- * '''sound''' - A reference to a sound instance that indicates the sound to be played for activation. * '''resources''' - An [[Economy_modding#Economy_Units|Economy Unit]] that determines the resource output and activa7 KB(930个字) - 2022年3月8日 (二) 08:34
- * '''sound''' - A reference to a sound effect entry that plays when this decision is enacted. * '''resources''' - An [[Economy_modding#Economy_Units|Economy Unit]] that determines the cost of this decision. Onl4 KB(556个字) - 2022年3月8日 (二) 20:27
- This page is about modding the [[Land warfare#Orbital bombardment|Bombardment Stances]]. …this file, any custom bombardment stances will have neither animations nor sound effects.7 KB(863个字) - 2022年3月8日 (二) 06:08
- …_chain''' || An associated event chain. || ID of an existing [[Event chain modding|Event chain]] || No ||class="mw-code" | event_chain = "mymod_example_event_ …es this project have a specific sound? || yes/no || No ||class="mw-code" | sound = no8 KB(1,052个字) - 2022年3月8日 (二) 20:27
- * Swarm units have had their sound volume adjusted ==Modding==8 KB(1,246个字) - 2022年3月10日 (四) 02:16
- '''Modding''', or creating [[mods]], is the act of modifying the behavior of the base …is guide is intended to lower the entry barriers to the world of Stellaris modding. However, there is still a learning curve to it, and it cannot replace the62 KB(8,790个字) - 2022年5月11日 (三) 13:12
- GUI modding in Stellaris is not easy and sometimes even not obvious either. However, th …position, orientation, buttonFont, buttonText, appendText, oversound, clicksound, shortcut, format, vertical_alignment, pdx_tooltip, alwaysTransparent, web_30 KB(4,188个字) - 2022年3月8日 (二) 20:27
- === Modding === * Fixed missing ambient sounds for certain star classes14 KB(2,140个字) - 2022年3月10日 (四) 02:25
- # <code>country_event</code> – for an entire [[Empire_modding|empire]] # <code>planet_event</code> – for a [[Planet_modding|planet]]30 KB(4,566个字) - 2022年3月8日 (二) 18:29
- …ou open up a window. This entry may also be a collection, listed in <code>\sound\category.asset</code>. They represent different moods associated with the… …or = "molluscoid_massive_clothes_01" hair_selector = "no_texture" greeting_sound = "molluscoid_01_greetings"21 KB(3,346个字) - 2022年5月15日 (日) 10:18
- === Modding === …tes in the Sol system because that made even less sense than lasers making sound in space15 KB(2,492个字) - 2022年3月10日 (四) 02:22
- …25|Moddability Updates in Lem]] || An in depth dev diary on new changes to modding including variable changes, sprite sheets, randomness being actually random …nguage and Moddability Improvements]] || Changes to the scripting language/modding in 3.0|| 2021-03-1147 KB(5,803个字) - 2022年5月11日 (三) 04:54
- ** New Ship Designer sounds with more variations. ** Mono to Stereo Upgrade of legacy sounds.23 KB(3,775个字) - 2022年3月10日 (四) 02:26
- …3 new advisor voice sets as well as 16 minutes of new music (added to the soundtrack DLC as well) * Reduced cost of robo-modding a species21 KB(3,289个字) - 2022年3月10日 (四) 02:23
- == User modding == * Fixed issue with a ship destroyed VO sound not working37 KB(5,640个字) - 2022年3月10日 (四) 02:17
- * The slavery/purge sounds now play when appropriate species rights are set == User modding ==30 KB(4,661个字) - 2022年3月10日 (四) 02:18
- {{Hatnote|This page deals with commands used in the console. For the [[modding]] term, see [[effects]].}} …50 || Rise of the Sentinels || Doesn't require the crisis but will add its sound effects || None41 KB(5,784个字) - 2022年3月7日 (一) 21:58
- …research benefits at all, only very minor advantages such as cheaper gene-modding) === Modding ===43 KB(6,892个字) - 2022年3月10日 (四) 02:24
- === Modding === === Modding ===59 KB(9,191个字) - 2022年3月10日 (四) 02:23
- …chine Empires, gives +2 machine trait points and 33% cost reduction on robomodding * Added traits for robotic species, and a technology that lets you do 'robomodding', the equivalent of genetic modification for robotic pops41 KB(6,337个字) - 2022年3月10日 (四) 02:19