Stellaris

Stellaris

~Repeating Script Templates
34 Comments
kuyan-judith  [author] Nov 9, 2024 @ 2:12pm 
Now updated to 3.14.15
kuyan-judith  [author] Oct 11, 2024 @ 9:48pm 
Added documentation in discussion
kuyan-judith  [author] Oct 11, 2024 @ 6:20pm 
Added a set of scripts under "rst/foreach" which are similar to the "foreach" scripts but take text rather than an inline script as input.
kuyan-judith  [author] Sep 28, 2024 @ 2:32pm 
Possibly "supported" is the wrong word for that? But I couldn't think of a better one.

(Intel Expanded isn't listed as a supported mod since it doesn't have any content of the sort this mod could fail to support)
kuyan-judith  [author] Sep 28, 2024 @ 2:29pm 
@Figaround: This mod is currently required for two mods that I know of, those being Intel Expanded (https://steamcommunity.com/sharedfiles/filedetails/?id=2746061348) and Diagrapher's Trait Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2459686697)

What I mean by the list of *supported* mods is; in Intel Expanded, technologies, traditions and so on *from the supported mods* will be visible in the custom interface but ones *from other mods* won't be. And other mods relying on this one would have similar issues.
Figaround Sep 28, 2024 @ 12:17pm 
I am especially annoyed that you did not have enough RAM for something. I haven't been able to complete many games anyway, because the performance on my laptop drops catastrophically in a late game.
Figaround Sep 28, 2024 @ 12:14pm 
I didn't play for more than six months. Please remind me, what this mod is for? I went to the pages of the mods you specified, for example, Aggressive Crisis Engine or Aggressive Crisis Engine - it does not indicate that this mod is needed. :gregory:
kuyan-judith  [author] Jun 6, 2024 @ 6:08am 
(specifically, Irony seems to think the brackets for inline maths aren't closed properly if they contain script variables)
kuyan-judith  [author] Jun 6, 2024 @ 6:04am 
@Minime: the error there is with Irony, not with this mod.
Minime Jun 5, 2024 @ 9:28am 
Irony Mod Manager gives about 43 serious errors with this mod. The errors have to do with clauses that were opened, but not closed. About 43 files (errors) need fixed to add the closing brackets ( missing the " } '"). This comment is valid as of 06/05/2024. Really like the mod, and thanking you in advance for your efforts!
Link3000XD May 29, 2024 @ 7:49pm 
thank you~
kuyan-judith  [author] May 25, 2024 @ 11:04pm 
@Link3000XD:

Either at the top or immediately after Scripted Trigger Undercoat.
Link3000XD May 25, 2024 @ 12:38pm 
hmm where does this go in the load order?
kuyan-judith  [author] May 13, 2024 @ 11:35pm 
Now updated to 3.12.1
Figaround Feb 28, 2024 @ 11:02am 
The game has recently been updated, perhaps an update is needed?
kahvipensas Feb 23, 2024 @ 9:10am 
Irony Mod Manager gives several warnings, for example:

Error at line: 1225 column: 16 file: common\inline_scripts\foreach\technology\physics.txt.
Please report this error to the author of the mod: ~Repeating Script Templates.

Error message says:

Error in common\inline_scripts\foreach\technology\physics.txt: Ln: 1225 Col: 23
(UTF16-Col: 16)
CASE = @[ 1 * (1-has_stellaris_evolved) ]
^
Note: The column count assumes a tab stop distance of 8 chars.
Expecting: closing brace or statement
Other error messages:
The clause opened at
("common\\inline_scripts\\foreach\\technology\\physics.txt", Ln: 1223, Col:
17) was not closed.

The same error is found in several inline_scripts.
kuyan-judith  [author] Dec 15, 2023 @ 6:06pm 
Updated to 3.10.4

I've also comprehensively reworked this mod:

- Thanks to innovations by TTFTCUTS, Compatibility modules are no longer necessary- content from supported mods will be included automatically if those mods are installed. However, this means several mods such as Forgotten Queens and Secrets of the Fallen Empires can no longer be supported until they're upgraded to support TTFTCUTS's compatibility method.

- For the sake of space and since inline scripts now work in effect and trigger blocks, I've cut the scripted effects and triggers.
kuyan-judith  [author] Sep 20, 2023 @ 3:02am 
Now updated to 3.9
kuyan-judith  [author] Jun 3, 2023 @ 6:05pm 
And the localization should be fixed now.
kuyan-judith  [author] Jun 3, 2023 @ 5:33pm 
@Figaround: The merger of rules should be totally compatible with this mod with no patch necessary, yes.

This mod *doesn't overwrite anything*; the only thing that goes wrong if this mod doesn't have a module for mod M is that any *content* from mod M gets *ignored by* stuff that relies on this mod (currently just Intel Expanded, probably), and the Merger *doesn't add new content*.
Figaround Jun 3, 2023 @ 6:52am 
Your mod has only english localization, me and many others play in another one and in this case there will be code instead of text. You can easily add other localizations (which will be a copy of the English one) using https://github.com/SolidID/TranslationMultiplier/releases/tag/1.0.0 , this is a simple script that creates the desired localizations when run in the English localization folder.
Figaround Jun 3, 2023 @ 6:45am 
By the way, for the mentioned (and many other) mods (ACOT, Gigas, NSC2 and other), I and many others use the compatibility patch ! The Merger of Rules 3.8 doesn't change anything and doesn't require your patch?
kuyan-judith  [author] Jun 3, 2023 @ 5:50am 
@Figaround:

Repeating Script Template *compat modules* need to go *after* the Repeating Script Templates *main mod*. Other than that, it doesn't actually matter where RST or its modules go in load order and this will almost certainly remain true no matter what other mods you use them with; any order will work.

Intel Expanded doesn't overwrite any of the same objects as ACOT, Gigas, or NSC2, so it doesn't matter what order you load it in relative to those mods; any order will work.

However, if you're using NSC2 you should probably also use UI Overhal Dynamic. The compatibility patch between Intel Expanded and UI Overhaul Dynamic needs to go after both the mods it patches, as is normally the rule with patches. So long as they go before the patch, UIOD and IE can go in any order relative to each other.
Figaround Jun 3, 2023 @ 4:48am 
What is the boot order, I moved from the Intel Expanded mod, what should I follow if I have ACOT, Gigas and NSC2? In what order are Intel Expanded, ~Repeating Script Templates, patches, and the mods I mentioned?
I also use the Playable Katzenartig Imperium it depends on Gigas, hopefully it doesn't need a patch or you can make one.
kuyan-judith  [author] Jun 2, 2023 @ 9:48pm 
Added a module for NSC2
kuyan-judith  [author] Jun 1, 2023 @ 5:22pm 
Now updated to 3.8.3

Since this mod was running into RAM limits, I've disabled the features I didn't personally plan on using. If any other modders have specific features they want me to re-enable, please let me know.
Lordlony May 6, 2023 @ 3:29am 
Hmm okay, I'm still confused on what this mod does, all I know is I need it for the one mod I have added on to playset. That one mod has resulted in me apparently needing 11 :steamfacepalm:
kuyan-judith  [author] May 6, 2023 @ 2:31am 
@LordIony: No; if I did that stuff that uses this mod would be at risk of checking for technologies etc. that don't exist, which is generally best avoided.
Lordlony May 6, 2023 @ 1:50am 
Cant these modules just be incorporated into the main mod ?
kuyan-judith  [author] Apr 24, 2023 @ 12:32am 
@Atlantispy: Either should be fine, so long as they don't go before the RST main mod.
Atlantispy Apr 23, 2023 @ 5:05am 
Do the modules go after the mod they're patching, or at the beginning with the RST main mod?
kuyan-judith  [author] Apr 22, 2023 @ 2:08am 
Updated to 3.7.4, and added modules for 4 more mods.
kuyan-judith  [author] Feb 12, 2023 @ 1:42am 
Update: bugfix.
kuyan-judith  [author] Feb 4, 2023 @ 12:03am 
Update: bugfix, added modifers as parameters to some scripts. The bugfix has required some changes to how most "potential" and "possible" parameters work.