Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
amd not as a planet setting
whe have 9standert choice 3hot 3standert earth's and 3cold choices
but it doesnt matter which 1 wh choose its still saying incompatible planets when making civ's
becausse off this bug
PLZ Update
I might include it inside of a larger mod someday, but that would be a ways off.
Yeah... Its not hard work but its annoying work which makes it worse in a way lol.
For me I have to just take 27+ entity files, add north to them, copy paste the text 3 times, rename north 3 times and add the proper rotational information that is thankfully provided here technically.
Its not technical or hard. But its certainly time consuming and repetitive
As far as I know (and I spent quite a lot of time trying) there is no way to rotate a model via event. The only solution I could come up with was disabling rotation on all of the planets and then making custom models that faced the correct way. For each unique type of ringworld you would need 12 custom models, which as you stated is pretty rough, but that's what we're dealing with.
Thanks again for the suggestion!
If not then once there is then it really will (mostly) have "Everything needed to add the above features to an existing mod"
It causes a graphical issue but its doesnt cause a crash or prevent the use of either Ascendancy Ringworlds or Trinary Ringworlds or Trinary Ascension Ringworlds.
It just looks a tad silly when you try lol
Im looking into a way to do it but I cant find a way to rotate a model around via event.
Without being able to do that I have to copy paste and make slight edits here and there to thousands of lines of model code which would probably take a few hours...
Something I do highly recommend if this is partly to be a base for others to build on is for all 12 ring segment to have a planet flag assigned to it specifically so we can tell the game files that which segment was changed so we can give it the proper directional model.
Like if I use gigastructures to convert a tech segment into a habitable one and then further still to a hive world then both of us could "simply" set an event that checks which flag the segment had so it could be changed and the proper entity direction applied.
Somethings like "hab_north" "tech_north_east" "seam_north_west" or whatever is where ever on a ringworld.
Ideally there is just a way to rotate an entity via the event. Even then we need the flags so we can tell the game which segment exactly we are trying to change
The hope was that people would add the solution I came up with into their own mods, since it would be nearly impossible for me to implement this solution in a way that was compatible for all of the ringworld-heavy mods. I didn't anticipate tooo many players grabbing and using it, but it may be that that was a bad assumption. I'll wait to see before I change anything.
just so you know :)
nice work ^_^ , and thanks for the link!
His immediate thought was how those rings would be in a bad spot, with all those shifting gravitational influences xD