Description
Incorrectly positioned ringworld segments - 3.1.1 (22a5)
Game Version
3.1.1 (22a5)
Game Version
Steam
What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
Almost all ringworld sections, barring the ones that are pre-generated, have their segments arranged in an incorrect order. The arrangement of ringworld segments is wildly inconsistent, depending on which state they are in, and whether they were spawned or constructed/repaired.
• Spawned/generated intact sections – Tech, Habitable, Seam.
• Repaired/constructed sections – Tech, Seam, Habitable.
• Ruined sections – Habitable, Seam, Tech
They should all be arranged in the order of Tech, Habitable, Seam, like the spawned/generated functional sections in Ancient Caretakers and Shattered Ring systems.
In most ringworlds, usually the ones that were either repaired from a fully ruined state or constructed from scratch, this issue just makes the ringworld look off in relation to the camera view. But in the home system of the Ancient Caretakers or a Shattered Ring empire, it screws with the position of the repaired habitable segment entirely.
Steps to reproduce the issue.
Find a ruined ringworld, notice where the habitable section is in relation to the Ruined Ring Section name label.
Repair the ringworld, notice that the habitable section is now on the other side, and the name label is now off towards the right.
And here are steps to fix the issue:
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Incorrectly positioned ringworld segments - 3.1.1 (22a5)
Game Version
3.1.1 (22a5)
Game Version
Steam
What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
Almost all ringworld sections, barring the ones that are pre-generated, have their segments arranged in an incorrect order. The arrangement of ringworld segments is wildly inconsistent, depending on which state they are in, and whether they were spawned or constructed/repaired.
• Spawned/generated intact sections – Tech, Habitable, Seam.
• Repaired/constructed sections – Tech, Seam, Habitable.
• Ruined sections – Habitable, Seam, Tech
They should all be arranged in the order of Tech, Habitable, Seam, like the spawned/generated functional sections in Ancient Caretakers and Shattered Ring systems.
In most ringworlds, usually the ones that were either repaired from a fully ruined state or constructed from scratch, this issue just makes the ringworld look off in relation to the camera view. But in the home system of the Ancient Caretakers or a Shattered Ring empire, it screws with the position of the repaired habitable segment entirely.
Steps to reproduce the issue.
Find a ruined ringworld, notice where the habitable section is in relation to the Ruined Ring Section name label.
Repair the ringworld, notice that the habitable section is now on the other side, and the name label is now off towards the right.
And here are steps to fix the issue:
If you need more specifics on what needs to be done to fix the positioning of the repaired/constructed sections, all it takes is replacing this part of the '00_ring_world.txt' file:
With this:Code:on_build_complete = { from = { set_country_flag = has_built_or_repaired_megastructure } spawn_planet = { class = "pc_ringworld_tech" location = fromfrom orbit_angle_offset = 30 init_effect = { set_name = "NAME_Ring_Section" set_planet_entity = { entity = "ringworld_tech_entity_01_entity" graphical_culture = fromfrom } surveyed = { set_surveyed = yes surveyor = FROM } set_all_comms_surveyed = yes set_planet_flag = megastructure } } spawn_planet = { class = "pc_ringworld_seam" location = fromfrom init_effect = { set_name = "NAME_Ring_Section" set_planet_entity = { entity = "ringworld_seam_entity_01_entity" graphical_culture = fromfrom } surveyed = { set_surveyed = yes surveyor = FROM } set_all_comms_surveyed = yes set_planet_flag = megastructure } } spawn_planet = { class = "pc_ringworld_habitable" location = fromfrom orbit_angle_offset = -30 init_effect = { set_name = "NAME_Habitable_Section_A" set_planet_entity = { entity = "ringworld_habitable_entity_01_entity" graphical_culture = fromfrom } surveyed = { set_surveyed = yes surveyor = FROM } set_all_comms_surveyed = yes clear_blockers = yes save_event_target_as = ring_section trigger_megastructure_icon = yes set_planet_flag = megastructure } }
Code:on_build_complete = { from = { set_country_flag = has_built_or_repaired_megastructure } spawn_planet = { class = "pc_ringworld_tech" location = fromfrom orbit_angle_offset = 30 init_effect = { set_name = "NAME_Ring_Section" set_planet_entity = { entity = "ringworld_tech_entity_01_entity" graphical_culture = fromfrom } surveyed = { set_surveyed = yes surveyor = FROM } set_all_comms_surveyed = yes set_planet_flag = megastructure } } spawn_planet = { class = "pc_ringworld_habitable" location = fromfrom init_effect = { set_name = "NAME_Habitable_Section_A" set_planet_entity = { entity = "ringworld_habitable_entity_01_entity" graphical_culture = fromfrom } surveyed = { set_surveyed = yes surveyor = FROM } set_all_comms_surveyed = yes clear_blockers = yes save_event_target_as = ring_section trigger_megastructure_icon = yes set_planet_flag = megastructure } } spawn_planet = { class = "pc_ringworld_seam" location = fromfrom orbit_angle_offset = -30 init_effect = { set_name = "NAME_Ring_Section" set_planet_entity = { entity = "ringworld_seam_entity_01_entity" graphical_culture = fromfrom } surveyed = { set_surveyed = yes surveyor = FROM } set_all_comms_surveyed = yes set_planet_flag = megastructure } }
This alone would be enough to fix all constructed or repaired ringworlds, including the Shattered Ring sections.
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