Stellaris

Stellaris

Trinary Ringworlds
20 Comments
Locomotor79 20 May, 2024 @ 10:13am 
so again plz Update your starting Place mod
Locomotor79 20 May, 2024 @ 10:11am 
becausse it tookme about 2days to find out which mod whas messing whit starting planet choices
Locomotor79 20 May, 2024 @ 10:10am 
also make it so this is a Start in a L-Cluster
Locomotor79 20 May, 2024 @ 10:10am 
becausse its a nice sttart and since its more or less a OP Start it should be more as a Origin
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
Locomotor79 20 May, 2024 @ 10:08am 
hee russel update your mod so its a Origin Since its messing whit the starting planet choices and thus you canot make a race your self becausse whe canot save our civ
becausse off this bug
PLZ Update
russell_conklin  [author] 19 Apr, 2023 @ 3:31pm 
@Merkury probably not. I originally uploaded it in the hopes that other modders would make use of it, and I haven't played Stellaris in a while.

I might include it inside of a larger mod someday, but that would be a ways off.
Merkury 30 Mar, 2023 @ 8:27pm 
Any chance to get it updated to the current version of Stellaris?
[DFS]SciMan3010 12 Nov, 2019 @ 3:48pm 
This would be absolutely hilarious with the Behemoth and Gigantic ringworlds from Gigastructural Engineering
Gay Spatula 20 Jul, 2019 @ 9:05pm 
Would love a fix for the graphical issues, otherwise 10/10 mod
russell_conklin  [author] 27 Jun, 2019 @ 12:56pm 
@NeverEndingNever that is a known bug for all ruined segments not spawned in using my mod. Completed segments spawned in by the vanilla code or other mods also display graphical abnormalities. I will probably come and fix these soon, but in the meantime I recommend using the above instructions for spawning in a ruined ringworld via event. Repairing that will work as intended; that will fix your problem for the short term.
NeverEndingNever 27 Jun, 2019 @ 11:39am 
Repaired Cybrex Ringworld section and it promptly disappeared.
Cephalon Sithalo 25 Jun, 2019 @ 12:51pm 
I noticed the segments had flags to determin which side was facing where but didnt see any planet flags so figured it would be a thing that should be mentioned.

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 :LotusFlower:
russell_conklin  [author] 25 Jun, 2019 @ 11:57am 
@Cephalon Sithalo Thanks for the suggestion; that's a good idea. I already implemented megastructure flags in the original upload for ruined segments and the 4 sections of the first phase of the ringworld. Adding planet flags to the planets is pretty easy a fairly helpful, so I'll probably get that in and update things soon.

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!
Cephalon Sithalo 24 Jun, 2019 @ 10:48pm 
Unless there is already a planet flag assigned to all segments. In which case sorry I didnt see it v.v

If not then once there is then it really will (mostly) have "Everything needed to add the above features to an existing mod"
Cephalon Sithalo 24 Jun, 2019 @ 10:46pm 
(1/2) As the author of Ascendancy Ringworlds, its technically compatible.
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...
Cephalon Sithalo 24 Jun, 2019 @ 10:46pm 
(2/2) I'll do that some day since I really like this. But not now. I could just be overlooking a way to rotate the model via event.

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 :LotusFlower:
russell_conklin  [author] 22 Jun, 2019 @ 8:14am 
If it looks like it's gonna turn into a thing I might look into trying to make it compatible with certain popular mods. We'll have to see; I wanted to keep it slim for other modders to use more easily.

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.
AprilsRealm 22 Jun, 2019 @ 6:54am 
This isn't compatible with: planetary diverity (or submods) and ascendency ringworlds.

just so you know :)
AprilsRealm 22 Jun, 2019 @ 6:52am 
This mod is going to become a HUGE hit!

nice work ^_^ , and thanks for the link!
AdVictoriamCustodes 22 Jun, 2019 @ 5:16am 
I love it. Found it after going to Reddit for the first time, to understand how to develop scenarios (to roleplay with a friend)....

His immediate thought was how those rings would be in a bad spot, with all those shifting gravitational influences xD