Stellaris

Stellaris

Planetary Mega Engineering
Found a fix for disappearing deposits when making ecumenopolis
as the title says, I've found a fix for the disppearing deposits. stellaris already has a system for this, using the functions
save_deposits
and
restore_saved_deposits
. these functions call to
02_machine_age_effects.txt
at
common\scripted_effects\02_machine_age_effects.txt
. the fix is simple but tedious to do all at once. you need to make an if statement under the
save_deposits
function, saying that if the planet has deposit x, give it the planet flag deposit_x. then under
restore_saved_deposits
, add an if statement saying that if the planet has the planet_flag deposit_x, add deposit x to the planet then remove the flag. an example is:
if = { limit = { has_deposit = pme_d_cybernetics_uplink_facility } set_planet_flag = pme_d_cybernetics_uplink_facility }
for setting the flag under
save_deposits
, and
if = { limit = { has_planet_flag = pme_d_cybernetics_uplink_facility } add_deposit = pme_d_cybernetics_uplink_facility remove_planet_flag = pme_d_cybernetics_uplink_facility }
for restoring the deposit and removing the flag under
restore_saved_deposits
. this works because when the ecumenopolis (or other planet change that wipes deposits) is done the order of events should be, and almost always is: 1. save deposits, 2. clear deposits, 3. restore saved, 4. set needed flags, 5. change planet class.

Here's a pastebin to the fix. The entirety of the
02_machine_age_effects.txt
file is in there, with the only modifications being the changes for these deposits, so pasting the whole thing over a copy of the file should make it work properly
(side note: I apparently can't comment because I don't own the game myself technically, I'm borrowing it from another account lol)
https://pastebin.com/exFRQpJr
Last edited by Ste/\m_Pnk42; 1 Jan @ 4:37am
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I've made this into its own mod since the dev is seemingly on break and can't add it, here you go:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3403998133
(still going through auto-review like all workshop items do, so it might be a few hours before it's visible)
Last edited by Ste/\m_Pnk42; 9 Jan @ 9:13am
Thanks so much for posting this. That's incredibly helpful!
Derelict Dawn  [developer] 9 Jun @ 6:05pm 
I looked into this workaround. I follow a rule for my mod where I never overwrite base game files for compatibility reasons. So unfortunately, unless I create a custom version of the arcology project, this isn't viable as a fix, at least as far as I can tell.
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