Duplicate Incorrectly positioned ringworld segments - 2.8.1 (2190), issue observed since at least 2.2

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Lorenerd11

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Description
Incorrectly positioned ringworld segments - 2.8.1 (2190)

Game Version
2.8.1 (2190)

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, the ones that were either repaired from a fully ruined state or constructed from scratch, this isssue just makes the ringworld look off in relation to the camera view. But in the home system of the Ancient Caretakers, 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.

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ancient_caretakers_before.png
ancient_caretakers_after.png
 
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Lorenerd11

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Same issue: Habitable section is off towards the left when ruined, then switches to being off towards the right when repaired.

shattered_ring_before.png
shattered_ring_after.png
 
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Dan_Daniel2000

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Issue persists since 2.2? No, it was in the game since they introduced repairable ringworlds, 1.5!!

The Problem is, the arrangement of
  • ruined sections is(from left to Right) habitable, seam, tech.
  • repaired/constructed sections is tech, seam, habitable.
  • shattered ring capital is tech, habitable, seam.
This is inconsistent and needs to be fixed.
 
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Lorenerd11

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Issue persists since 2.2? No, it was in the game since they introduced repairable ringworlds, 1.5!!
Yeah, that was just my way of saying "for as long as I remember".
From what I've observed based on the intact ringworlds, they should all be fixed to match the order of Tech, Habitable, Seam.
 
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Lorenerd11

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The Problem is, the arrangement of
  • ruined sections is(from left to Right) habitable, seam, tech.
  • repaired/constructed sections is tech, seam, habitable.
  • shattered ring capital is tech, habitable, seam.
Added this info to the original post, hope you don't mind.
 

EvaM

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Thank you for your report! We are aware of this issue and have an open ticket for it in our database.
 
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Lorenerd11

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Well, the issue is still around in 2.8.1 beta. (2190)

In case you need more specifics on what needs 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:
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
            }
        }
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_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, as well as the repaired Shattered Ring sections.
 
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Lorenerd11

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That said, the ruined section will need a separate fix.

shattered_ring_before.png

Note that despite the ruined section space objects being positioned properly, the ruined section's (formerly) habitable segment is not visually present in the spot it should be,

While the repaired section fix would stop the repaired habitable section in the Ancient Caretaker system from spawning right next to the Processing Unit, it would still not completely fix it due to the ruined section being off-center to begin with.

ancient_caretakers_before.png


Addressing this would require other fixes in the 'fallen_empire_initializers.txt' file, specifically relocating the ruined section one slot upwards, and moving the tech segment from the bottom right of Alpha Complex to instead be attached to the right of Processing Unit.
 
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Tremnei

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Hi thank you for the report.

Marking this thread as "Duplicate" aka a known issue in our system for tracking purposes.
 
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NevanMasterson

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Hi thank you for the report.

Marking this thread as "Duplicate" aka a known issue in our system for tracking purposes.
It's been an issue for so many versions, though - are you sure it's an issue that's actually being taken seriously, lol?
 

Lorenerd11

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It's been an issue for so many versions, though - are you sure it's an issue that's actually being taken seriously, lol?
Eva's post about the issue already being on the tracker made me hopeful that at least the repaired/constructed section would be fixed for 3.0.0, especially since I provided the fixed code myself, so it was just a matter of simple copying and pasting.

I was extremely disappointed to find that it wasn't.
 
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