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Raportează o problemă de traducere






For example, in scripted effects update_eotc_accords, in events several shroud.83xx beginning events and so on?
At least Irony Mod Manager shows all of the above as " # This mod contains empty code. Possibly to overwrite other mods. "
Is this intentional, or do the comments in the code cause some bugs in how Irony is handling the code?
Also, fixed the enforcer bug, sorry for that and thanks Kali.
I haven't checked for civics and other stuff, but I'm not seeing the shadows of the shroud origins or the portraits with this mod enabled.
to ensure compatibility with BPV - More Building Slots - Compatibility.
```
#/common/scripted_variables/any_name.txt
@your_mod_name_mod = 1
# end this file with a empty line or a # comment
```
- Since Vanilla is now using social_classes_triggered_modifiers_no_happiness and intentionally not applying it to all pop categories, I've restored "standard_pop_modifiers" as an inline script applied to all pop categories (except wilderness_heart_strata).
- the on_pre_ftl_post_advance on action is deprecated
- Triggered job inline scripts have been redesigned to be more flexible. The current setup should not break existing mods designed for the old system, but future changes might.
- kill_pop_stu has been replaced with kill_pops_stu, which should be equivalent to kill_pop_amount apart from first firing the "on_pop_killed_by_effect" on_action. the variable "stu_local_pop_amount" on the pop group set to the number of pops killed.
- removed jobs/bureaucrats_add, jobs/culture_workers_add, jobs/death_priests_add, and jobs/administrators_add; use the new vanilla jobs/unity_jobs_add
Updating the list of features will have to wait until tomorrow, 'though, it's past 10 PM and I've got a driving lesson in the morning.
- Added job triggers, e.g. pop_is_priest_stu. These are kind of subjective.