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The Ultimate Anomalies Mod

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7 years ago
Dec 24, 2017, 1:35:24 PM

Hi all,


Where would I need to start if one day I wanted to go through all anomalies and create a mod that makes them show up on the right planet types? (no Ice 10 on Lava, etc.)

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7 years ago
Dec 27, 2017, 10:06:04 AM

I think the anomalies are defined in AnomalyDefinitions.xml in the folder Simulation. For each anomaly there are entries marked <PlanetFilterNot> which I assume prevent the anomaly to spawn on the specified planet type. For Ice 10 (PlanetAnomaly10) this includes PlanetTypeHot, so it should not be generated on these planets.


If you want to make a mod to modify this you probably have to provide new entries for the anomalies you want to change. I am, however, at the beginning of understanding how mods really work myself, so any comment or correction on this would be welcome.

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7 years ago
Dec 27, 2017, 12:20:26 PM

That's a start, thank you anyway. I will have a look through the file. Modifying the entries is something I could definitely do myself. Now the way to turn it into a mod is the next thing I would like to know.

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7 years ago
Dec 27, 2017, 1:52:44 PM

Have you looked at the Modding Tutorial and the example mods provided?


I imagine it should be not too difficult to change the spawning of anomalies. You could copy the relevant part of the xml-file into a new one, create a new subfolder in the modding folder and put the new xml-file there, and finally make the changes as desired. Then you add a new xml-file as described in the modding examples and finished is the new mod.


I have to admit that I do not have practical experience as I have just started reading about modding and I am visiting family over the holidays without access to a PC able to run ES2.

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7 years ago
Dec 28, 2017, 4:52:09 AM

A: \Steam\steamapps\common\Endless Space 2\Public\Simulation\AnomalyDefinitions.xml. Add <PlanetFilterNot> for what you need

P.S.

This is example code for remove negatives anomalies and increase chance for positive anomalies. But i can't understand why it doesn't work -.-


<!-- ANOMALIES WEIGHT TABLES -->
<!-- a table for unique anomalies -->
<GalaxyGeneratorWeightTable Name="AnomalyGenerationUnique_Default">
<Entry Tag="PlanetAnomalyNaturalWonder1"        Weight="100"/>
<Entry Tag="PlanetAnomalyNaturalWonder2"        Weight="100"/>
<Entry Tag="PlanetAnomalyNaturalWonder3"        Weight="100"/>
<Entry Tag="PlanetAnomalyNaturalWonder4"        Weight="100"/>
<Entry Tag="PlanetAnomalyNaturalWonder5"        Weight="100"/>
<Entry Tag="PlanetAnomalyNaturalWonder6"        Weight="100"/>
</GalaxyGeneratorWeightTable>

<!-- a table for common  anomalies -->
<GalaxyGeneratorWeightTable Name="AnomalyGeneration_Default">
<Entry Tag="Curiosity_PlanetAnomaly01"        Weight="50"/>
<Entry Tag="Curiosity_PlanetAnomaly02"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly03"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly04"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly05"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly06"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly07"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly08"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly09"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly10"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly11"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly12"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly13"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly14"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly15"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly16"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly17"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly18"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly19"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly20"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly21"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly22"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly23"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly24"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly28"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly29"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly30"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly31"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly32"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly33"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly34"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly35"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly36"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly37"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly38"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly39"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly40"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly41"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly42"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly43"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly44"        Weight="0"/>
<Entry Tag="Curiosity_PlanetAnomaly45"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly46"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly47"        Weight="30"/>
<Entry Tag="Curiosity_PlanetAnomaly25"        Weight="3"/>
<Entry Tag="Curiosity_PlanetAnomaly25Alt"     Weight="1"/>
<Entry Tag="Curiosity_PlanetAnomaly26"        Weight="3"/>
<Entry Tag="Curiosity_PlanetAnomaly26Alt"     Weight="1"/>
<Entry Tag="Curiosity_PlanetAnomaly27"        Weight="3"/>
<Entry Tag="Curiosity_PlanetAnomaly27Alt"     Weight="1"/>
<Entry Tag="Curiosity_PlanetAnomaly48"        Weight="30"/><!--UPDATE5-->
</GalaxyGeneratorWeightTable>

0 weight - all negatives and mixed anomalies. You can edit chance on this file path: \\Endless Space 2\Public\GalaxyGenerator\WeightTableDefinitions.xml

Updated 7 years ago.
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7 years ago
Jan 14, 2018, 7:10:10 PM

Okay, so I managed to edit the AnomalyDefinitions.xml with Visual Studio, followed the steps in the modding tutorial, got as far as successfully editing the mod description but when I load the mod the intended effects do not take place.


My guess is the problem is in the mod's main XML file. I'd like to politely ask one of the more expert people here (this is my first shot at making a mod ever) to have a look and tell me what I got wrong.


UltimateAnomalies.xml

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