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번역 관련 문제 보고
Currently I have not made a separate mod with only portraits, mostly because I am just focused on maintaining one code-base well, instead of dividing my attention on multiple. I can understand the desire for a portraits only mod, and maybe I could do one in the future, but it probably will not happen for a while!
Fixed. Thank you for pointing this out! Normal empires and hive empires now get different job types from the bioweapon research building. I appreciate the help finding all the mistakes I make lol
我已经放了一个链接到你的模组!我用翻译器来翻译这条消息,所以如果听起来有点奇怪,我表示抱歉,但还是要感谢你!由于我不懂中文,我无法验证本地化文件是否正确,但根据我在你的模组页面上翻译的评论和评分,我认为这样做是值得的,特别是如果它能帮助到人们的话!非常感谢你!
(English: I have put a link to your mod! I used a translator for this message so apologies if it is strange sounding, but thank you! Since I do not know Chinese I have no way of validating if the localization files are correct, but judging by the comments and ratings I translated on your mod page I think it is worth doing, especially if it helps people! Thank you very much!)
https://steamproxy.net/sharedfiles/filedetails/?id=3108330591
Friend request received deleting contact information.
in the event tasty_events.999, you look for {has_origin = origin_reawakened_judgement_maxtrix}
then you go to the capital_scope, and there you can just use add_deposit and add the desired deposts. I have a working copy should you want it.
Been thinking about what you said and I can think of another interpretation of your words. You are suggesting a create a new function in ".../scripted_effects/01_start_of_game_effects.txt" named anything, and have that code add districts or deposits. Then, in my game start function that I already have (tasty_events.999) call that scripted effect.
To address this possibility (I have now tried it), this does not solve the 1 month delay on the planet generation because that function is only called once the Stellaris event manager takes its first tick, resulting in identical behavior to the current code, just scattering the pieces around some files.
Just being thorough in my communication, and still looking into this.
Please correct me if I am wrong, I'd love if this worked, but 01_start_of_game_effects.txt exists in the folder "Stellaris/common/scripted_effects/". Which as far as I understand is a non-override file; meaning if I were to copy the second function "generate_home_system_resources = {...}" it would delete the base Stellaris code for that function and replace it with my own, not add a new function call. You may be suggesting I copy the whole code, not just the function head, and insert my own code into it to get the desired effect. The problem with that is, if any other modders do that, or if Stellaris updates, I will be forcing that function to use old code, or override other modders versions of that.