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otherwise you can try to terraform the planet, that might remove it too (but doubt it)
you can also see if the debugtooltip command gives any more info on the proper name of the modifier.
the debug tooltip doesn't show the name of the modifier on the planet. However, I believe I have the right name for the modifier. The script in the game still executes. It just doesn't seem to do anything.
doomsday_1
doomsday_2
doomsday_3
doomsday_4
doomsday_5
doomsday_first_colony
taken right from the game files. Try those.
EDIT:
effect remove_modifier = { modifier = doomsday_1 }
should be the right command structure, according to the wiki.
I tried this command copy paste with every name including dooms_first_colony. The script keeps saying removed, howevever the modifier is still there and the planet still explodes after 6 months. Any ideas?
EDIT:
Ok, try this while having the planet selected:
planet_event = { id = origin.80 days = 999999999 random = 900 }
This should set the timer to a gigantic number. If the game crashes, reduce it.
It's not perfect, but everything else might need a save game edit.
console just says unknown command. I've tried changing the planet class but that hasn't removed the modifier. It seems that the ai getting this origin isn't uncommon as I've seen a few post from people getting the same issue.
it will open pop-up as doomsday_(number), for instance, let's just intend it's doomsday_4.
click your planet and type effect remove_modifier = doomsday_(number). than it will disappear.