### Example Symbolic Link Creation for GIMP Plugin Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/gimpPlugin/README.txt A concrete example demonstrating how to create a symbolic link for the 'layertodds.py' GIMP plugin, showing typical paths for the GIMP plugin directory and the source file. ```CMD mklink "F:\Program Files\GIMP 2\lib\gimp\2.0\plug-ins\layertodds.py" "C:\Users\David\Documents\Paradox Interactive\Stellaris\mod\gimpPlugin\layertodds.py" ``` -------------------------------- ### Define On-Game-Start Event in Stellaris Script Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/NOTES/api_files/sources/mem/on_actions/mem_options_on_actions.txt This snippet defines the `on_game_start` event block, which is executed when the game starts. It's typically used for initial project setup or global event triggers. The `events` block can contain references to specific event IDs, which are commented out in this example. ```Paradox Script on_game_start = { events = { # mem_options.1 } } ``` -------------------------------- ### Stellaris Modding: Define Game Start Event Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/legacy_mods/1.8 mods/traditions-and-ai/common/on_actions/Ex_traditions_events_on_actions.txt This snippet defines an event that triggers once when a new game starts. It's ideal for initial setup, flag setting, or introductory events in a Stellaris mod. In this example, it triggers the 'ex_flag_traditions.1' event immediately upon game initialization. ```Stellaris Script on_game_start = { events = { ex_flag_traditions.1 } } ``` -------------------------------- ### Example Stellaris Null Resource Definitions Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/CGM/buildings/common/strategic_resources/cgm_ai_null_resources.txt Illustrates the definition of various 'null' system resources, demonstrating the application of properties like `collect_if_wrong_building`, `is_rare`, and `is_planet_local` for different resource types. These examples show how to configure basic resource behaviors. ```Game Configuration sr_null_e = { collect_if_wrong_building = yes is_rare = no is_planet_local = yes } sr_null_en = { collect_if_wrong_building = yes is_rare = no is_planet_local = yes } sr_null_f = { collect_if_wrong_building = yes is_rare = no is_planet_local = yes } sr_null_m = { collect_if_wrong_building = yes is_rare = no is_planet_local = yes } sr_null_py = { collect_if_wrong_building = yes is_rare = no is_planet_local = yes } sr_null_sc = { collect_if_wrong_building = yes is_rare = no is_planet_local = yes } sr_null_u = { collect_if_wrong_building = yes is_rare = no is_planet_local = yes } ``` -------------------------------- ### Example Stellaris Start Screen Message Part Configuration Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/planet_engine_mods/planetary_diversity/planetary_diversity_uniques/common/start_screen_messages/pd_unqiue_start_screen_messages.txt An example configuration block for a start screen message part, demonstrating how to define its display location, localization key, and conditional triggers. This specific example targets players with a 'Zro World' origin, a custom flag, and excludes hive minds or machine intelligences. ```Stellaris Script part = { location = 0 localization = "START_SCREEN_PART_ONE_PDZRO" trigger = { has_origin = origin_pd_zro_world has_country_flag = custom_start_screen #ideal_planet_class = pc_pd_zro NOR = { has_authority = auth_hive_mind has_authority = auth_machine_intelligence } } } ``` -------------------------------- ### Stellaris Modding: Example Building Definitions Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/NOTES/api_files/cgm_auto_BU/tycoon/common/buildings/00_tycoon_pdf.txt Examples of how to define specific buildings in Stellaris, including their properties like build time, cost, modifiers, and construction allowances based on game state and owner characteristics. These definitions illustrate the application of the building variables. ```Stellaris Script building_bunkers = { base_buildtime = 80 icon = "building_bunkers_tycoon" is_listed = yes planet_unique = yes defense_armies = 3 immune_to_bombardment = yes start_tech = yes tier = 0 potential = { planet = { NOT = { is_planet_class = pc_habitat } } } cost = { minerals = 150 } required_resources = { energy = 1 } planet_modifier = { planet_unrest_add = -10 planet_orbital_bombardment_damage = -0.15 } allow = { if = { limit = { owner = { NOT = { has_authority = auth_machine_intelligence } } } custom_tooltip = { text = "requires_building_capital_1" planet = { OR = { has_building = "building_capital_1" has_building = "building_capital_2" has_building = "building_capital_3" } } } } if = { limit = { owner = { has_authority = auth_machine_intelligence } } custom_tooltip = { text = "requires_building_machine_capital_1" planet = { OR = { has_building = "building_machine_capital_1" has_building = "building_machine_capital_2" has_building = "building_machine_capital_3" } } } } } ai_allow = { NOR = { has_resource = { type = sr_betharian amount > 0 } has_resource = { type = sr_alien_pets amount > 0 } } NOT = { owner = { has_country_flag = cgm_disable_vanilla_building_AI } } } ai_weight = { weight = 0 } } building_defense_center = { base_buildtime = 360 planet_unique = yes icon = "building_defense_center" defense_armies = 2 cost = { minerals = 150 } show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } } potential = { NOT = { owner = { has_authority = auth_machine_intelligence } } } destroy_if = { exists = owner owner = { has_authority = auth_machine_intelligence } } allow = { custom_tooltip = { text = "requires_building_capital_2" planet = { OR = { has_building = "building_capital_2" has_building = "building_capital_3" } } } } required_resources = { energy = 2 } army_modifier = { army_defense_damage_mult = 0.2 army_defense_morale_mult = 0.2 } ai_allow = { NOR = { has_resource = { type = sr_betharian amount > 0 } has_resource = { type = sr_alien_pets amount > 0 } } NOT = { planet = { owner = { any_owned_planet = { NOT = { is_same_value = from } has_building = building_military_academy } } } } # If planet only has slaves/robots, keep it to mining and farming... is_slave_tile_or_planet = no NOT = { owner = { has_country_flag = cgm_disable_vanilla_building_AI } } } ai_weight = { weight = 10 modifier = { weight = 150 from.owner = { OR = { has_ethic = "ethic_pacifist" has_ethic = "ethic_fanatic_pacifist" } } } modifier = { weight = 0 from = { sector_controlled = yes NOT = { has_building = building_defense_center } } } } ``` -------------------------------- ### Define Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/legacy_mods/1.8 mods/strategic-resources/common/strategic_resources/00_strategic_resources.txt No description -------------------------------- ### Stellaris Event: Initialize Game Start and Hyperlane Data (cgm_ai_routines.0) Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/CGM/buildings_script_source/events/cgm_ai_routines.txt This event fires once at game start or mod installation to initialize global flags, set default building construction percentages for players, and calculate the number of hyperlane connections for every system. It ensures initial setup for AI routines and game mechanics. ```Stellaris Script namespace = cgm_ai_routines #this event is fired on a monthly pulse but only once. #it stores data regarding number of hyperlane connections in every system, so this number can be used later #set default reserve and income for first month event = { #game start or mod install id = cgm_ai_routines.0 hide_window = yes fire_only_once = yes is_triggered_only = yes trigger = { NOT = { has_global_flag = cgm_ai_routines_0_done } } immediate = { set_global_flag = cgm_ai_routines_0_done check_imbalanced_difficulty_bonuses = yes set_global_flag = cgm_game_start set_timed_global_flag = { flag = cgm_game_start_timed days = 31 } set_global_flag = new_building_content_active set_global_flag = overhauled_building_stats_active set_global_flag = direct_build_enabled every_playable_country = { limit = { is_ai = no } set_country_flag = cgm_disable_autobuild set_variable = { which = cgm_building_construction_percent value = 20 } #not used initially, but just to have a default value. set_country_flag = cgm_player_focus_as_ai } every_system = { system_star = { set_variable = { which = num_of_hyperlane_connections value = 0 } save_event_target_as = hyperlane_check_star set_planet_flag = system_variable_repository } every_neighbor_system = { ignore_hyperlanes = no event_target:hyperlane_check_star = { change_variable = { which = num_of_hyperlane_connections value = 1 } } } } random_planet = { save_global_event_target_as = cgm_var_storage } } } ``` -------------------------------- ### Stellaris Building Definition Examples Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/NOTES/api_files/sources/utopia_expanded/buildings/01_tiervi_buildings.txt Provides examples of specific building definitions within Stellaris, illustrating how properties like build time, cost, resource production, prerequisites, and upgrade paths are configured. These examples include power plants, hydroponics farms, and mining networks. ```Stellaris Script building_power_plant_5 = { base_buildtime = @b5time is_listed = no cost = { minerals = @b4cost } potential = { planet = { NOT = { is_planet_class = pc_habitat } } } allow = { custom_tooltip = { text = "requires_building_capital_2" planet = { OR = { has_building = "building_capital_2" has_building = "building_capital_3" has_building = "building_machine_capital_2" has_building = "building_machine_capital_3" } } } } produced_resources = { energy = 8 } upgrades = { new_building_dark_matter_power_plant } prerequisites = { "tech_power_plant_4" } } ``` ```Stellaris Script betharian_power_plant_4 = { base_buildtime = @b4time is_listed = no icon = "building_power_plant_1" cost = { minerals = @b4cost } potential = { planet = { NOT = { is_planet_class = pc_habitat } } } allow = { custom_tooltip = { text = "requires_building_capital_2" planet = { OR = { has_building = "building_capital_2" has_building = "building_capital_3" has_building = "building_machine_capital_2" has_building = "building_machine_capital_3" } } } } produced_resources = { energy = 12 } upgrades = { new_building_dark_matter_power_plant } prerequisites = { "tech_power_plant_4" } } ``` ```Stellaris Script building_hydroponics_farm_5 = { base_buildtime = @b5time is_listed = no cost = { minerals = @b5cost } potential = { planet = { NOT = { is_planet_class = pc_habitat } } } allow = { custom_tooltip = { text = "requires_building_capital_2" planet = { OR = { has_building = "building_capital_2" has_building = "building_capital_3" has_building = "building_machine_capital_2" has_building = "building_machine_capital_3" } } } } produced_resources = { food = @b5effect } produced_resource_trigger = { modifier = { has_civic = civic_agrarian_idyll resources = { unity = 1 } } } required_resources = { energy = @b5upkeep } upgrades = { new_building_agri_processing_complex } prerequisites = { "tech_nano_vitality_crops" } } ``` ```Stellaris Script building_mining_network_5 = { base_buildtime = @b5time is_listed = no cost = { minerals = @b5cost } potential = { planet = { NOT = { is_planet_class = pc_habitat } } } allow = { custom_tooltip = { text = "requires_building_capital_2" planet = { OR = { has_building = "building_capital_2" has_building = "building_capital_3" has_building = "building_machine_capital_2" has_building = "building_machine_capital_3" } } } } produced_resources = { minerals = @b5effect } required_resources = { energy = @b5upkeep } upgrades = { new_building_autonomous_fabricators } prerequisites = { "tech_mining_network_4" } } ``` -------------------------------- ### Define Event Trigger for Game Start in Stellaris Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/NOTES/api_files/sources/mem/on_actions/mem_extinct_abductors_on_actions.txt This script block defines an event trigger that fires immediately when a new game starts in Stellaris. It is typically used to run initial setup events, such as `mem_extinct_abductors.1`, which is likely related to anomaly placement, initial game state configuration, or other one-time setup procedures at the beginning of a playthrough. ```Stellaris Script # Runs the anomaly placement event on game start on_game_start = { events = { mem_extinct_abductors.1 } } ``` -------------------------------- ### Example Stellaris Tile Blocker Definition Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/NOTES/api_files/sources/gwens_species_and_leaders/tile_blockers/gwen_tile_blockers.txt An example definition for a specific tile blocker named 'tb_gwen_unstable_collapsed_ground', illustrating the use of 'picture', 'time', 'cost', and 'spawn_chance' variables within a Stellaris modding context. ```Stellaris Script tb_gwen_unstable_collapsed_ground = { picture = tb_crater time = 360 cost = { energy = 300 } spawn_chance = { modifier = { add = 0 } } } ``` -------------------------------- ### Define On Game Start Event Trigger (Stellaris Script) Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/cultural_overhaul_debug/common/on_actions/ethic_rebuild_on_actions.txt This trigger defines a set of events that are executed immediately when a new game starts. It includes `starter_tech.1` and `set_my_flag.1` as initial game setup events. ```Stellaris Script on_game_start = { events = { starter_tech.1 set_my_flag.1 } } ``` -------------------------------- ### Define Game Start Event Trigger for Stellaris Modding Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/gratak_mods/custom_difficulty/common/on_actions/custom_difficulty_on_action.txt Specifies events that execute when a new country starts a game. The `custom_difficulty.10` event is triggered, which typically handles initial setup like setting flags, event targets, and starting default updates for all countries involved in the game. ```Stellaris Script on_game_start_country = { events = { custom_difficulty.10 } #set flag,set event target, start default events, start updates for all countries } ``` -------------------------------- ### Stellaris System Resource Definition and Examples Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/NOTES/api_files/sources/kugelblitz_megastructures/common/strategic_resources/00_penrose_resources.txt Defines the structure and configurable properties for custom system resources in Stellaris game modifications, along with examples for 'ergo_energy' and 'trade_goods' resources. ```APIDOC System Resource Definition Schema: = { # accumulative = yes/no # - Description: Determines if the resource accumulates over time. # collect_if_wrong_building = yes/no # - Description: Specifies if the resource can be collected even if the building type is incorrect. # accumulated_by_sectors = yes/no # - Description: Indicates if the resource accumulates when managed by sectors. # tradable = yes/no # - Description: Defines if the resource can be traded. # is_rare = yes/no # - Description: If 'yes', the resource is displayed in the strategic resources view. # is_global = yes/no # - Description: Applicable only on orbital tiles. Collected with stations. Can have country modifiers. Not necessarily consumed. Cannot be planet_local. # is_planet_local = yes/no # - Description: Applicable only on planet tiles. Collected with buildings. Are consumed. Cannot be global. # modifier = { ... } # - Description: Defines global resource country modifiers. # prerequisites = { ... } # - Description: Conditions that must be fulfilled before the resource is shown. # modifier_prerequisites = { ... } # - Description: Conditions that must be fulfilled before the resource can be used. # AI_category = # - Description: AI categorization for the resource (e.g., energy). # max = # - Description: Maximum amount of the resource. # capital_building_resource = yes/no # - Description: If 'yes', AI prioritizes placing colonies on this resource. # base_income = # - Description: Base income generated by the resource. } Usage Examples: ergo_energy = { accumulative = yes collect_if_wrong_building = no accumulated_by_sectors = yes tradable = no AI_category = energy max = 1 capital_building_resource = no base_income = 0 } trade_goods = { accumulative = no accumulated_by_sectors = no tradable = no is_rare = yes capital_building_resource = no modifier = { pop_consumer_goods_mult = -0.5 } } ``` -------------------------------- ### Define Additional Game Start Events in Stellaris Script Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/planet_engine_mods/planetary_diversity/planetary_diversity_uniques/common/on_actions/uniquepd_on_actions.txt This block specifies additional events that trigger at the general start of the game. It includes a unique event, likely for specific mod initialization or setup. ```Stellaris Script on_game_start = { events = { pdunqiue.00 } } ``` -------------------------------- ### Create Symbolic Link for GIMP Plugin (Generic) Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/gimpPlugin/README.txt Instructions for creating a symbolic link to place a GIMP plugin in the correct folder without moving the original file. This command requires administrator privileges to execute. ```CMD mklink "\layertodds.py" "C:\Users\\Documents\Paradox Interactive\Stellaris\mod\gimpPlugin\layertodds.py" ``` -------------------------------- ### Untitled Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/NOTES/api_files/cgm_auto_BU/gwen/common/buildings/seed_spore_carrying_buildings.txt No description -------------------------------- ### Define Game Start Event Trigger in Stellaris Modding Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/NOTES/api_files/sources/mem/on_actions/mem_planetary_shields_on_actions.txt This trigger activates custom events immediately when the game starts. It is typically used for initial setup or global modifications that apply from the beginning of a game session. ```Stellaris Script on_game_start = { events = { mem_planetary_shields.10 } } ``` -------------------------------- ### GIMP Python Plugin: Registration Example (Commented) Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/graphical_assets/manul/_Tips.txt This commented-out section illustrates how the GIMP plugin would be registered within the GIMP environment. It specifies metadata such as the plugin's name, description, author, year, and the menu path where it will appear in GIMP's interface, along with the image types it supports. ```Python #register('layertodds', "Saves layers to dds","Saves layers to dds","Gratak","Gratak",2017,"/Image/Save to dds", "RGB*, GRAY*", # [ # (PF_INT, "max_width", "Maximum Width", 500), # (PF_INT, "max_height", "Maximum Height", 500), # (PF_BOOL, "copy", "Make a JPEG copy", TRUE), ``` -------------------------------- ### Stellaris Modding: On Game Start Event Trigger Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/legacy_mods/1.9 mods/exoverhaul/combat/common/on_actions/ex_combat_on_actions.txt This trigger fires once when a new game is started or an existing game is loaded. It's commonly used for initial setup, global variables, or events that should only occur at the very beginning of a playthrough. ```Paradox Script on_game_start = { events = { ex_combat_game_start.1 ex_spaceport_events.0 fleetcap.1000 ex_ship_events.0 } } ``` -------------------------------- ### Energy and Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/CGM/buildings/common/scripted_triggers/cgm_ai_allow_triggers.txt No description -------------------------------- ### Stellaris AI Diplomacy and Start Parameters Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/NOTES/api_files/sources/zenith/personalities/ascended_empire_personalities.txt Defines parameters influencing an AI empire's diplomatic interactions and initial game setup. This includes acceptance rates for various pacts and federations, as well as the likelihood of an empire starting as an advanced civilization. ```APIDOC # Diplomacy: federation_acceptance -> Added directly to chance of accepting to form/join a federation nap_acceptance -> Added directly to chance of accepting to form a non-aggression pact migration_pact_acceptance -> Added directly to chance of accepting to form a migration pact defensive_pact_acceptance -> Added directly to chance of accepting to form a defensive pact # Diplomacy: advanced_start_chance -> Likelyhood of this empire being an advanced start (higher = better chance of being one of empires selected for advanced start) ``` -------------------------------- ### Stellaris Building AI and Resource Properties Example Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/CGM/fire_ancients_BU/common/buildings/build_upgraded_JOINEDzzzzCGMChanges.txt.txt This snippet illustrates a set of common properties for a Stellaris building, including its resource production, prerequisites, AI allowance rules, AI weight modifiers based on country flags, and specific conditions for technology unlock display. It represents a partial or generic building configuration. ```Stellaris Script allow = { requires_food_tile = yes requires_capital_2_or_hab = yes } prerequisites = { "tech_superior_agriculture" } produced_resources = { food = @tile_restricted_t5_1_output } planet_modifier = { static_planet_resource_food_add = @tile_restricted_t5_static_resource_add } upgrades = { building_agricultural_complex_1 } produced_resource_trigger = { modifier = { has_valid_civic = civic_agrarian_idyll resources = { unity = 1 } } modifier = { has_swapped_tradition = tr_adaptability_finish resources = { minerals = 1 } } } triggered_planet_modifier = { key = "capital_3_resource_bonus_modifier" potential = { if = { limit = { gse_enabled = yes } gse_is_virtual = no } planet = { has_capital_3 = yes } } modifier = { static_planet_resource_food_add = @tile_restricted_t5_triggered_planet_modifier } } #construction effects #ai restrictions and weights ai_allow = { NOT = { owner = { has_country_flag = cgm_disable_vanilla_building_AI } } food_buildings_limitation = no planet_unique_prerequisite = yes } ai_weight = { modifier = { factor = 5 from.owner = { has_country_flag = food_focus_factor_1 } } modifier = { factor = 10 from.owner = { has_country_flag = food_focus_factor_2 } } modifier = { factor = 15 from.owner = { has_country_flag = food_focus_factor_3 } } modifier = { factor = 20 from.owner = { has_country_flag = food_focus_factor_4 } } } show_tech_unlock_if = { always = no } } ``` -------------------------------- ### Define Game Start Events in Stellaris Modding Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/legacy_mods/1.8 mods/components-and-weapons/common/on_actions/Ex_component_events_on_actions.txt This block defines events that are triggered once when the game starts. It specifically references 'ex_flag_components.1', indicating an initial setup or flag initialization event that runs at the beginning of a new game session. ```Stellaris Scripting Language on_game_start = { events = { ex_flag_components.1 } } ``` -------------------------------- ### Untitled Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/NOTES/api_files/cgm_auto_BU/eutab/common/buildings/eutab_00_syntheticdawn_buildings.txt No description -------------------------------- ### Define Game Start Event Trigger in Stellaris Modding Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/legacy_mods/1.9 mods/exoverhaul/spaceport_rework_standalone/common/on_actions/ex_spaceport_on_actions.txt This block defines events that are triggered immediately when a new game starts or a save game is loaded. It ensures that initial setup or introductory events, such as 'ex_spaceport_events.0', are executed at the very beginning of gameplay. ```Stellaris Script on_game_start = { events = { ex_spaceport_events.0 } } ``` -------------------------------- ### Stellaris Game Start Event Trigger Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/legacy_mods/1.9 mods/exoverhaul/ethics-and-government/common/on_actions/Ex_ethics_events_on_actions.txt This snippet defines an event trigger that fires once when the game starts or a save game is loaded. It configures the `ex_flag_ethics.1` event to be executed at the beginning, often used for initial setup, global modifications, or one-time checks. ```Stellaris Script on_game_start = { events = { ex_flag_ethics.1 } } ``` -------------------------------- ### Untitled Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/legacy_mods/1.9 mods/exoverhaul/combat/common/component_templates/ex_slot_hull.txt No description -------------------------------- ### Untitled Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/legacy_mods/1.8 mods/reworked-buildings-and-ai/common/buildings/build_upgraded_JOINEDex_unity_buildings.txt.txt No description -------------------------------- ### Stellaris Script: Applying Initial System Effects Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/planet_engine_mods/all_these_worlds/0_galactic_diversity/common/solar_system_initializers/fallen_empire_initializers.txt Provides an example of an `init_effect` block, which executes specific commands when the system is initialized. This particular example creates a Fallen Empire home citadel, useful for setting up unique starting conditions for custom systems. ```Stellaris Script init_effect = { create_fe_home_citadel = yes } ``` -------------------------------- ### Configure Game Start Event Trigger in Stellaris Script Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/legacy_mods/1.9 mods/exoverhaul/traits-and-leaders/common/on_actions/Ex_trait_on_actions.txt This block defines an event that fires immediately when a new game starts. It ensures that `ex_flag_traits.1` is executed at the very beginning of the game, often for initial setup, flag initialization, or one-time mod effects. ```Stellaris Script on_game_start = { events = { ex_flag_traits.1 } } ``` -------------------------------- ### Stellaris Game Building Definition Schema and Examples Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/legacy_mods/1.9 mods/compatibility-patches-exoverhaul/BUAlphaMod/common/buildings/z_build_upgraded_JOINEDadv_farming_buildings.txt.txt Documents the structure and properties used to define various buildings in Stellaris game mods. Each building block specifies attributes like build time, costs, resource production, adjacency bonuses, planet modifiers, prerequisites, and AI behavior logic, illustrating the comprehensive schema for in-game structures. ```APIDOC building_power_hub_1_hidden_tree_root = { potential = { always=no } planet_unique = yes icon = building_power_hub_1 } building_mineral_silo_1_hidden_tree_root = { potential = { always=no } planet_unique = yes icon = building_mineral_silo_1 } building_mineral_processing_plant_1_hidden_tree_root = { potential = { always=no } planet_unique = yes icon = building_mineral_processing_plant_1 } building_clinic_hidden_tree_root = { potential = { always=no } planet_unique = yes icon = building_clinic } building_large_city = { is_listed = no upgrades = { building_jewel_city building_apex_city } produced_resources = { energy = 1 food = 1 unity = 1 } adjacency_bonus = { tile_building_resource_energy_add = 1 } planet_modifier = { pop_growth_speed = 0.1 } } building_jewel_city = { is_listed = no empire_unique = yes base_buildtime = 1800 cost = { energy = 500 minerals = 500 influence = 50 } produced_resources = { energy = 3 food = 1 unity = 2 } adjacency_bonus = { tile_building_resource_energy_add = 2 } planet_modifier = { pop_growth_speed = 0.2 } potential = { planet = { owner = { has_tradition = tr_prosperity_finish } } } } building_apex_city = { is_listed = no empire_unique = yes base_buildtime = 1800 cost = { energy = 500 minerals = 500 influence = 50 } produced_resources = { energy = 2 food = 1 unity = 3 } planet_modifier = { pop_growth_speed = 0.2 tile_resource_society_research_mult = 0.1 tile_resource_engineering_research_mult = 0.1 tile_resource_physics_research_mult = 0.1 } potential = { planet = { owner = { has_tradition = tr_discovery_finish } } } } building_aerofighter_base = { base_buildtime = 360 cost = { minerals = 100 energy = 100 } required_resources = { minerals = 2 energy = 2 } produced_resources = { engineering_research = 2 } army_modifier = { garrison_health = 0.5 } prerequisites = { "tech_centralized_command" } ai_allow = { planet = { not = { has_building = building_aerofighter_base } not = { has_building_construction = building_aerofighter_base } } } ai_weight = { factor = @weightuseful } } building_assaultmechbay = { base_buildtime = @buildhuge empire_unique = yes cost = { minerals = @mincosthigh energy = @engcosthigh influence = @infcosthigh } required_resources = { minerals = 5 energy = 5 } produced_resources = { engineering_research = 8 } army_modifier = { garrison_health = 1.5 } prerequisites = { "tech_alpha_assaultmechs" } ai_weight = { weight = @weightimportant modifier = { factor = 5.0 from = { has_ethic = ethic_fanatic_militarist } } modifier = { factor = 2.0 from = { has_ethic = ethic_militarist } } modifier = { factor = 0 from = { sector_controlled = yes } } } } building_lightmechbay_hidden_tree_root = { potential = { always=no } planet_unique = yes icon = building_lightmechbay } building_lightmechbay = { base_buildtime = @buildlong planet_unique = yes cost = { minerals = @mincostlow energy = @engcostmed } required_resources = { minerals = 2 energy = 2 } produced_resources = { engineering_research = 2 } army_modifier = { garrison_health = 0.5 } potential = { planet = { any_tile = { has_actinides_deposit = yes } } NAND = { owner = { has_technology = "tech_alpha_mediummechs" } } } allow = { custom_tooltip = { text = "requirement_actinides_tapped" planet = { or = { has_building = building_actinides_mine has_building = building_nuclear_research } } } } prerequisites = { "tech_alpha_lightmechs" } upgrades = { building_mediummechbay } } ``` -------------------------------- ### Untitled Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/legacy_mods/1.9 mods/exoverhaul/combat/common/component_templates/ex_aux.txt No description -------------------------------- ### Trigger Initial Aquatics Origin Setup Event (aquatics.1000) Source: https://github.com/gatekeeperhaig/stellaris-modding-den/blob/master/planet_engine_mods/all_these_worlds/0_galactic_diversity/events/aquatics_events.txt This Stellaris country event serves as an initial setup trigger for the Aquatics origin. It immediately calls `aquatics.1001` to begin the process of modifying starting colonizable planets. The event is designed to be triggered only by other game events and does not display a pop-up window to the player. ```Stellaris Script country_event = { id = aquatics.1000 is_triggered_only = yes hide_window = yes immediate = { country_event = { id = aquatics.1001 } # WIP - prob. more things to come here } } ```