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Somehow I didn't notice the updates here. But yes, it is easily possible that smth broke here. Paradox has the tendency to release these humongous large script files, and if you are unfortunate enough to have to modify them, every update brings a chance of breaking them.
In this case I had to modify this file to add all those:
has_origin = origin_shattered_ring <-- vanilla origin
has_origin = origin_shattered_relic <-- mod origin
has_origin = origin_shattered_enigmatic <-- mod origin
has_origin = origin_shattered_relic_enigmatic <-- mod origin
And if the vanilla game_start file changed, this complete overwrite will break smth in between.
Sorry for the inconvenience and the late reply. I think I will get to fix it in the next couple of days.
Don't ask me why. Nothing leaped out at me when I tried to fix it my shuffling the file around.
I was getting some other issues directly related to Gigastructures event chains and now the whole save is borked.
Just got a fresh(and hopefully stable) fresh start with my ruins so its a good afternoon.
The good news first: I think all events have been fixed now and the mod should work again as expected.
The bad news: The reported crash is, I think not really related to the mod, though I have to admit that it happens more often.
I assume you observed it while alt-tabbing out of the game? During debugging I had that happen quite frequently with the mod, but also a couple of times for the unmodded game. I changed the display type to borderless window which seems to be a workaround.
The crash appears to be related to some issues with the graphics 2D rendering(when looking in the error log), and as the mod does not touch any graphics, that should not be related.
can you add the Ether Drake system in this mod?
also can you make a new mod that the "Vluur" (a lighting storm creature) spawns within 5 jumps near the player`s start system(or just in the player`s start system,if it was possible) ,.
thank you very much~
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2963341663
I made them relic worlds which better suits the "setting".
like mega sol
mega+fortress sol
I looked through my save files and I do not see that anywhere.
Well, thank you for the help, Damocles. I'll start a new game.
They are located in \Documents\Paradox Interactive\Stellaris\save games\<campaign folder>
It says .sav but is really a zip file so you can open it with e.g. winrar or 7zip.
Inside you will find a meta file and a gamestate.
Gamestate is a readable l file of the ... state of the game.
So here you should find your planets with their ids.
A habitable ring section is
planet_class="pc_ringworld_habitable"
A damaged segment is a "ring_world_ruined" megastructure and either
planet_class="pc_ringworld_tech_damaged"
planet_class="pc_ringworld_seam_damaged"
Not entirely sure which. I assume that when the repair project finishes, the planet class is switched with pc_ringworld_habitable and the megastructure entry is removed.(they are then simply planets with a fancy texture).
My assumption would be that the planet classes in the save got messed up by something.
The only other one I can think of is the Uniquer Systems Spawn 100% mod, 707297106. It contains a file named !!_100gen_vanilla_replace_system_initializers.
That's the only other one that has the text string ring_world in it besides More Events Mod, which just has a ring world in it but doesn't chgange its contents in any way.
In fact, when I mouse over the missing ringworld in the picture above, it just pops up a box that says _DESC with no proper description in the box or megastructure name in the title bar of the box.
do you by chance have a mod installed that modifies ring worlds? e.g. Machine Ringwolrds or something like that?
This is the appearance of the ring world in the system ring_world_init_fallen.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2172843297
It didn't look like this at spawn. Any idea why this happened? It just occurred partway through the gameplay.
"All Megastructures in neighbouring systems and all three guaranteed worlds are size 25"
or
"Shattered Ring start with enigmatic fortress and relics [...]"
Coming back after several years and many DLCs, I'd appreciate a quick bit of aid.
If all I want is to make a single home system using the default options, but still have all the megastructures nearby, which initializer should I be using? Does it matter? Which Origins should I use? And if I want to make it so the default homeworld is always 25 districts, which ones should I modify?
Thank you.
I do not use any other modifications that affect megastructures. I went through everything.
E.g. go to steamapps/common/stellaris/common/solar_system_initializers and there modify the following files:
megacorp_initialisers.txt
-> megacorp_matter_decompressor_init_01
-> megacorp_strategic_coordination_center_init_01
-> megacorp_mega_art_installation_init_01
-> megacorp_interstellar_assembly_init_01
utopia_initializers.txt
-> dyson_sphere_init_01
-> science_nexus_init_01
-> sentry_array_init_01
-> ring_world_init_01
federations_initializers.txt
-> mega_shipyard_init_01
Easiest would be to just delete the entries. You could also modify them:
You will find smth similar to this:
usage_odds = {
base = 0
modifier = {
host_has_dlc = "<dlcName>"
add = 100
}
}
This tells the program to only use the system if the DLC is installed. If you simply remove thee modifier entry:
usage_odds =
{
base = 0
}
The system should no longer be used.