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编辑“
Building modding
”(章节)
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==== 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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