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My main point was was that the host should always have control of who gets to use it and who doesn't, because otherwise if people are trying to play a serious game, anyone could just sneak in extra resources, modifiers, etc.
I mean sure, you can always just disable the mod before playing, but then no one gets to use it. The whole point of the menu is so that people have control over a variety of things, so control is my top priority, that's why there are so many options, even ones that can actually just make you weaker.
In any case, I feel like I need to actually complete/restore my cheat menu's features first before I seriously consider adding multiplayer support.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3311950726&searchtext=cheat+menu
I've considered attempting to make this multiplayer compatible numerous times via edict, or something else, however my main roadblock is figuring out how to effectively make it so the host can set up who can use it, and who can't. As far as I know there's no condition or trigger that checks if the player is the host of the game or not.
You can use the command to create a system, but it is a colossal pain to do it and get it to work, mostly because of the "Scope system", which you have to do a bunch of stuff to get to the right one, as it won’t work otherwise
spawn_system requires a scope of… oh, planet is viable now?
I guess you can try this, and go from there after clicking on a planet/star.
effect spawn_system = { min_distance >= 5 max_distance <= 50 min_orientation_angle = 0 max_orientation_angle = 360 initializer = basic_init_01 hyperlane = yes is_discovered = yes }
The initializer is the system it's going to spawn, so change that to what you want.
If you're interested in more commands or need help, the Stellaris wiki has a list of them all and a few guides.
Here’s the Modding page which is very helpful
(https://stellaris.paradoxwikis.com/Modding)
Effects are the commands used by Events
Have fun. (Stupid character limit)