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This is the localisation data, it has the names and descriptions http://pastebin.com/TGgvJWRp
Single_Biome_desc:1 "This world has evolved very simple Fauna ad flora within a single, global biome, and the surface is rife with all sorts of life waiting to be explored. Their biology offers great research opportunities." - - - and
Atmospheric_Stimulant_desc:0 "Something in the air just makes the people here so dam irritable, they go at life a hundred miles an hour and seem really high strung." - - - damn
Silicon_Crystals_desc:0 "Large silicon crystals are seen growing on this world. They seem to form clusters of crystals starting at a point in the soul and growing outwards like a flower. Their colours depend on the composition of the soil, with bright soil resulting in fairly clear yellow and brown crystals and darker, iron rich soil resulting in bright red or purple crystals. Various other types can be found across the surface of this world." - - - soil
Thank you :) Modding is what makes a already good game great.
Now, how do the ringworld modifers work exactly? I mean in regards to races that start on them as example (Custom)
And secondly, is it possible to add these modifiers to custom systems by hand? If yes what are their definitions? Do you have a list somewhere one can access?
(Somehow I am unable to post in the general comment section, is that steam being mad or something you want?)
Thus far I have spent several hours today searching for this, but unfortunately the only command that comes close to this is "add_anomaly" so like, if these were modifiers added by an event triggered after researching an anomaly with a science ship then you COULD add them (in a round about way) by adding the anomaly that would trigger the event that would add the modifier lol...
but yeah it doesnt seem that there is an "add_modifier" command
What I can do is have the "cleanup" script ignore systems that have a certain "flag" so they don't remove modifiers from the planets/ringworlds in that systems. I think fallen empires systems have their own flag in their custom system files.
( "has_country_flag = fallen_empire_1" for example)
Sorry for the late reply. I do read every comment but am not always able to immediately respond, I sometimes forget later :(
Can your custom modifiers ignore it somehow? Haven't tested the mod yet. If so, how did you get past that obstacle?