Stellaris

Stellaris

Archaeology Sites WTF (3.12)
Dr. Nolegs 2 Jul, 2024 @ 11:56am
Astral rift disabler 900 beta (real)
(Certain Astral rifts leave behind species deposits which you can account for, but honestly I just want the map to be clear.

You can have a trigger to fail if the edict is enabled, although you'd need to create a flag on the rift to allow regression destroying on your yearly pulse (which should really probably be a decade pulse), although I see absolutely no reason on my own side to not destroy rifts, so here's my work.



The way to do so is simple.

in the on actions section, create a new action

on_astral_rift_exploration_complete = {
events = {
lez.300
}
}


in your already existing events add, a

country_event = {
id = wtf.300
hide_window = yes

is_triggered_only = yes
immediate = {
FROM = {
astral_rift_event = { id = wtf.310 }
}
random_planet_within_border = {
limit = {
has_deposit = no
has_anomaly = no
NOT = { has_planet_flag = megastructure }
NOT = {
any_fleet_in_orbit = {
is_ship_class = shipclass_habitat_station
}
}
}
add_deposit = d_astral_threads_deposit_3
}
}
}

astral_rift_event = {
id = wtf.310
hide_window = yes

is_triggered_only = yes

immediate = {
destroy_astral_rift = this
}
}


This implementation has two flaws, one being the already mentioned not working with your edict, which simply needs you to set a flag to destroy with an on_decade or on_yearly pulse

The second being some events can possibly get sad that you destroy it immediately, although I have found no examples of it breaking rewards from my testing, and you can't get special rewards such as the BAOL's rift reward of a 25 Society deposit unless you specifically program for it. Oh well!

This took way more time than such a small amount of code really deserved to, and if you really want to remake the astral scar in the same spot, you can just piggyback on the spawn_astral_scar scripted effect.
Last edited by Dr. Nolegs; 2 Jul, 2024 @ 11:59am