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编辑“
Building modding
”(章节)
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== Examples == ==== Cost, Upkeep, and Production ==== Buildings usually have a cost and build time for construction, and often have an upkeep that must be paid. The below definition says that "building_sample" is a planet building that requires 100 minerals and 100 energy to build, would take 240 game days to complete, and after that has an upkeep of 2 energy a game month. After its construction it provides 2 minerals and 4 food per month. Other things that can be used include alloys, consumer goods, influence, minor artifacts, research, strategic resources, and unity. Unlike some modifiers, these must be flat values rather than production multipliers. <pre> building_sample = { base_buildtime = 240 resources = { category = planet_buildings cost = { minerals = 100 energy = 100 } upkeep = { energy = 2 } produces = { food = 4 minerals = 2 } } } </pre> ==== Conditional Upkeep and Production ==== Production and upkeep brackets also allow for a [[Conditions|triggered condition]] block that will unlock them when the planet has met a specific condition. Each triggered production or upkeep will replace the current production or upkeep values for each resource declared. If there is a production or upkeep value previously established (like a base upkeep), these values will not be altered unless the upkeep/production resource is declared in the triggered block. It should be noted that good practice is to establish a base upkeep first with no triggers. <pre> building_sample = { base_buildtime = 240 resources = { category = planet_buildings cost = { minerals = 100 energy = 100 } upkeep = { energy = 2 } upkeep = { trigger = { num_districts = { type = district_farming value >= 2 } } # The new total building upkeep must be updated with each trigger. This overwrites the energy upkeep energy = 4 # This is not part of base upkeep, and will be tacked on minerals = 1 } produces = { food = 4 minerals = 2 } produces = { trigger = { num_districts = { type = district_farming value >= 2 } } food = 8 } } } </pre> ==== Resources Production via Jobs ==== Most buildings don't directly provide resources, but instead increase the number of planetary jobs. This can be done unconditionally using the ''planet_modifier'' element. However, since jobs often differ by country type (normal, hive minds, machine, etc.), so ''triggered_planet_modifier'' should be used instead. The modifier is applied to the planet only if the trigger defined in the ''potential'' element returns true. Each ''triggered_planet_modifier'' will be checked; a ''break'' statement cannot be used to prevent later checks. The below sample adds two farmer jobs depending on whether the owner country is a hive mind or not. <pre> building_sample = { base_buildtime = 240 resources = { category = planet_buildings cost = { minerals = 100 energy = 100 } upkeep = { energy = 2 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } modifier = { job_farmer_add = 2 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } modifier = { job_agri_drone_add = 2 } } } </pre> You can also use other modifiers to change the growth speed, ethics attraction and much more. See the [[Modifiers]] for more. If you want to apply a country-wide modifier, use ''country_modifier'' or ''triggered_country_modifier'' instead. ==== Upgrades ==== Many buildings can be upgraded to an improved version of itself. To support this you must create one or more additional build definitions. Typically, you would duplicate the first building and simply change the id by 2 or higher number. Also you might want to hide the upgraded building appearing as seperate building in the building list by setting can_build = no. Once the second building has been created and all necessary improvements made, return to the first building and add an ''upgrades'' element. Inside the bracket, you would add the name of the second building which the first building will upgrade to. The build time and resource cost of the second building become the time and cost to upgrade to that building. The below example adds a new building with an improvement to jobs produced and small increase to upkeep. The original building is given an ''update'' element and renamed for consistency. <pre> building_sample_1 = { base_buildtime = 240 resources = { category = planet_buildings cost = { minerals = 100 energy = 100 } upkeep = { energy = 2 } } upgrades = { building_sample_2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } modifier = { job_farmer_add = 2 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } modifier = { job_agri_drone_add = 2 } } } building_sample_2 = { base_buildtime = 240 can_build = no resources = { category = planet_buildings cost = { minerals = 100 energy = 100 } upkeep = { energy = 3 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } modifier = { job_farmer_add = 3 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } modifier = { job_agri_drone_add = 3 } } } </pre> Though not used in vanilla Stellaris, a building can have multiple upgrade routes. Clicking the yellow upgrade icon on the building opens the upgrade panel where the defined upgraded buildings are listed. Note as well that upgradable buildings should not have the base_cap_amount set. This should only be set on the first upgrable building, and will be carried over. {{ModdingNavbox}} [[Category:模组制作]]
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