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失落帝国建筑添加建造建筑表-区划-建筑建造时间岗位数量代码修改

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失落帝国建筑--解锁添加到所有种族的建造建筑列表里-\GOG Games\Stellaris\common\buildings
通用代码参考例如:(建造时间)base_buildtime = 30(秒)
(建造成本) minerals = 500(矿物)
(维护成本或产出) energy = 2(电量能源) 都可以自行修改=号后面的数值
(代码文本)---13_fallen_empire_buildings
--(主档案库+全研究点数-无需人口)---
building_master_archive = {
base_buildtime = 30
can_build = yes
can_demolish = yes
potential = {
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_fallen_empire = no }
}
job_fe_archivist_add = 0
}
resources = {
category = planet_buildings
produces = {
physics_research = 1000
society_research = 1000
engineering_research = 1000
}
cost = {
minerals = 100
}
upkeep = {
energy = 100
}
}
upgrades = {
}
}
(注非代码)physics_research = 1000 society_research = 1000 engineering_research = 1000(全研究点数各+1000,可根据自己需求修改数值) minerals = 100(矿物,建造成本) energy = 100(电量能源,维护成本)--成本数值可自行修改
-- (四级奇点+加电量能源-无需人口)
building_class_4_singularity = {
base_buildtime = 30
can_build = yes
can_demolish = yes
potential = {
custom_tooltip = {
exists = owner
OR = {
owner = { is_fallen_empire = no }
owner = {
check_variable = { which = class_4_singularity_build_count value >= 1 }
}
}
fail_text = "ancrel.10004.failtext"
}
}
planet_modifier = {
}
resources = {
category = planet_buildings
cost = {
minerals = 100
}
produces = {
energy = 500
}
}
upgrades = {
}
on_queued = {
owner = {
subtract_variable = { which = class_4_singularity_build_count value = 1 }
}
}
on_unqueued = {
owner = {
change_variable = { which = class_4_singularity_build_count value = 1 }
}
}
}
(注非代码)minerals = 100(矿物建造成本) energy = 500(生产电量能源) 数值可自行修改
---(次元制造机+电力 换 矿物、易爆微粒、天然气、稀有水晶、活体金属、泽洛、暗物质、纳米机器人)
building_dimensional_fabricator = {
base_buildtime = 30
can_build = yes
can_demolish = yes
icon = building_nanite_transmuter
potential = {
custom_tooltip = {
exists = owner
OR = {
owner = { is_fallen_empire = no }
owner = {
check_variable = { which = dimensional_fabricator_build_count value >= 1 }
}
}
fail_text = "ancrel.10004.failtext"
}
}
planet_modifier = {
}
resources = {
category = planet_buildings
produces = {
minerals = 300
rare_crystals = 20
exotic_gases = 20
volatile_motes = 20
}
produces = {
trigger = {
exists = owner
owner = { is_fallen_empire = no }
}
sr_zro = 20
sr_dark_matter = 20
sr_living_metal = 20
nanites =20
} # Fixed Fallen Empire being unable to build new ships.
cost = {
minerals = 100
}
upkeep = {
energy = 100
}
}
on_queued = {
owner = {
subtract_variable = { which = dimensional_fabricator_build_count value = 1 }
}
}
on_unqueued = {
owner = {
change_variable = { which = dimensional_fabricator_build_count value = 1 }
}
}
upgrades = {
}
}
(注非代码)minerals = 300(矿物) rare_crystals = 20 (水晶) exotic_gases = 20(天然气) volatile_motes = 20(易爆微粒)sr_zro = 20(泽洛) sr_dark_matter = 20(暗物质)
sr_living_metal = 20(活体金属)nanites =20(纳米机器人)
minerals = 100(矿物建造成本)energy = 20(电量能源维护成本)
次元制造机-可能有些默认没有可以自行添加,我添加后的是这样的:
resources = {
category = planet_buildings
produces = {
minerals = 300
rare_crystals = 20
exotic_gases = 20
volatile_motes = 20
}
produces = {
trigger = {
exists = owner
owner = { is_fallen_empire = no }
}
sr_zro = 20
sr_dark_matter = 20
sr_living_metal = 20
nanites =20
} # Fixed Fallen Empire being unable to build new ships.
---(空中穹顶,加大量住房、舒适度)
building_fe_dome = {
base_buildtime = 30
can_build = yes
icon = building_paradise_dome
potential = {
custom_tooltip = {
exists = owner
OR = {
owner = { is_fallen_empire = no }
owner = {
check_variable = { which = skydome_build_count value >= 1 }
}
}
fail_text = "ancrel.10004.failtext"
}
}
planet_modifier = {
planet_housing_add = 200
planet_amenities_add = 200
}
resources = {
category = planet_buildings
cost = {
minerals = 100
}
upkeep = {
energy = 20
}
}
on_queued = {
owner = {
subtract_variable = { which = skydome_build_count value = 1 }
}
}
on_unqueued = {
owner = {
change_variable = { which = skydome_build_count value = 1 }
}
}
}
(注非代码)planet_housing_add = 200(+200住房)planet_amenities_add = 200(+200舒适度)
minerals = 100(矿物建造成本)energy = 20(电量能源维护成本)
--(纳米熔炉,矿电换合金,不需要人手)
building_nano_forge = {
base_buildtime = 30
can_build = yes
can_demolish = yes
potential = {
custom_tooltip = {
exists = owner
OR = {
owner = { is_fallen_empire = no }
owner = {
check_variable = { which = nano_forge_build_count value >= 1 }
}
}
fail_text = "ancrel.10004.failtext"
}
}
planet_modifier = {
}
resources = {
category = planet_buildings
produces = {
alloys = 150
}
cost = {
minerals = 100
}
upkeep = {
minerals = 30
energy = 30
}
}
upgrades = {
}
on_queued = {
owner = {
subtract_variable = { which = nano_forge_build_count value = 1 }
}
}
on_unqueued = {
owner = {
change_variable = { which = nano_forge_build_count value = 1 }
}
}
}
(注非代码)alloys = 150(产出合金)minerals = 30(维护成本矿物) energy = 30(维护成本电量能源)minerals = 100(建造成本)
---【营养中心,大量食物无中生有,不需要人手】
building_nourishment_center = {
base_buildtime = 30
can_build = yes
can_demolish = yes
icon = building_food_processing_center
potential = {
custom_tooltip = {
exists = owner
OR = {
owner = { is_fallen_empire = no }
owner = {
check_variable = { which = nourishment_center_build_count value >= 1 }
}
}
fail_text = "ancrel.10004.failtext"
}
}
planet_modifier = {
}
resources = {
category = planet_buildings
produces = {
food = 300
}
cost = {
minerals = 100
}
upkeep = {
energy = 10
}
}
on_queued = {
owner = {
subtract_variable = { which = nourishment_center_build_count value = 1 }
}
}
on_unqueued = {
owner = {
change_variable = { which = nourishment_center_build_count value = 1 }
}
}
upgrades = {
}
}
(注非代码)food = 300(产出食物)minerals = 100(建造成本矿物)energy = 10(维护成本电量能源)
【财富中心,矿电换大量消费品,不需要人手】
building_affluence_center = {
base_buildtime = 30
can_build = yes
can_demolish = yes
icon = building_hyper_entertainment_forum
potential = {
custom_tooltip = {
exists = owner
OR = {
owner = { is_fallen_empire = no }
owner = {
check_variable = { which = affluence_center_build_count value >= 1 }
}
}
fail_text = "ancrel.10004.failtext"
}
}
resources = {
category = planet_buildings
produces = {
consumer_goods = 300
}
cost = {
minerals = 100
}
upkeep = {
minerals = 20
energy = 20
}
}
on_queued = {
owner = {
subtract_variable = { which = affluence_center_build_count value = 1 }
}
}
on_unqueued = {
owner = {
change_variable = { which = affluence_center_build_count value = 1 }
}
}
upgrades = {
}
}
(注非代码)consumer_goods = 300(产出消费品)
minerals = 20(维护成本矿物) energy = 20(维护成本电量能源)
苍穹古龛---外形保护区---神盾基地--这3个也是可以解锁添加的,但因为玩家种族没法产出(先驱者人口),所以就算解锁也没用,因为他们的岗位是需要先驱者人口的;


IP属地:河南1楼2023-06-06 03:20回复
    区划和建筑的建造时间和岗位以为一些数据的代码修改,会马上补个贴,因为这个贴发不了这么多东西,超出限制了


    IP属地:河南2楼2023-06-06 03:24
    回复
      2025-08-31 11:28:54
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      区划-建筑建造时间岗位数量代码修改和一些好用的代码--补贴(未发完找这个贴,已补发)


      IP属地:河南3楼2023-06-06 03:29
      回复