Sorry, I'm not quite sure how to explain what's going wrong either since I'm just fumbling around with the file at the moment... I tried adding some to the two conditions that should change (bottom two), but when I added the tag, it seems they both get ignored instead and the default (top 3) conversation is picked... Below is the relevant slice of my rule.csv.
So when the fetch quest begins I want the game to prioritize checking the rna_deliverJob over mvt_rinaGreetingTalkedToWithQuest, which is the alternate greeting for when a quest is underway but not complete. But it seems it only ever want to display mvt_rinaGreetingTalkedToWithQuest.
Oh, and as mentioned above, when I added the $tag:RinaFetchQuestDeliver score:1000 line in the conditions, it seems they both got ignored and the game instead displayed mvt_rinaGreetingTalkedTo
Take a look in starsector.log; when the game is run in devMode, it should have info about which rules are picked and why, which conditions matched/didn't match, and so on.
Offhand, I suspect that "RinaFetchQuestDeliver" is not actually a tag that your entity has - and, actually, you're talking to a PersonAPI at that point, so maybe the entity has that tag (added via, say, entity.addTag() or its definition in custom_entitis.json) but the person doesn't. But, right, the logfile will have the info you need, more than likely.
Tags are used for sector entity properties, e.g. $tag:station = true for orbital stations. I'm not sure persons even have them.
When/how are you setting the tag? Maybe your check needs to look at the entity rather than the person, e.g. $entity.tag:RinaFetchQuestDeliver
(but this is bad since a market can have more than one entity, you probably want to use market memory instead)
People do have tags, but, right, all good points otherwise.
In the same vein, is there a listener for a market decivilizing?
Added to my list!
"FPE"); // faction
Could anyone help me please?
That exception there means the faction with that ID does not exist.
If I wanted to play a campaign with a much smaller sector and just a few systems with many planets/moons/bases
How would I go about creating such a sector? Is it even possible while using mods? (Nexerelin and all factions I could find from forum)
I'm looking for a small sector where systems are close together (closer than 20 days flight) with maybe 15-20 systems.
each system having enough objects (Planets/Moons/Bases) to fit the factions.
Is that even possible without heavy coding? (my knowledge is basically limited to modifying .json, not writing my own)
Some of this would require code - especially modifying core systems and what factions have what.
You could change the sector size in settings.json:
"sectorWidth":164000,
"sectorHeight":104000,
If it's small enough, it won't fit as many stars. There are some csvs (planet_gen_data.csv, star_gen_data.csv) that affect how many planets/moons etc there are and all that. But this is really a bigger discussion than this thread is great for. It's really best for more specific issues.