answer cause it shows you've had thoughts on it. The thing about code is that it is creative when next to a visual aid. Something I've been dabling with, is going through visually what some code represents from a visual perspective (like looking at the UI) An example is like a *user* empire that's made. I've stepped through it to understand how some things work visually. In regards to code review, maybe not in the technical sense, but reviewing the code at a high level how some things work. Honestly your right in regards to how this would work to be entertaining.
i cant hear you very well at all you need to increase mic volume
I can hear him perfectly fine!
Like if I put it on minimum volume, I can't but if I put him on half volume its fine. All good on this front (still trying to finish your leviathan vid Ezra)
I give up, I tried every way, but thank you SO much for giving me your time to help me!
Of course, I try to help as much as I can, and you tried your best, but sometimes things just dont work, but at least you tried. Best of luck to you.
Why doesn't it work for me? I've looked at everything, but I have a question, where do I put the new_system_initializers folder?
common/solar_system_initializers/<your_initializer_file>.txt
@@ezraneilson Sorry for asking these dumb questions, but one crucial question, do you need the Paradox paradox launcher to make this work? Also sorry for taking up your time.
@@ezraneilson This my code: @base_moon_distance=10 new_system_initializer = { name = New Star class = "sc_g" } usage = custom_empire init_effect = { every_neighbor_system = { set_star_flag = empire cluster every_neighbor_system = { set_star_flag = empire cluster } } generate_home_system_resources = yes } planet = { name = "New Star" class = star orbit_distance = 0 orbit_angle = 1 size = 30 has_ring = no } planet = { name = "New Planet Prime" class = "ideal_planet_class" orbit_distance = 35 orbit_angle = (min = 90 max = 270) size = 30 has_ring = yes starting_planet = yes title_blockers = none modifiers = none init_effect = { prevent_anomaly = yes } init_effect = { generate_start_buildings_and_blockers = yes } moon = { name = "New Moon" class = "pc_barren_cold" size = 5 orbit_distance = 12 orbit_angle = 40 has_ring = no } } planet = { class = "pc_molten" orbit_distance = 15 orbit_angle = (min = 90 max = 270) size = 15 has_ring = no } planet = { class = "pc_barren" orbit_distance = 15 orbit_angle = (min = 90 max = 270) size = 13 has_ring = no } planet = { class = "pc_gas_giant" orbit_angle = (min = 90 max = 270) size = 27 has_ring = yes }
My Code: @base_moon_distance=10 new_system_initializer = { name = "New Star" class = "sc_g" } usage = custom_empire init_effect = { every_neighbor_system = { set_star_flag = empire cluster every_neighbor_system = { set_star_flag = empire cluster } } generate_home_system_resources = yes } planet = { name = "New Star" class = star orbit_distance = 0 orbit_angle = 1 size = 30 has_ring = no } planet = { name = "New Planet Prime" class = "ideal_planet_class" orbit_distance = 35 orbit_angle = (min = 90 max = 270) size = 30 has_ring = yes starting_planet = yes title_blockers = none modifiers = none init_effect = { prevent_anomaly = yes } init_effect = { generate_start_buildings_and_blockers = yes } moon = { name = "New Moon" class = "pc_barren_cold" size = 5 orbit_distance = 12 orbit_angle = 40 has_ring = no } } planet = { class = "pc_molten" orbit_distance = 15 orbit_angle = (min = 90 max = 270) size = 15 has_ring = no } planet = { class = "pc_barren" orbit_distance = 15 orbit_angle = (min = 90 max = 270) size = 13 has_ring = no } planet = { class = "pc_gas_giant" orbit_angle = (min = 90 max = 270) size = 27 has_ring = yes }
I placed the common, Localization and descriptor.mod folders in this place: Documents/Paradox Interactive/Stellaris/mod/newstartingsystem
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.
Thanks for your tutorials. I would love to make my own version of ACOT or ZOTFE but I don't know where to start XD
Wonderful step by step tutorials, but I do suggest you try having your mic in the same room as you when you record.
@@danielott8106 Yeah, that’s the one thing I wish I had done better. This was recorded almost a year ago with a crappy mic I had lying around. I did upgrade to a better USB one, but can’t do much about it now.
I swear Localisation isnt spelled wrong xD
Wasn’t expecting to stumble into a video with a review of one of my mods. Thanks for checking it out
I thought it was a great mod to review. Its straight forward, looks cool, and I like the way you cleverly reused some game assets. From one Modder to another, great job.
@@ezraneilson appreciate it, it was mostly a private mod that I ended up making public in the end. Regrettably the secondary and tertiary starbases had to be axed from the mod due to some complex bugs around crisis and total war interactions.
@@Easy_Pete_ I'm actually working on a mod along this vein. Mind if I ask what those bugs were?
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.
Thanks this helped. It's still not really seeing my Origin, and when I do get in I have no resources. NP still a lot learn.
Can u make it unique to one species?
Like could you have it replace one of the base building?
@@neuseieiahn5164 yup
😭
Only my starting planet is showing nothing else
Its kind of hard to diagnose the problem with that one sentence. Do you have enough open and closing curly brackets and are they in the correct place? Is everything spelled correctly?
@@ezraneilson checking it rn, should the brackets for the initializer have the first planet in it?
@@neuseieiahn5164 Planet "Functions" (I'm not sure if that is what they are really called, but its the best I can do) have an opening and closing bracket, and will all fall within an open and close bracket for the entire initializer. I made an example and added some notes: Example_initializer = { #Open Initializer name = "star_ name" class = "sc_black_hole" usage = misc_system_init planet = { #Opening Star function name = "Astra" class = "pc_black_hole" orbit_distance = 0 orbit_angle = 1 size = 45 has_ring = no } #Closing planet = { #Your Planet here. class = #Whatever You want the class to be. orbit_distance = 75 orbit_angle = { min = 90 max = 270 } size = 12 has_ring = yes change_orbit = 5 modifiers = none init_effect = { prevent_anomaly = yes } } #End Planet }#End of Initializer
@@ezraneilson it was the initializer bracket thanks, but they’re really close can I go over the 50 orbital distance?
@@neuseieiahn5164 Glad you have it figured out. I don’t see why you couldn’t go over 50 orbital distance, I’m not sure what the upper limit is, actually.
TYVM been wanting to Mod The Common Wealth of Man, pretty much since I bought the game. Basically replace the Lost Colony Origin, with something Similar that does not spawn an Ubber Earth. So far all my games have come down to CWM vs Sol, but Sol is several weight divisions higher.
Yeah, I think that is just how it is with the Lost Colony Origin, the "Home Empire" is always an advanced start.
@@ezraneilson It is, but my idea for the "Common Wealth" Origin is a group of Vets who left earth, before it incinerated itself in one of its inevitable wars. That's kind of Phase I; after I get that worked out, I'm going to see if I can force Sol to spawn as a Post Apocalyptic Empire. I think it might prove interesting. Some cool story telling/ role play potential at least. I do find it interesting that the "Warrior Society" start is closed to players. I think History informs us we are a Warrior species no Klingons required.
@@trlavalley9909 But the Klingons are an interesting bunch! That aside, I think it would make an interesting Mod, and I like the storytelling and roleplay potential. Best of luck!
@@ezraneilson TY.
A correction at 5:10 I said that the City Ship's management was like Dark Space's Nomad Alari Class. The City Ship's Management is more like the society management from Dark Space.
Hadn't seen any of these, Thanks!
EP's Megastructures seems like a really cool find, I think I'll have to check it out!
I thought so too, and I liked how it reused in-game assets. I think I originally saw it in a E3PO video, but could not find it.
@@ezraneilson Yeah it definitely seems quite unique, is it very popular? I've never heard of it.
@@CrusherCallen I mean it has about 6k Subscribers on the workshop, so not the most popular, but not completely unknown either.
Honestly I have been diving back in to Stellaris with the new machine age and it's nice to see smaller creators getting back in to it to =^.^= keep up the good work out there
Is it possible to make an origin only for a certain species. Example only for lithoid or plantoid?
Great Question, and the answer is yes. In the "potential" section you could do something like this: potential = { species_archetype = { value = MACHINE } } All "Archetypes" should be full caps, so that should help make things easier. I would suggest digging through the Origins file at: common/governments/civics/origins.txt as there are some species specific origins you could look at.
@@ezraneilson Thank you that worked!
please next time archeology siters and relics - I am lost in that :D your videos are so helpfull! :)
That's actually a great Idea, I have not tried that before, so I will see what I can do.
@@ezraneilson well I started learn how to make mods, slowly made few simple things and now I discovered that archeological sites are really tricky. And then also situations are interesting …. can be another great tutorial video by you 😁✌️.This learning content is not very available on internet so I cannot wait for more videos 😁…I working with ChatGPT - it helps a lot but still need work with code. 😁😊
2:39 Also too bad that this video is only 720p. Sometimes Stellaris is beautiful.
Ah, your right, sorry about that. Unfortunately, the whole series is like this. If I ever do another series, Ill make sure to bump up the resolution.
Stellaris mod reviews are in demand. A lot of mods tend to be very taciturn with their demonstration of functionality.
Here’s to hoping that this guide is still valid either way cheers for making it.
Loving this playthrough.Only wish that it was a bit more frequent.
Yeah, If I could start over, I would try to get episodes out quicker. However, I am editing episodes 8 and 9 today (with hopes of recording the Finale tonight or tomorrow evening), so it should be done soon. Thanks for your comment, I'm glad that you are enjoying it.
So after picking a civic it resets the council. But your council bugged out as you should have been able to place everyone back. Maybe some mods bugged that out? I haven’t seen this before.
Thanks for the Comment, and I do think there was a bug, but I dont think it was a mod. Oh well, what can you do?
@@ezraneilson have you tried brute forcing it with “effect unlock_council_slots = 1”?
@@Ulriquinho I could have, but I already recorded two more episodes. I dont know, Ill work it into the news metanarative somehow.
@@ezraneilson well I look forward to the episodes! This is a fun origin!
Everything in the Frist half of the stream is right, the other half is me trying to solve a problem. I figured out what I was doing wrong, and why the ships were not spawning. Turns out my .Asset files were ok, the problem was that I hadnt defined max_hitpoints in the Ship_Sizes Folder, so when they spawned in, they had 0 health, which instantly despawned them. There's two hours of my life I lost over a stupid mistake.
Thanks for making these man
Your tutorials have been quite useful so thanks for making them.
Your Welcome, I hope to do more.
congrats on the milestone! looking forward to more updates on the mod making process and the mod itself
For distant origin,you don't have to have two empires as the same species for Contested Homeworld and Interstellar Exiles,you can make them with different species if you are making a story where aliens took over Earth and the Remnants of Humanity try to take it back.
Ah, I had assumed it would be like the Lost Colony Origin, my mistake.
A new threat for Humanity to face in my playthrough. Which means a new story :) (The new crisis I mean)
Not a fan of dark modes?