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== Overwriting | == Overwriting Specific Elements == | ||
{{anchor|Mod_Load_Order | {{anchor|Mod_Load_Order}}{{See also|#Mod load order}} | ||
Occasionally, it is possible to overwrite a specific game element without needing to replace the entire vanilla file. In some cases adding an element with a similar identifier (id or key) into another file will duplicate that element for the game. But in other cases, the version that comes first (First In, Only Served; '''FIOS''')/last (Last In, Only Served; '''LIOS''') will be used instead.<ref>[[forum:990537]]</ref> The order in which files are processed is based on [[commons:Media:ASCII-Table-wide.svg|ASCIIbetical order]] of the filenames. If the names are the same, they'll be processed based on the displayed order in the launcher (or loading template). Before [[patch 2.5]] the load order was the reverse-ASCIIbetical order of the mod display name, with vanilla always being first (if it’s at the ''top'' of the mod list, it'll be loaded ''last''). Note that if there are multiple mods with the same display name, only the one whose mod file comes first, will be used. | Occasionally, it is possible to overwrite a specific game element without needing to replace the entire vanilla file. In some cases adding an element with a similar identifier (id or key) into another file will duplicate that element for the game. But in other cases, the version that comes first (First In, Only Served; '''FIOS''')/last (Last In, Only Served; '''LIOS''') will be used instead.<ref>[[forum:990537]]</ref> The order in which files are processed is based on [[commons:Media:ASCII-Table-wide.svg|ASCIIbetical order]] of the filenames. If the names are the same, they'll be processed based on the displayed order in the launcher (or loading template). Before [[patch 2.5]] the load order was the reverse-ASCIIbetical order of the mod display name, with vanilla always being first (if it’s at the ''top'' of the mod list, it'll be loaded ''last''). Note that if there are multiple mods with the same display name, only the one whose mod file comes first, will be used. | ||
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<!--{| class="mw-collapsible wikitable" style="float: left; margin-left: -5px; margin-top: -5px; min-width:40%; max-width:50%;"--> | <!--{| class="mw-collapsible wikitable" style="float: left; margin-left: -5px; margin-top: -5px; min-width:40%; max-width:50%;"--> | ||
{| class="mw-collapsible wikitable" style="float: left; margin-left: -5px; margin-top: -5px" | {| class="mw-collapsible wikitable" style="float: left; margin-left: -5px; margin-top: -5px" | ||
|+ A-N (Agendas – Notification<br>Modifiers) | |||
|- | |- | ||
! <!--style="min-width:12%;max-width:22%;"--> rowspan=2 | Folder !! colspan=3 | Overwrite !! rowspan=2 | Contents | ! <!--style="min-width:12%;max-width:22%;"--> rowspan=2 | Folder !! colspan=3 | Overwrite !! rowspan=2 | Contents | ||
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| {{icon|unknown}} | | {{icon|unknown}} | ||
| | | | ||
| | | | ||
|- | |- | ||
| ├───operations | | ├───operations | ||
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| ascension_perks | | ascension_perks | ||
| LIOS | | LIOS | ||
| [ | | [NONE in 3.x] (Object key already exists) | ||
| | |||
| {{iconify|Ascension Perk}} definitions. | | {{iconify|Ascension Perk}} definitions. | ||
|- | |- | ||
第1,129行: | 第1,130行: | ||
|- | |- | ||
| buildings | | buildings | ||
| LIOS | | LIOS | ||
| Object key already exists | | Object key already exists | ||
| | | Breaks auto-generated modifiers if game version is <3.3 | ||
| {{iconify|Building}} definitions. | | {{iconify|Building}} definitions. | ||
|- | |- | ||
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| {{icon|unknown}} | | {{icon|unknown}} | ||
| | | | ||
| | | List of referenceable tags assignable to ship [[component]]s. | ||
|- | |- | ||
| component_templates | | component_templates | ||
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| {{icon|unknown}} | | {{icon|unknown}} | ||
| | | | ||
| Which capital | | Which capital types and robot portraits empires use. | ||
|- | |- | ||
| country_types | | country_types | ||
| LIOS | | LIOS | ||
| [ | | [NONE in 3.X] (Object key already exists) | ||
| | |||
| Rules for empires, enclaves, and other country types. | | Rules for empires, enclaves, and other country types. | ||
|- | |- | ||
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| LIOS/DUPL | | LIOS/DUPL | ||
| Object key already exists | | Object key already exists | ||
| Entire override ONLY. | |Entire override ONLY. | ||
| {{iconify|Decision}} definitions and AI weights. | | {{iconify|Decision}} definitions and AI weights. | ||
|- | |- | ||
第1,239行: | 第1,240行: | ||
| LIOS | | LIOS | ||
| {{small|''[none]''}} | | {{small|''[none]''}} | ||
| The block the define is in must be included as well. | | The block the define is in must be included as well.<br>E.g.: <small><code>NGameplay = { POLICY_YEARS = 10 }</code></small> | ||
| Global variables and settings. | | Global variables and settings. | ||
|- | |- | ||
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| {{icon|unknown}} | | {{icon|unknown}} | ||
| | | | ||
| | | Diplomatic phrase keys and conditions for diplomatic actions. | ||
|- | |- | ||
| diplomatic_economy | | diplomatic_economy | ||
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| Object key already exists | | Object key already exists | ||
| | | | ||
| | | {{icon|diplomacy}} [[Diplomatic agreement]] costs. | ||
|- | |- | ||
| diplomatic_actions | | diplomatic_actions | ||
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| Object key already exists | | Object key already exists | ||
| Entire override ONLY. | | Entire override ONLY. | ||
| | | {{icon|diplomacy}} [[Diplomatic action]] conditions. | ||
|- | |- | ||
| style="height: 45px" | districts | | style="height: 45px" | districts | ||
| LIOS | | LIOS | ||
| Object key already exists | | Object key already exists | ||
| | | Breaks auto-generated modifiers if game version is <3.3 | ||
| {{iconify|District}} definitions. | | {{iconify|District}} definitions. | ||
|- | |- | ||
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| Object key already exists | | Object key already exists | ||
| | | | ||
| | | [[Modifiers#Economic_Categories|Economic categories]] used by [[Economy_modding#Economy_Units|resource blocks]] and AI budgets. | ||
|- | |- | ||
| economic_plans | | economic_plans | ||
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| LIOS | | LIOS | ||
| {{icon|unknown}} | | {{icon|unknown}} | ||
| Entire override : ''PASS'' | |Entire override : ''PASS'' | ||
| {{iconify|infiltration}} [[Espionage asset]] definitions. | | {{iconify|infiltration}} [[Espionage asset]] definitions. | ||
|- | |- | ||
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| LIOS | | LIOS | ||
| {{icon|unknown}} | | {{icon|unknown}} | ||
| Entire override : ''PASS'' | |Entire override : ''PASS'' | ||
| {{iconify|infiltration}} Espionage operation definitions. | | {{iconify|infiltration}} Espionage operation definitions. | ||
|- | |- | ||
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| LIOS | | LIOS | ||
| Object key already exists | | Object key already exists | ||
| | | Includes origins | ||
| [[Civic]] and [[origin]] definitions. | | [[Civic]] and [[origin]] definitions. | ||
|- | |- | ||
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| {{icon|unknown}} | | {{icon|unknown}} | ||
| {{icon|unknown}} | | {{icon|unknown}} | ||
| Unused | |||
| | | | ||
|- | |- | ||
| leader_classes | | leader_classes | ||
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|<small>DUPL/LIOS</small> | |<small>DUPL/LIOS</small> | ||
| {{icon|unknown}} | | {{icon|unknown}} | ||
| Entire override ONLY. | |Entire override ONLY. | ||
| [[Observation post]] mission definitions and AI weights. | | [[Observation post]] mission definitions and AI weights. | ||
|- | |- | ||
| on_actions | | on_actions | ||
| NO | | NO | ||
| {{small|''[none]''}} | | {{small|''[none]''}} | ||
| Cannot modify existing entries | | Cannot modify existing entries.<br>Load order is top first. | ||
All new event ID will be Merge to same NAME={} you signed in. | |||
| Assigns | | Assigns events to be triggered when certain game actions happen. | ||
|- | |- | ||
| opinion_modifiers | | opinion_modifiers | ||
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|- | |- | ||
| planet_classes | | planet_classes | ||
| LIOS | | LIOS | ||
| {{small|''[none]''}} | | {{small|''[none]''}} | ||
| | | Possibly DUPL – breaks habitability modifiers if game version is <3.3. | ||
| [[Celestial body]] graphics and definitions. | | [[Celestial body]] graphics and definitions. | ||
|- | |- | ||
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|- | |- | ||
| pop_jobs | | pop_jobs | ||
| | | NO | ||
| | | {{small|''[none]''}} | ||
| | | Breaks auto-generated modifiers if game version is <3.3. | ||
| {{iconify|Job}} definitions and auto-assignment weights. | | {{iconify|Job}} definitions and auto-assignment weights. | ||
|- | |- | ||
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| Components for randomly generated Empire, Federation, Faction, First Contact, and War names. | | Components for randomly generated Empire, Federation, Faction, First Contact, and War names. | ||
|- | |- | ||
| └── | | └── ─Base | ||
| {{icon|unknown}} | | {{icon|unknown}} | ||
| {{icon|unknown}} | | {{icon|unknown}} | ||
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| {{icon|unknown}} | | {{icon|unknown}} | ||
| | | | ||
| | | Defines which category individual resolutions are in and the category icon. | ||
|- | |- | ||
| resolution_groups | | resolution_groups | ||
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| Object with key already exists | | Object with key already exists | ||
| | | | ||
| | | Assigns frames and text colors to resolution categories. | ||
|- | |- | ||
| resolutions | | resolutions | ||
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| Object with key already exists | | Object with key already exists | ||
| | | | ||
| | | [[Resolution]] definitions and AI weights. | ||
|- | |- | ||
| scripted_effects | | scripted_effects | ||
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| Object key already exists | | Object key already exists | ||
| | | | ||
| [[Dynamic_modding#Scripted_effects| | | [[Dynamic_modding#Scripted_effects|Sripted effects]]. | ||
|- | |- | ||
| scripted_loc | | scripted_loc | ||
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| | | | ||
| {{icon|ship class}} [[Ship_designer#Types|Ship chassis]] definitions, including {{iconify|Starbase}}s and [[spaceborne aliens]]. | | {{icon|ship class}} [[Ship_designer#Types|Ship chassis]] definitions, including {{iconify|Starbase}}s and [[spaceborne aliens]]. | ||
|- | |- | ||
| solar_system_initializers | | solar_system_initializers | ||
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| Initializer already exists | | Initializer already exists | ||
| | | | ||
| Predefined solar systems, some including country, colony, and/or fleet generation. | |||
|- | |- | ||
| special_projects | | special_projects | ||
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|- | |- | ||
| species_archetypes | | species_archetypes | ||
| LIOS | | LIOS | ||
| Object key already exists | | Object key already exists | ||
| | | Breaks auto-generated modifiers if game version is <3.3. | ||
| Assigns {{iconify|Trait Point}}s and [[Trait]] sets to [[Species]] archetypes. | | Assigns {{iconify|Trait Point}}s and [[Trait]] sets to [[Species]] archetypes. | ||
|- | |- | ||
第1,688行: | 第1,675行: | ||
| LIOS | | LIOS | ||
| Object key already exists | | Object key already exists | ||
| Assigns portraits, species archetype, and graphical culture to [[Species#List_of_species_classes|species classes]]. | |||
| | | | ||
|- | |- | ||
| species_names | | species_names | ||
第1,712行: | 第1,699行: | ||
| DUPL/LIOS | | DUPL/LIOS | ||
| Object key already exists | | Object key already exists | ||
| Entire override ONLY. | |Entire override ONLY. | ||
| {{icon|starbase}} [[Starbase#Buildings|Starbase building]] definitions and AI weight modifiers. | | {{icon|starbase}} [[Starbase#Buildings|Starbase building]] definitions and AI weight modifiers. | ||
|- | |- | ||
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|- | |- | ||
| static_modifiers | | static_modifiers | ||
| | | LIOS | ||
| {{small|''[none]''}} | | {{small|''[none]''}} | ||
| | | | ||
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| subjects | | subjects | ||
| LIOS | | LIOS | ||
| [ | | [none] | ||
| Functions are limited/restricted by:<br><small><code>diplomatic_actions</code> and <code>game_rules</code></small> | | Functions are limited/restricted by:<br><small><code>diplomatic_actions</code> and <code>game_rules</code></small> | ||
| {{icon|vassal}} [[Subject empire]] type definitions. | | {{icon|vassal}} [[Subject empire]] type definitions. | ||
|- | |- | ||
| system tooltips | | system tooltips | ||
| {{icon|unknown}} | | {{icon|unknown}} | ||
| {{icon|unknown}} | | {{icon|unknown}} | ||
| | | | ||
| Tooltips displayed when hovering over a system. | | Tooltips displayed when hovering over a system. | ||
第1,770行: | 第1,757行: | ||
|- | |- | ||
| technology | | technology | ||
| LIOS | | LIOS | ||
| Duplicate technology: [''tech''] | | Duplicate technology: [''tech''] | ||
| LIOS overrides mostly still work despite the DUPL-type error entry. However, if the overwriting tech lacks a "potential" block, it will inherit the "potential" block from the overwritten tech. | | LIOS overrides mostly still work despite the DUPL-type error entry. However, if the overwriting tech lacks a "potential" block, it will inherit the "potential" block from the overwritten tech. | ||
第1,778行: | 第1,765行: | ||
| {{icon|unknown}} | | {{icon|unknown}} | ||
| {{icon|unknown}} | | {{icon|unknown}} | ||
| List of [[Technology#Research_areas_&_fields|research categories]] and icon assignments. | |||
| | | | ||
|- | |- | ||
| └───tier | | └───tier | ||
第1,820行: | 第1,807行: | ||
| LIOS | | LIOS | ||
| Object key already exists | | Object key already exists | ||
| {{icon|casus belli}} [[War goal]] definitions, conditions, and AI weights. | | {{icon|casus belli}} [[War goal]] definitions, conditions, and AI weights. | ||
|} | |} | ||
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Check if non-ASCII characters exist in the address of the mod folder. | Check if non-ASCII characters exist in the address of the mod folder. | ||
Verify integrity of Stellaris installation files (for Steam right click on Stellaris > Properties > Local files > Verify). Warning: Verification tool | Verify integrity of Stellaris installation files (for Steam right click on Stellaris > Properties > Local files > Verify). Warning: Verification tool deos not check for any additional files put into the installation folder, and those might still alter the checksum. Check [[Patches|patch notes]] and compare your unmodded game (vanilla) with reference checksum. | ||
Make sure your antivirus is not blocking the launcher. It might do so silently without a warning. | Make sure your antivirus is not blocking the launcher. It might do so silently without a warning. | ||
第1,989行: | 第1,975行: | ||
* [[forum:1508908|Stellaris Dev Diary #240: Scripting Improvements in 3.3]] | * [[forum:1508908|Stellaris Dev Diary #240: Scripting Improvements in 3.3]] | ||
== | == See also == | ||
* [[ | * [[Mods]] | ||
== | == References == | ||
<references /> | <references /> | ||
{{ModdingNavbox}} | {{ModdingNavbox}} | ||
[[Category: | [[Category:Modding|#]] | ||