Stellaris

Stellaris

Elves of Stellaris Gigastructures Art Pack
doctornull 9 Mar, 2023 @ 2:18pm
Odd Visuals for Restored Custom Shattered Ring
Weird issue: when the Ringworld gets restored, it looks like it only has connector segments -- no visual indicator of which one should be habitable. (The habitable sections work fine, they just look weird.)

Images of the (partially) restored ring:

https://i.imgur.com/8C0ypao.jpg

https://i.imgur.com/mCkBRtm.jpg


Note that this system uses Gigastructures and Guilli's Planet Modifiers.


Here's the system initializer:

egf_resort_system = { class = "sc_g" usage = custom_empire flags = { empire_home_system egf_origin_resort } init_effect = { every_neighbor_system = { set_star_flag = empire_cluster every_neighbor_system = { set_star_flag = empire_cluster } } generate_home_system_resources = yes } asteroid_belt = { type = rocky_asteroid_belt radius = 65 } asteroid_belt = { type = icy_asteroid_belt radius = 180 } ### star planet = { class = pc_g_star orbit_distance = 0 orbit_angle = 0 size = { min = 20 max = 25 } has_ring = no init_effect = { save_event_target_as = egf_gas_origin_star giga_field_debris = yes set_planet_flag = hot_zone # Real Space (Prevents Rings) set_planet_flag = megastructure # Vanilla uses to check if a megastrucure can be built here set_planet_flag = has_megastructure # Vanilla uses to check if an orbital station can be built here } } change_orbit = 45 planet = { class = "pc_shattered_ring_habitable" orbit_angle = 30 orbit_distance = 0 init_effect = { prevent_anomaly = yes add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology #generate_elven_primitives_on_planet = yes #generate_primitives_on_planet = yes } } planet = { class = "pc_ringworld_seam" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_ringworld_tech" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_shattered_ring_habitable" orbit_angle = 30 orbit_distance = 0 init_effect = { prevent_anomaly = yes add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology } } planet = { class = "pc_ringworld_seam" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_ringworld_tech" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_shattered_ring_habitable" orbit_angle = 30 orbit_distance = 0 init_effect = { prevent_anomaly = yes add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology } } planet = { class = "pc_ringworld_seam" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_ringworld_tech" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_shattered_ring_habitable" orbit_angle = 30 orbit_distance = 0 init_effect = { prevent_anomaly = yes add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_bomb_crater add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology } } planet = { class = "pc_ringworld_seam" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_ringworld_tech" orbit_angle = 30 orbit_distance = 0 } ### inner asteroid belt change_orbit = 20 # 65 planet = { count = { min = 3 max = 7 } class = random_asteroid orbit_distance = 0 orbit_angle = { min = 40 max = 100 } } ### planet 5 : habitable gas giant with 3+ moons change_orbit = 50 # 115 planet = { class = pc_habitable_gas_giant #class = pc_gas_giant orbit_distance = 0 orbit_angle = { min = 60 max = 180 } size = 25 has_ring = no #starting_planet = yes flags = { ignore_startup_effect giga_hab_gas_giant } init_effect = { set_planet_flag = forbid_guillis_planet_modifiers prevent_anomaly = yes add_modifier = { modifier = gpm_highly_charged_air_particles } add_modifier = { modifier = gpm_precursor_obelisks } add_deposit = d_fluffy_plains add_deposit = d_mote_cloud add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_city_ruins add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology add_deposit = d_ruined_arcology } moon = { class = pc_barren_cold orbit_distance = 20 orbit_angle = { min = 40 max = 100 } size = { min = 3 max = 6 } has_ring = no } moon = { class = pc_barren_cold orbit_distance = 2 orbit_angle = { min = 40 max = 100 } size = { min = 3 max = 6 } has_ring = no } moon = { class = ideal_planet_class orbit_distance = 4 orbit_angle = { min = 60 max = 180 } size = 15 #flags = { ignore_startup_effect } has_ring = no starting_planet = yes init_effect = { set_planet_flag = forbid_guillis_planet_modifiers prevent_anomaly = yes add_modifier = { modifier = gpm_precursor_ruins } add_modifier = { modifier = gpm_cities_in_the_sky } } } moon = { #class = "pc_gpm_precursor_tomb" class = pc_relic orbit_distance = 8 orbit_angle = { min = 40 max = 100 } size = 20 has_ring = no init_effect = { #set_planet_flag = forbid_guillis_planet_modifiers #prevent_anomaly = yes #add_modifier = { modifier = gpm_precursor_floating_city } # add_deposit = d_city_ruins # add_deposit = d_city_ruins # add_deposit = d_city_ruins # add_deposit = d_city_ruins # add_deposit = d_city_ruins # add_deposit = d_ruined_arcology # add_deposit = d_ruined_arcology # add_deposit = d_ruined_arcology # add_deposit = d_ruined_arcology # add_deposit = d_ruined_arcology clear_deposits = yes relic_world_deposits = yes } } moon = { class = "pc_nuked" orbit_distance = 10 orbit_angle = { min = 40 max = 100 } size = { min = 10 max = 15 } has_ring = no init_effect = { # set_planet_flag = forbid_guillis_planet_modifiers prevent_anomaly = yes # add_modifier = { modifier = gpm_precursor_bunker_grid } } } } ### planet 6 : frozen 1 planet = { class = pc_frozen orbit_distance = 50 # 165 orbit_angle = { min = 60 max = 180 } size = { min = 12 max = 20 } has_ring = no } ### outer asteroid belt change_orbit = 15 # 180 planet = { count = { min = 3 max = 8 } class = pc_ice_asteroid orbit_distance = 0 orbit_angle = { min = 40 max = 100 } } ### planet 7 : frozen 2 change_orbit = 15 # 195 planet = { class = pc_frozen orbit_distance = 0 orbit_angle = { min = 60 max = 180 } size = { min = 10 max = 16 } has_ring = no } ### planet 8 : substellar compression bait planet = { class = pc_t_star # brown dwarf orbit_distance = 80 # 275 orbit_angle = { min = 60 max = 180 } size = { min = 25 max = 30 } has_ring = no moon = { class = pc_frozen orbit_distance = 35 orbit_angle = { min = 40 max = 100 } size = { min = 12 max = 15 } has_ring = no } moon = { class = pc_barren_cold orbit_distance = 4 orbit_angle = { min = 40 max = 100 } size = { min = 12 max = 15 } has_ring = no } moon = { class = pc_barren_cold orbit_distance = 8 orbit_angle = { min = 40 max = 100 } size = { min = 20 max = 25 } has_ring = no } moon = { class = pc_frozen orbit_distance = 12 orbit_angle = { min = 40 max = 100 } size = { min = 15 max = 18 } has_ring = no } } init_effect = { giga_field_system_debris = yes spawn_megastructure = { type = "mega_shipyard_ruined" planet = event_target:egf_gas_origin_star } } ### neighborhood #neighbor_system = { # trigger = { num_guaranteed_colonies >= 1 } # hyperlane_jumps = { min = 1 max = 1 } # initializer = "neighbor_t1" #} #neighbor_system = { # trigger = { num_guaranteed_colonies >= 1 } # hyperlane_jumps = { min = 1 max = 1 } # initializer = "neighbor_t1_first_colony" #} }
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Showing 1-6 of 6 comments
Superior General Delvardus  [developer] 9 Mar, 2023 @ 2:45pm 
What I am seeing in the flags for the system is this, empire_home_system and egf_origin_resort, and judging by the images, It looks like the home system of an empire that you must have conquered. My question here is what is that "Resort Origin"? Obviously it must be from a mod but I don't know which mod it exactly is.
doctornull 9 Mar, 2023 @ 2:46pm 
Oh yeah that's from one of my personal mods, but the system should work with
usage = custom_empire
as current without any particular origin.

You should be able to pick it as your starting system with any other origin as-is.
Superior General Delvardus  [developer] 9 Mar, 2023 @ 3:09pm 
Ok now I see the issue, you set up the ringworld segments simmilar to that of the starting ringworld segments found in the shattered ring origin. From the looks of it, there is an entity change from that specific type of ringworld structure which my mod has not taken into account yet. Looks like I will have to work on a fix for that, since despite the rings here being from your own custom starting system, this would also evidently be a problem for anyone using the shattered ring origin. Thanks for letting me know of this!
doctornull 9 Mar, 2023 @ 3:26pm 
Ahh-ha!

Yeah I totally did copy stuff from Shattered Ring (and from other mods).

Is there any other shattered ring variant which I could use instead? Or I can just wait, it's a harmless visual issue, the planets still work fine.
Superior General Delvardus  [developer] 9 Mar, 2023 @ 3:43pm 
It is just a visual issue, it should work fine (it obviously just doesn't work fine). I will try to have a fix ready when I update this mod to 3.7 next week.
doctornull 9 Mar, 2023 @ 4:43pm 
Thank you!
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Showing 1-6 of 6 comments
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