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编辑“
System modding
”(章节)
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===General Advice=== * Remember when I said that using "class = pc_b_star" is just as good as "class = star" most of the time? That's true in unary systems, but it can lead to problems with planet and star names in binary or trinary systems. If you want to hard-code a specific star class regardless of the system class, use "class = star" and then add "init_effect = { change_pc = pc_b_star }" underneath. * The same as above goes for giving planets specific names. If you name the third planet in the system "Joe", the fourth planet will use "StarName III" in its place. You can get around this by using "init_effect = { set_name = "Joe" }" instead. * All planets, ships, etc. in a system will always be lit from the system's center regardless of the location of the star(s). The devs are working on a fix for this but until then we just have to live with it. * Asteroids and Ringworld sections don't have visible orbital lines by default, but if they're placed in the star's scope (such as in an S-type binary system) they will have lines, which looks kind of messy. Make sure you place them in the system scope whenever possible. * And speaking of Ringworlds, their individual segments always face the center of the system regardless of which star they orbit. {{Template:ModdingNavbox}} [[Category:模组制作]]
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