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[15:53:25][portraitobject.cpp:679]: Failed to find portrait selector ms_plantoid_01_b4
[15:53:28][game_util.cpp:445]: Failed to unregister used portrait in gamestate: portrait 'ms_plantoid_01' for the class 'PLANT' is not found in portrait set database
[15:53:28][portraitobject.cpp:679]: Failed to find portrait selector ms_plantoid_01
[15:54:07][effect_impl_building.cpp:43]: add_building: failed to add a building of type 'building_ancient_class_4_singularity' to planet '天之殿'
[15:54:46][trigger.cpp:479]: Wrong scope for trigger 'is_ai' at common/scripted_triggers/zzz_scripted_triggers_astral_planes.txt:42 @ in scripted trigger can_spawn_astral_rift_natural_generation at file: events/000_astral_planes_events.txt line: 48
Current Scope: galactic_object
Supported Scopes: country
Thank you so much for your quick and detailed replies - they helped me better understand the game!
Once the game version becomes more stable, I’ll consider reworking the vanilla logic for how archaeological sites are generated — perhaps making them appear spontaneously like astral rifts. However, such a change would likely be incompatible with any mod that includes archaeological content, and there’s a good chance it might not work as intended. Still, I'd like to give it a try.Thank you very much for your thoughtful suggestion:)
- as you made in this mod, allow the AI to explore archeo-sites and rifts that have already been discovered by the player (fun competition!) and not allow the AI to discover them, but
- as you made in the other mod, keep the vanilla game galaxy-wide distribution of archeo-sites and rifts but just prevent AI from discovering them first.
Thanks in advance for considering this idea!
Since Astral Scars can only turn into Astral Rifts in player territory, potential spawns were limited. To fix this:
1.The rift spawn cooldown is now 1 year instead of 10, so rifts appear much faster.
2.Astral Scars can now spawn in AI systems, but will only convert once the player takes control.
3.The spawn weight for rifts in player territory has been doubled.
As a result, Astral Rifts will appear faster than before and still only ever form within player territory.
If I understood it correctly, astral scars spawn on galaxy generation and to spawn more scars empires have to first run into one.
Either the mod is broken or there's some conflict with 4.0.5. but with the mod on, no scars spawn on galaxy generation so nobody can run into one to trigger more spawns.
If you have many mods installed and are worried about conflicts, you can test if this mod is working with the following steps:
1.Survey a non-capital system
2.Run: effect spawn_astral_scar = yes
3.Save and choose: A. human_ai for AI, or B. nothing for human
4.Select a planet and run: effect split_astral_scar = yes
5.Rift appears for human, not for AI.