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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)
I appreciate you making this particular aspect of the mod (there used to be an old one, but Im pretty sure its game breaking now...), and I do have one follow-up question:
Is there a 'secret' console command to perhaps add systems? Or is there a lot of backend work that needs to accompany that?
I also figured I'd add my highly experimental and definitely unfinished cheats from my private branch of the Cheat Menu, because they work fine enough, and they'd never see the light of day otherwise.
You can add and remove Hyperlanes now, create systems, and create clusters of systems (currently isolated from the galaxy like the L Cluster. If someone asks nicely enough, I'll probably feel obligated to fix it, because my brain can't stand something I've created being insufficient, which is ironic, because I've abandoned many other projects.)
Anyways, it's a good update, that hopefully works fine. Have fun.
I'm waiting for 4.0 to get mostly ironed out before I start playing, since it seems to be fairly unstable. It probably wouldn't be too much of a pain to add though, I feel slightly inspired to check it out later now.
Is it a version probleme or smth? I'm on 3.8.4
Turns out there are times when higher percentage options (within reason) CAN help, early game for example.. Just have them be like 50000% max or 75000% max, something like that, not 469486498% like i mentioned previously lol.
Thanks :)