Stellaris

Stellaris

Prevent AI from Discovering Archaeology Sites & Astral Rifts
66 Comments
=L33T 720= 28 Jun @ 2:00am 
for those who asks, yes, mod still works fine on 3.14
Lunatic 26 Jun @ 5:25am 
Would it be possible to add a function to dig sites in allied space?
原味菜鸡 25 Jun @ 11:27am 
很多时候打掉别人的星系会直接得到完全情报,跳过了科研船探索所以没法生成坟,这方面有办法优化吗
st鸢一 6 Jun @ 9:56am 
非常好mod制作者,使我变成盗墓高手:steamthumbsup:
小咕咚  [author] 5 Jun @ 3:28am 
scope添加的问题已经解决了,现在我玩这模组是没有报错的,error里很多报错是游戏原版就有的不用管。如果仍旧闪退的话应该是有其他地方的产生了更严重的错误,比如divide by zero,可能在其他文件里会记载?
疯愚弄臣 5 Jun @ 1:00am 
这是日志后边那段,因为留言限制1000字符,完整的发不出来
疯愚弄臣 5 Jun @ 12:58am 
[15:52:50][game_util.cpp:424]: Failed to register used portrait in gamestate: portrait 'ms_plantoid_01' for the class 'PLANT' is not found in portrait set database
[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
小咕咚  [author] 4 Jun @ 10:24pm 
@疯愚弄臣 修改了一下计算公式,你现在再读取原先崩溃的存档试试看,还会闪退吗?如还果会闪退的话,请把崩溃报告发给我,我看看还可能是什么问题造成的。
疯愚弄臣 4 Jun @ 9:36pm 
原版只加了这个mod,开局第一天在 政府⇨法令 里边主动调节遗迹为32倍,星界为1倍,点确定关掉界面,然后关掉再政府界面,之后再尝试打开政府界面时闪退
542650213 27 May @ 8:25pm 
谢谢作者的努力与付出。谢谢!
小咕咚  [author] 27 May @ 8:24am 
@Son Nanomachines Thanks for the reminder
小咕咚  [author] 27 May @ 8:23am 
@542650213 新加了一个开局事件,可以自由调整考古遗迹和星界裂隙的生成概率
鱼因梦想而伟大 27 May @ 3:34am 
坟挖爽了:cool_seagull::cool_seagull::cool_seagull:
542650213 26 May @ 11:24pm 
作者,能不能把概率调低点,在母星至少跳出了上十个考古遗迹了。或者你告诉下我在哪个文件里调。谢谢。
Son Nanomachines 26 May @ 11:39am 
looks like it's occurring because you're currently overwriting astral_planes_effects.txt - the modded version should have a prefix like you do with zzz_scripted_triggers_astral_planes.txt
小咕咚  [author] 26 May @ 7:04am 
@Aurora 我检查了代码,理论上应该没有任何冲突。本模组的代码只局部覆盖了发现考古遗迹和生成星界裂隙的事件,不影响它们产生之后的后续事件,原版恶魔背道者事件链的代码我也看过了,和生成裂隙的事件不相关。这种情况可能是多个模组产生的复杂化学反应,等我之后有空实测一下
小咕咚  [author] 26 May @ 6:39am 
@死鱼翻滚 可以
死鱼翻滚 25 May @ 8:18pm 
大佬,这个mod可以联机使用吗?
Aurora 25 May @ 7:58am 
就装了小伞mod的一些功能性mod和美味女仆拓展没有其他mod了,应该是这个mod的问题,还麻烦作者排查一下。之前没装mod的时候还能正常触发
Aurora 25 May @ 7:53am 
永恒王座事件链,打开虫洞前往银河中心,无形异使的那个事件,前往地点后敌方敌对的黄色恶魔背道者无法正常出现导致事件卡死
小咕咚  [author] 24 May @ 4:50am 
说明BUG时,请提供必要信息,至少也要说明:什么事件,什么进度,是否是模组定义的新事件,可能产生冲突的其他模组
绯色天空的暗红杀星 24 May @ 4:30am 
会出现银河中心事件不刷敌方舰队出来,使得事件直接卡死
Wairui 16 May @ 2:07pm 
Ah, archaeo-sites are strictly a byproduct of finding anoms makes sense. You're right to worry too about unintended consequences and "forced ... playstyles". Removing the high concentration of rifts in the player's territory would be nice.
Thank you so much for your quick and detailed replies - they helped me better understand the game!
小咕咚  [author] 16 May @ 11:58am 
To keep as many systems as possible in an unsurveyed state until the AI empire collapses, players are forced into overly careful, artificial playstyles, which hurts the overall experience. That’s why I increased the spawn chance of archaeological sites — to ensure players can still discover a reasonable number of sites through normal gameplay.
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:)
小咕咚  [author] 16 May @ 11:58am 
Your idea works well for astral rifts. Their generation is independent and random, so as long as the player keeps expanding, all rifts can eventually be found without worrying about the AI taking the rewards. I'll consider removing the bonus spawn chance to improve balance.However, this doesn't work for archaeological sites, because their discovery is essentially a byproduct of science ships finding anomalies. As a result, if a system has already reached full survey progress, the player can no longer discover any new archaeological sites there. Survey progress is irreversible, so players have to be very cautious — they must avoid gaining too much intel on AI empires or claiming too many of their systems (otherwise, when those systems are conquered, the player will automatically inherit the outposts and thus full survey status).
Wairui 16 May @ 9:53am 
The concepts in this mod and 'Disable AI Archaeology and Astral Rift Exploration' mod are great! Please consider my suggestion for a new mod that combines the competitive fun flavour and yet allow you to achieve your goal to improve player chances to complete archeo-projects:
- 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!
小咕咚  [author] 16 May @ 7:15am 
Thanks for the reminder
Aspct 15 May @ 3:28pm 
Hi the version number in this mod's descriptor seems to be "4.0.*" instead of "v4.0.*" therefore the launcher gives the incompatible warning. Mod still works of course but I thought I'd let you know.
Texas Redhawk 15 May @ 8:58am 
Understood, thank you. Wasn't sure if that was intended or some kind of bug.
小咕咚  [author] 15 May @ 7:12am 
Yes, this mod is intended for archaeology enthusiasts. The rule that only the player can discover archaeological sites means that if the spawn rate isn’t increased, you'd end up with just a few sites in player territory once the galaxy has been carved up by the AI — making it impossible to enjoy the full content. If you prefer a less dense distribution of sites, you can subscribe to "Disable AI Archaeology and Astral Rift Exploration" , which only blocks the AI from exploring them without altering the spawn rate.
Texas Redhawk 14 May @ 11:59am 
For some reason I'm discovering a LOT of archaeological sites now - the first system I surveyed had no less than four, and now twenty years in and having only explored a small section of space around me I've discovered sixteen. I'm not 100% sure it's this mod doing it, but I've never seen this many sites before this run, which is my first with this mod installed.
arc361 13 May @ 10:31am 
awesome thank you
小咕咚  [author] 13 May @ 9:43am 
I eventually decided to override the event (though I’m not a fan of doing so), but this allowed for some key improvements:
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.
小咕咚  [author] 13 May @ 9:27am 
The issue preventing Astral Rifts from spawning has been resolved. Due to the tightly coupled nature of the trigger conditions, it was necessary to override the astral rift generation event. While this change should not cause any compatibility issues for the foreseeable future, it does inevitably reduce long-term version compatibility. If you encounter any further problems, feel free to reach out.
Holarula 13 May @ 12:56am 
如评论所说,我的几次开局确实咩有遇到过星界裂隙,也许在4.0.6版本需要进行修复
arc361 12 May @ 4:48pm 
I can confirm that this mod does remove astral scars from the map. You can confirm that by going in observe mode and looking at the map. I wonder if we can just make an edit to the trigger and fix this
arc361 12 May @ 12:54pm 
Yeah I wanna try this mod out but am worried about those to recent posts
Jammo 11 May @ 2:10pm 
Definitely something broken currently, noticed there had been 0 rifts in 50 years of my current save so did some file digging.

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.
=L33T 720= 11 May @ 11:58am 
is this still working for 3.14?
Rakeela 11 May @ 11:38am 
I haven't seen any astral rifts spawn since I started running this mod. Did you bug out the astral rifts, or do I not know how they're supposed to be spawned?
Fading Sky 11 May @ 4:25am 
@小咕咚 原来是这样的,我确实下载了你的好多mod:steamhappy:
MixedMethods 10 May @ 7:19pm 
What would be an amazing mod would just be adding a delay to to AI starting the digs/rift so you have more time to snatch them if desired
小咕咚  [author] 10 May @ 5:51am 
@Fading Sky 乱码考古遗迹很可能是我另一个禁止AI考古mod造成的,因为它有考古遗迹代码的覆盖,而3.14版本并不存在这些考古遗迹。这个模组应该大概也许没有用到4.0的新语法,所以3.14版本可能或许能够运行
小咕咚  [author] 10 May @ 5:47am 
@Xlin That’s a bizarre bug! I haven’t run into it myself yet, and I don’t have any idea what might be triggering it — but I’ll keep an eye out.
小咕咚  [author] 10 May @ 5:41am 
Nope, the logic check is instantaneous. astral rifts and archaeological sites only consider the system owner at the moment they are generated. If you conquer an AI-controlled system later, it won't retroactively block.
UltraEarth 9 May @ 1:04pm 
Does this mean that if i conquer AI territory i will not be able to discover archaeological sites and astral rifts in it?
Xlin 9 May @ 6:21am 
Got the mod and in the existing save The Formless (purple dudes in the heart of the galaxy defending the astral rift) give infinite gifts. The event when they give a free fleet or a physics technology etc happens, you choose an option, but the notification doesn't go away and now I have infinite fleets
Apo7292009 9 May @ 5:32am 
how about l gates?
Fading Sky 9 May @ 3:08am 
好像在3.14版本会出现乱码考古遗迹,但是不确定,有时间再排查一下
小咕咚  [author] 7 May @ 11:56am 
Supports version 4.0.
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.