Stellaris

Stellaris

Evil ExHumans
Nozeminer  [developer] Sep 16, 2020 @ 1:23am
Placing them into the humanoids tab/making them playable for the AI
(initially wanted to put this into the comments but it exceeds the 1000 sign limit T__T)

The reason of why I've put them into a seperate phenotype was to avoid conflicts with other mods that add new species within the humanoids tab. The problem here is that you have to specitfy where you want your portrait to appear here:

portraits = {
"human"
"humanoid_02"
"humanoid_03"
"humanoid_04"
"humanoid_05"
"xevil"

If it looks like this, it'll appear as the 6th portrait (given you have the humanoids pack) in the row.
But if you i.e. install another mod that adds portraits to the humanoid tab in the exact same place, like the morjan humanoid mod (not the species one), it'll overwrite my mod if loaded after it or be overwritten if loaded before it.
I could also try to change it to appear as the 7th or 8th portrait, but then again, if you install a mod that adds humanoid portraits in those places in the future you'd have to decide which one you want. (just tested it myself)
The good thing that comes with adding them to the humanoid tab though is that they actually appear as AI while they don't if they have their own tab.

So if I can't get them to spawn as an AI empire while they have their own phenotype, I'll just upload a seperate version which puts them into the humanoid tab. But like I said, it's a tradeoff where you'd need to decide between compatibility and having them spawn as an AI empire.

(I'm always open for suggestions or help, so if anyone of you happens to have managed to make a species mod with a seperate phenotype playable for the AI, feel free to let me know. ^_^)
Last edited by Nozeminer; Sep 16, 2020 @ 3:00am
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Showing 1-2 of 2 comments
BrokenMidnight Sep 17, 2020 @ 2:08pm 
Noted. So just write that thing in the humanoid part? Modding Stellaris is so confusing

Nozeminer  [developer] Sep 17, 2020 @ 2:50pm 
Yeah like i said, if I do that, then I'd need to place it somewhere into that humanoid row, and if you only use my mod that's gonna add something into the humanoid tab then it'll be fine. If you install another humanoid mod that adds its species in a different place then it'll probably fine too, altough idk about that for sure.

If however, you install another mod that does the same and that happens to place its species at the same spot then it'll cause conflicts, as the


portraits = {
"human"
"humanoid_02"
"humanoid_03"
"humanoid_04"
"humanoid_05"
"xevil"

would get overwritten by

portraits = {
"human"
"humanoid_02"
"humanoid_03"
"humanoid_04"
"humanoid_05"
"other race added by another mod"

or vice versa, depending on your loadorder.

A mod that does that for example would be the morjan humanoid mod, you'd have to decide which one you want and couldn't play with both.
And there is always a possibility that someone else makes a great looking humanoid mod and it would be a shame if people would be forced to decide on which one they want.
Putting this mod into its seperate phenotype however ensures that the only way to cause conflicts would be if someone releases a species mod with the exact same phenotype, which is far less likely.


As for the part of being playable by the AI, I know mods that add their own phenotype for their races like silfae's and still appear as AI empires, but I still have to figure out where the difference to my mod lies.
Their species_classes.txt is the same as mine (apart from the names and stuff) and the other txt files just define graphical things like bodytypes, hairs and clothing for different jobs. :/

Last edited by Nozeminer; Sep 17, 2020 @ 11:46pm
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