Stellaris

Stellaris

(get new version) GAPS: Gwen's Additional Play Styles 2
 This topic has been pinned, so it's probably important
GwenBlanketSpecter  [developer] 5 Apr, 2020 @ 9:01am
COMPATIBILITY STUFF
global flag of this mod
Mod_Flag_GAPS_Activated
IF you touche game rule system_blocks_sensors add the following line
has_star_flag = star_flag_GAPS_sealed_system
if you have a tradition mod and you want traditionless civic to work properly make it so a country with the following flag cannot get your tradition.
CountryFlag_GAPS_I_am_Traditionless
the above is a work around for niche situations since i can no longer increase the cost of traditions properly. I do not edit the traditions of the core game myself.

if you want special resources from this mod to show up i suggest these
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2094499750 if you are using alphamod use this one. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1595876588 use this one if you are not using alphamod
Last edited by GwenBlanketSpecter; 25 May, 2020 @ 6:19am
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Showing 1-13 of 13 comments
lastofthelight 5 Apr, 2020 @ 1:12pm 
To be clear, you mean in 00_rules.txt, the first rule?
lastofthelight 5 Apr, 2020 @ 1:13pm 
EDIT: No, she doesn't mean the first one. Yes in that file. Search for "system_blocks_sensors" then add the third flag (from above) to the rule.
GwenBlanketSpecter  [developer] 5 Apr, 2020 @ 2:22pm 
i don't even edit that file itself. i just use my own file thats a copy of that rule only so it overrides. any mod that also over rides will fight mine for who over rides it
lastofthelight 9 Apr, 2020 @ 3:31pm 
Good tip. A few other things, a bug report and a compatibility note.

Compatibility: Tree-tenders is not currently compatible with the photosynthetic mod. Everything will (bug above aside) physically WORK, but as that mod makes plantoids use energy instead of food, they'll be unable to build the world tree-without you consoling in food, and then the food-upkeep of the tree tenders will make them unusable. Though the tree-tenders are a bit bugged anyways. https://ibb.co/kQ8TDhc for an image.

Potential Bug Report: I don't *think* this is related to the above, which is the only reason I'm mentioning it. When playing a gestalt empire, the tree-tender tooltip reads: "job_GAPS_tree_tender_default" with a desc of "job_gaps_tree_tender_gestalt_desc". Each tree tender job seems to have an upkeep of 2 food, and adds to the maximum number of agri_drones we can have. Not sure if that's intentional.
GwenBlanketSpecter  [developer] 9 Apr, 2020 @ 4:53pm 
the localization issue shoudl be fixed. you'll need to ahve a few farms to feed the plants with. the planet plants need good soil and biomass to grow.
Last edited by GwenBlanketSpecter; 9 Apr, 2020 @ 6:09pm
GwenBlanketSpecter  [developer] 9 Apr, 2020 @ 4:59pm 
https://steamuserimages-a.akamaihd.net/ugc/1010437031296531926/62021E3126BEE8BE363E79CC1A6349667652AAB3/

thats the image related to the civic. i'm not sure what you are asking. that says what everything does. for gestalts i tried to just substitute similar jobs.
Last edited by GwenBlanketSpecter; 9 Apr, 2020 @ 6:42pm
lastofthelight 9 Apr, 2020 @ 6:17pm 
Okay, I see what you mean now. What I meant was - when you look at the screenshot I provided, I was expecting a tooltip more akin to the vanilla ones. (because types of jobs, like tree tenders, have their own tooltips, and no data was set for this) - but its already in the overall civic tooltip. OK. Thanks. I don't know why I didn't realize that.

Also, regarding your other question: "has_global_flag = photosynthesis_active" is the flag for photosynthesis mod.

Edit: I think you deleted/edited the comment I'm replying to, so you can mostly ignore this, sorry.
Last edited by lastofthelight; 9 Apr, 2020 @ 6:17pm
GwenBlanketSpecter  [developer] 9 Apr, 2020 @ 6:27pm 
no worries. its good. i updated recently to fix the tooltips
Last edited by GwenBlanketSpecter; 9 Apr, 2020 @ 6:39pm
GwenBlanketSpecter  [developer] 10 Apr, 2020 @ 7:33am 
I";ll give them a way to turn minerals into food. just gonna take soem time to code
GwenBlanketSpecter  [developer] 27 Apr, 2020 @ 4:06am 
updated compat information
GwenBlanketSpecter  [developer] 25 May, 2020 @ 6:19am 
if you want special resources from this mod to show up i suggest these
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2094499750 if you are using alphamod use this one. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1595876588 use this one if you are not using alphamod
DragoonBlade 23 Jul, 2020 @ 9:26am 
Does this mod also do Light levels for modded stars or do all modded stars have the -1 light levels? Also why do Pulsars have -1 light level? They are literally one of the brightest stars in the night sky! It's the entire reason they are called Pulsars. They rapidly expel large amounts of radiation (light) in massive quantities in intervals of set time. So much so that they would burn away the atmosphere of any planet anywhere in orbit range to the Pulsar relative to our stars Goldelocks zone (If the planet was as close as Venus, Earth, and Mars to our star).
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