Guest Posted February 25, 2019 Posted February 25, 2019 I have problem with my custom job ONLY for Organic slaves, for some reason people don't work! I want to make event like, if you have slaves(for my custom job), then they work, if you don't have slaves, then this work not exist and normal people work on there normal job.
Karis_Wettiams Posted February 25, 2019 Posted February 25, 2019 potential = { any_courtier = { #courtier' specs below trait = branded_slave #DW's slave' recognition as example. liege = { character = FROM } } }
Guest Posted February 25, 2019 Posted February 25, 2019 Sorry i not get you, where to add this. here building code and custom job code. ttt - buidling, tty - job 03_resource_buildings building_ttt_farm = { base_buildtime = 200 resources = { category = planet_buildings cost = { minerals = 200 } upkeep = { energy = 2 } } triggered_planet_modifier = { potential = { exists = owner } modifier = { job_tty_add = 2 } } } 03_worker_jobs ################### # Basic Jobs ################### tty = { category = worker condition_string = WORKER_JOB_TRIGGER clothes_texture_index = 3 possible = { hidden_trigger = { exists = owner } worker_job_check_trigger = yes owner = { is_fallen_empire_spiritualist = no is_enslaved = yes is_organic_species = yes } } resources = { category = planet_farmers produces = { food = 10 } } weight = { weight = @worker_job_weight modifier = { factor = 2 } }
Guest Posted February 25, 2019 Posted February 25, 2019 I mean like if you have ANY Organic slaves at all.
Froggy Posted February 25, 2019 Posted February 25, 2019 Karis: OP is referring to Stellaris, not CK2. Might want to be more clear on that, Thdsth.
Lithia<3 Posted February 25, 2019 Posted February 25, 2019 Under "weight" add: modifier = { factor = 0 is_enslaved = no } This should keep normal pops from working those jobs, if that's what you're looking for. There are some other problems with your code though...
Guest Posted February 25, 2019 Posted February 25, 2019 This not worked, all not work, i don't know, i have ideas, but how to make them i don't know. SORRY.I think that i have to make event(if player have slaves then enable custom job, check must be EVERY TICK, if player doesn't have slaves, then BAN custom job). Probable i need (has_slavery_type = #common slaves) - Checks if a species/pop/leader has a particular slavery type in their country. But i need to do this check every game tick, can someone help with that? Like we add boolean variable, if (pop has_slavery_type = #common slaves) then variable = true and... #if variable = true then { tty = { category = worker condition_string = WORKER_JOB_TRIGGER clothes_texture_index = 3 possible = { hidden_trigger = { exists = owner } worker_job_check_trigger = yes #can_take_servant_job = no is_enslaved = yes owner = { #is_enslaved = yes, but not owner, workers must be enslaved is_organic_species = yes } } resources = { category = planet_farmers produces = { food = 10 } } weight = { weight = @worker_job_weight modifier = { factor = 2 } } }
Lithia<3 Posted February 25, 2019 Posted February 25, 2019 I'm not 100% sure what you're trying to do, but mayby make a custom scripted_trigger for it? Something like: is_possible_to_do_bio_slave_job = { hidden_trigger = { exists = owner owner = { is_gestalt = no } # If you want hiveminds to work then use this instead: owner = { is_mechanical_empire = no } any_owned_pop = { is_enslaved = yes is_being_purged = no is_being_assimilated = no is_robot_pop = no } } } Then to add it to the job: possible = { is_possible_to_do_bio_slave_job = yes }
Guest Posted February 25, 2019 Posted February 25, 2019 3 minutes ago, Lithia<3 said: is_possible_to_do_bio_slave_job thx, i will try but what is (is_possible_to_do_bio_slave_job)?
Guest Posted February 25, 2019 Posted February 25, 2019 OK i made script tty_job_check_trigger = { custom_tooltip = RULER_JOB_TRIGGER hidden_trigger = { exists = owner owner = { is_mechanical_empire = no } any_owned_pop = { is_enslaved = yes is_being_purged = no is_being_assimilated = no is_robot_pop = no } } } i need to save it like UTF-8 or Unicode?
Guest Posted February 25, 2019 Posted February 25, 2019 1 minute ago, thdsth said: custom_tooltip = RULER_JOB_TRIGGER I dont know, i need to add custom_tooltip = tty_JOB_TRIGGER? i need to save it like UTF-8 or Unicode?
Lithia<3 Posted February 25, 2019 Posted February 25, 2019 "is_possible_to_do_bio_slave_job" was just an example lol. WORKER_JOB_TRIGGER should work just fine, otherwise you'll have to make your own TTY_JOB_TRIGGER localisation entry.
Guest Posted February 25, 2019 Posted February 25, 2019 now all workers servants. 03_resource_buildings.txt
Guest Posted February 25, 2019 Posted February 25, 2019 03_worker_jobs.txt 01_scripted_triggers_jobs.txt
Guest Posted February 25, 2019 Posted February 25, 2019 I want to make custom building, this building made for slaves, organic slaves, slaves work in that building, they make food. NOW ALL WORKERS ARE SERVANTS.
Lithia<3 Posted February 25, 2019 Posted February 25, 2019 You should name them something else...otherwise they overwrite the base game files. You should also not edit base game files, if that's what you did.
Guest Posted February 25, 2019 Posted February 25, 2019 OK thx, how better call them? (custom_slave_job), (custom_slave_scripted_triggers_jobs) and (slave_resource_building)
Lithia<3 Posted February 25, 2019 Posted February 25, 2019 You're using "tty" as an abbreviation right? So call them something like "tty_slave_pop_jobs" and so on.
Guest Posted February 25, 2019 Posted February 25, 2019 OK thx, i will be tomorrow, now all works fine, but for some reason even if race not enslaved, it can work as tty.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.