Stellaris

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Ender Dec 28, 2021 @ 10:13am
Spawn complete ringworld?
does anyone know how a man can spawn a completed, or finish an uncompleted titanic and up ringworld from gigastructures with commands?
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Showing 1-15 of 16 comments
PlutonArioch Dec 28, 2021 @ 11:41am 
I don't play with gigastructures, but I assume it works the same as in vanilla. There is a "create_megastructure" command which needs the ID of the megastructure, but pressing tab after it should show you all the possible IDs. That work well enough for single-entity Megastructures
Some megastructures, like ringworlds, don't tend to work well with the create_megastructure command, because they are segmented. For those you should instead use the "spawn_megastructure" effect which you can look up here: https://stellaris.paradoxwikis.com/Effects
here are some examples:
First a ringworld:
effect solar_system={ spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=270 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=0 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=90 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=180 orbit_distance=45} }
select anything in the solar system where you want to spawn a ringworld, and paste this into the console. You can also use "ring_world_restored" as type, any other stages do not work properly this way.
Oh and normally a ringworld uses up all the planets in the system, so for that use this:
effect solar_system={ every_system_planet={ limit={ is_star=no } remove_planet=yes }}
unless of course you want to keep the planets.
To spawn a habitat:
effect solar_system={spawn_megastructure={ type=habitat_0 name="Habitat Name" planet=fromfrom graphical_culture=avian_01}}
Select the planet where you want to create a habitat, and type or paste this in, to create one with the avian look. Specify a different graphical culture, for a different look.


I assume for the larger ring worlds from gigastructures, you would need to spawn a lot more segments, then distance and angle them correctly. But first you need to find out the correct IDs. You can try the create_megastructure command with tab completion, or you can dig into the mods files.
Ender Dec 29, 2021 @ 1:03am 
Originally posted by PlutonArioch:
I don't play with gigastructures, but I assume it works the same as in vanilla. There is a "create_megastructure" command which needs the ID of the megastructure, but pressing tab after it should show you all the possible IDs. That work well enough for single-entity Megastructures
Some megastructures, like ringworlds, don't tend to work well with the create_megastructure command, because they are segmented. For those you should instead use the "spawn_megastructure" effect which you can look up here: https://stellaris.paradoxwikis.com/Effects
here are some examples:
First a ringworld:
effect solar_system={ spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=270 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=0 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=90 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=180 orbit_distance=45} }
select anything in the solar system where you want to spawn a ringworld, and paste this into the console. You can also use "ring_world_restored" as type, any other stages do not work properly this way.
Oh and normally a ringworld uses up all the planets in the system, so for that use this:
effect solar_system={ every_system_planet={ limit={ is_star=no } remove_planet=yes }}
unless of course you want to keep the planets.
To spawn a habitat:
effect solar_system={spawn_megastructure={ type=habitat_0 name="Habitat Name" planet=fromfrom graphical_culture=avian_01}}
Select the planet where you want to create a habitat, and type or paste this in, to create one with the avian look. Specify a different graphical culture, for a different look.


I assume for the larger ring worlds from gigastructures, you would need to spawn a lot more segments, then distance and angle them correctly. But first you need to find out the correct IDs. You can try the create_megastructure command with tab completion, or you can dig into the mods files.


Did you have to find the angles and type all that manually or should they be in the files?
i was messing around with the create command and could not get a complete one to spawn (insert facepalm)
and thanks youve already been very helpful
PlutonArioch Dec 29, 2021 @ 2:50am 
Originally posted by Ender:
Did you have to find the angles and type all that manually or should they be in the files?
i was messing around with the create command and could not get a complete one to spawn (insert facepalm)
and thanks youve already been very helpful
I think I got the distance from the ring world origin system initializer, but I am not sure right now. I might have tried until it looked right. But if the mod creates what you want, there should be code in some file that you can at least copy some parts from. I would start to look in the mod folder in the subfolders "common/megastructures" or in "common/solar_system_initializers" or in "events". There could be something somewhere else as well though.
The angles are just straight up/down/left/right in degrees. You could replace the 270° angle with a negative 180° angle, and it should work the same. If you have more segments, divide 360 by the amount of segments, and increase by the calculated result every step.

Yes, I typed that manually, but I used a text editor (Notepad++), instead of typing it into the console. You can copy and paste code with multiple lines into the console, as long as it is one command, but you can not write or edit multi line code directly in it (or I don't know how), and the console does not work well with long lines either. You can get used to typing long commands into the console (sometimes i am lazy), but it is easier to see mistakes if you can see all you wrote, and separate the lines, and indent etc... also it is easier to edit similar commands with some changed numbers in a text editor then copy/paste it.
Sabaithal Dec 29, 2021 @ 3:33am 
Using the console commands I think its "create_megastructure <megastructure ID>" without quotes. I think, its been a while.

You may want to make a hard save beforehand, because I don't know what the command is to remove megastructures. Try "create_megastructure ringworld_4" maybe? If it spawns a ringworld we know the syntax is correct, if its not complete that just means the number on the end is wrong.
PlutonArioch Dec 29, 2021 @ 4:46am 
Originally posted by Sabaithal:
Using the console commands I think its "create_megastructure <megastructure ID>" without quotes. I think, its been a while.

You may want to make a hard save beforehand, because I don't know what the command is to remove megastructures. Try "create_megastructure ringworld_4" maybe? If it spawns a ringworld we know the syntax is correct, if its not complete that just means the number on the end is wrong.
I already posted about the "create_megastructure" command, and that it does not work well for ringworlds. It is a macro that only places a single entity, and can not alter the position. So you end up with a single ringworld segment in the star. If that is what you want, go for it, but usually a ringworld is a ring around the star, made up of several segments. For that use the "spawn_megastructure" effect as I described above.

I forgot to mention how to remove stuff in testing...
The command to remove megastructures is "effect remove_megastructure=this" - if it is selected, but segments of a finished vanilla ringworld count as planets rather than megastructures, so you need to instead use "effect remove_planet=yes" (it has to be "yes" for planets and a target for megastructures, this is not a typo). This removes only the currently selected planet however, so in order to remove the whole ringworld use "effect solar_system={ every_system_planet={ limit={ has_planet_flag=megastructure } remove_planet=yes }}". This will remove all planets with the "megastructure" flag in the system the currently selected object is located in - or your capital if you select nothing. This includes all habitable megastructures (habitats).

But yes, of course you should make a manual save before you start testing commands.

Is ringworld_4 an ID from the gigastructures mod? It is not in the unmodded game. The highest grade is either ring_world_3_intermediate or ring_world_restored.
Jimmy Hunter Dec 29, 2021 @ 8:47am 
You'd need to find what the IDs are for Titanic Ring Worlds, Behemoth Ring World, and Gargantuan Ring World. Each of them are treated as different Mega Structures as they have more districts and larger housing available as you get to the larger and larger ring world sizes. What those IDs would be or how they need to be inserted unfortunately is outside of my knowledge.

It might be worth giving a go in the Gigastructures Discord? There should be a link to it in the Mod page.
Sabaithal Dec 29, 2021 @ 9:45am 
Originally posted by Jimmy Hunter:
You'd need to find what the IDs are for Titanic Ring Worlds, Behemoth Ring World, and Gargantuan Ring World. Each of them are treated as different Mega Structures as they have more districts and larger housing available as you get to the larger and larger ring world sizes. What those IDs would be or how they need to be inserted unfortunately is outside of my knowledge.

It might be worth giving a go in the Gigastructures Discord? There should be a link to it in the Mod page.
If its from a mod, finding it is simpler than you may think. Find the mod files, find the files with the megastructures in them, then find the individual header lines. Should looks something along the lines of "modded_ring_world_3".
Ender Dec 29, 2021 @ 11:07am 
Originally posted by Sabaithal:
Using the console commands I think its "create_megastructure <megastructure ID>" without quotes. I think, its been a while.

You may want to make a hard save beforehand, because I don't know what the command is to remove megastructures. Try "create_megastructure ringworld_4" maybe? If it spawns a ringworld we know the syntax is correct, if its not complete that just means the number on the end is wrong.

the commands in gigastrustures only went up to a "ringworld_2" for each size, which would make a complete segment but it would not be colonizable or seemingly registered as a planet at all.
"Ringworld_1" creates an unfinished one but you unfortunately have to give yourself all the techs to build it as well.
Ender Dec 29, 2021 @ 11:48am 
Originally posted by PlutonArioch:
Originally posted by Sabaithal:
Using the console commands I think its "create_megastructure <megastructure ID>" without quotes. I think, its been a while.

You may want to make a hard save beforehand, because I don't know what the command is to remove megastructures. Try "create_megastructure ringworld_4" maybe? If it spawns a ringworld we know the syntax is correct, if its not complete that just means the number on the end is wrong.
I already posted about the "create_megastructure" command, and that it does not work well for ringworlds. It is a macro that only places a single entity, and can not alter the position. So you end up with a single ringworld segment in the star. If that is what you want, go for it, but usually a ringworld is a ring around the star, made up of several segments. For that use the "spawn_megastructure" effect as I described above.

I forgot to mention how to remove stuff in testing...
The command to remove megastructures is "effect remove_megastructure=this" - if it is selected, but segments of a finished vanilla ringworld count as planets rather than megastructures, so you need to instead use "effect remove_planet=yes" (it has to be "yes" for planets and a target for megastructures, this is not a typo). This removes only the currently selected planet however, so in order to remove the whole ringworld use "effect solar_system={ every_system_planet={ limit={ has_planet_flag=megastructure } remove_planet=yes }}". This will remove all planets with the "megastructure" flag in the system the currently selected object is located in - or your capital if you select nothing. This includes all habitable megastructures (habitats).

But yes, of course you should make a manual save before you start testing commands.

Is ringworld_4 an ID from the gigastructures mod? It is not in the unmodded game. The highest grade is either ring_world_3_intermediate or ring_world_restored.


"ringworld 2" was the highest the commands would go, i had not tried using the restored version, though i think they all had one. is the restored version complete?
Ender Dec 29, 2021 @ 11:49am 
Originally posted by Jimmy Hunter:
You'd need to find what the IDs are for Titanic Ring Worlds, Behemoth Ring World, and Gargantuan Ring World. Each of them are treated as different Mega Structures as they have more districts and larger housing available as you get to the larger and larger ring world sizes. What those IDs would be or how they need to be inserted unfortunately is outside of my knowledge.

It might be worth giving a go in the Gigastructures Discord? There should be a link to it in the Mod page.

no worries, ID's were in hand
Ender Dec 29, 2021 @ 11:50am 
Originally posted by Sabaithal:
Originally posted by Jimmy Hunter:
You'd need to find what the IDs are for Titanic Ring Worlds, Behemoth Ring World, and Gargantuan Ring World. Each of them are treated as different Mega Structures as they have more districts and larger housing available as you get to the larger and larger ring world sizes. What those IDs would be or how they need to be inserted unfortunately is outside of my knowledge.

It might be worth giving a go in the Gigastructures Discord? There should be a link to it in the Mod page.
If its from a mod, finding it is simpler than you may think. Find the mod files, find the files with the megastructures in them, then find the individual header lines. Should looks something along the lines of "modded_ring_world_3".

thank you, had found the ID's, it was the command that was giving me trouble
PlutonArioch Dec 29, 2021 @ 12:51pm 
Originally posted by Ender:
"ringworld 2" was the highest the commands would go, i had not tried using the restored version, though i think they all had one. is the restored version complete?
As far as I know mods can only change or add things, not remove them, so I found that so odd that I downloaded the mod, and tested it.
MOST of the modded ringworld have IDs where ringworld is spelled as one word, while some have an underscore between "ring" and "world" like the vanilla version does.
Specifically, it seemd the ruined/restored ones have the underscore, while the player built ones lack it. Also the modded ones seem to only have two phases, but the vanilla 3rd phase is still available.
Otherwise it works just like in vanilla. You don't even need more segments, they are still split into 4. I was able to just plug the modded ids into my previous code and spawn a quad-ring world in no time:
effect solar_system={ spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=270 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=0 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=90 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=180 orbit_distance=45} spawn_megastructure={ type=ringworld_titanic_2 orbit_angle=270 orbit_distance=90} spawn_megastructure={ type=ringworld_titanic_2 orbit_angle=0 orbit_distance=90} spawn_megastructure={ type=ringworld_titanic_2 orbit_angle=90 orbit_distance=90} spawn_megastructure={ type=ringworld_titanic_2 orbit_angle=180 orbit_distance=90} } effect solar_system={ spawn_megastructure={ type=ringworld_behemoth_2 orbit_angle=270 orbit_distance=135} spawn_megastructure={ type=ringworld_behemoth_2 orbit_angle=0 orbit_distance=135} spawn_megastructure={ type=ringworld_behemoth_2 orbit_angle=90 orbit_distance=135} spawn_megastructure={ type=ringworld_behemoth_2 orbit_angle=180 orbit_distance=135} spawn_megastructure={ type=ringworld_gargantuan_2 orbit_angle=270 orbit_distance=180} spawn_megastructure={ type=ringworld_gargantuan_2 orbit_angle=0 orbit_distance=180} spawn_megastructure={ type=ringworld_gargantuan_2 orbit_angle=90 orbit_distance=180} spawn_megastructure={ type=ringworld_gargantuan_2 orbit_angle=180 orbit_distance=180} }
I just doubled the distance for each ring and it seems to fit perfectly. I have split it into two commands here, because all together was too much for the console to parse, and the last segment did not spawn. Use this as you see fit.
I am not sure this is exactly like it should be, as I have never played that far with this mod, you tell me if something is off.

And yes, you can use "_restored" instead of "_2" at the end of each one, I don't see a difference at a glance, and both seem to work fine. The vanilla "ring_world_2" though is just a frame, and does not work, so use either "_restored" or "_3_intermediate" for the vanilla size ring.
Ender Dec 30, 2021 @ 12:58am 
Originally posted by PlutonArioch:
Originally posted by Ender:
"ringworld 2" was the highest the commands would go, i had not tried using the restored version, though i think they all had one. is the restored version complete?
As far as I know mods can only change or add things, not remove them, so I found that so odd that I downloaded the mod, and tested it.
MOST of the modded ringworld have IDs where ringworld is spelled as one word, while some have an underscore between "ring" and "world" like the vanilla version does.
Specifically, it seemd the ruined/restored ones have the underscore, while the player built ones lack it. Also the modded ones seem to only have two phases, but the vanilla 3rd phase is still available.
Otherwise it works just like in vanilla. You don't even need more segments, they are still split into 4. I was able to just plug the modded ids into my previous code and spawn a quad-ring world in no time:
effect solar_system={ spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=270 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=0 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=90 orbit_distance=45} spawn_megastructure={ type=ring_world_3_intermediate orbit_angle=180 orbit_distance=45} spawn_megastructure={ type=ringworld_titanic_2 orbit_angle=270 orbit_distance=90} spawn_megastructure={ type=ringworld_titanic_2 orbit_angle=0 orbit_distance=90} spawn_megastructure={ type=ringworld_titanic_2 orbit_angle=90 orbit_distance=90} spawn_megastructure={ type=ringworld_titanic_2 orbit_angle=180 orbit_distance=90} } effect solar_system={ spawn_megastructure={ type=ringworld_behemoth_2 orbit_angle=270 orbit_distance=135} spawn_megastructure={ type=ringworld_behemoth_2 orbit_angle=0 orbit_distance=135} spawn_megastructure={ type=ringworld_behemoth_2 orbit_angle=90 orbit_distance=135} spawn_megastructure={ type=ringworld_behemoth_2 orbit_angle=180 orbit_distance=135} spawn_megastructure={ type=ringworld_gargantuan_2 orbit_angle=270 orbit_distance=180} spawn_megastructure={ type=ringworld_gargantuan_2 orbit_angle=0 orbit_distance=180} spawn_megastructure={ type=ringworld_gargantuan_2 orbit_angle=90 orbit_distance=180} spawn_megastructure={ type=ringworld_gargantuan_2 orbit_angle=180 orbit_distance=180} }
I just doubled the distance for each ring and it seems to fit perfectly. I have split it into two commands here, because all together was too much for the console to parse, and the last segment did not spawn. Use this as you see fit.
I am not sure this is exactly like it should be, as I have never played that far with this mod, you tell me if something is off.

And yes, you can use "_restored" instead of "_2" at the end of each one, I don't see a difference at a glance, and both seem to work fine. The vanilla "ring_world_2" though is just a frame, and does not work, so use either "_restored" or "_3_intermediate" for the vanilla size ring.

♥♥♥♥♥♥♥♥♥ thanks dude, youre a wizard. you whole ass did it for me
im gunna have to save this in notepad :steamhappy:
:steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup:
PlutonArioch Dec 30, 2021 @ 8:30am 
Originally posted by Ender:
im gunna have to save this in notepad :steamhappy:
Just for fun... :steammocking: a few more tricks:
When you spawn a finished ringworld megastructure, the spawned entity immediately spawns a bunch of planet entities, for the habitable section and the connecting frame, then it removes itself. that is why they don't count as megastructures, even though you spawn them with the "spawn_megastructure" effect. So, you could spawn the planet entities directly, you will just have to add the planet flags and the names yourself if you want them to function exactly like the normal ones. Look at the files in "megastructures" for details.
But you could also spawn a ring of only habitable segments. Like this:
effect solar_system={ spawn_planet={class=pc_ringworld_habitable orbit_angle=0 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=30 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=60 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=90 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=120 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=150 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=180 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=210 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=240 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=270 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=300 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=330 orbit_distance=45} }
unfortunately this is again pretty much at the character limit for the console, so there was no space to add names. You can still set the names individually, by selecting a segment and typing
effect set_name="Your name here"
into the console, or you could split it into two commands like above, and add a name="whatever" to each spawn_planet line. Or you could leave it and name them when you colonize them.

Then you can also add an init_effect={...} to each spawn line, to set up the look, add flags to be able to target it with more commands later etc... any effect that works on planets can be put there. You could add districts and buildings, and fully populate it in the same command (not recommended!). But with the character limit in the console, that is a lot of commands to first write, then copy and paste... unless you save it in a script!

You can save any amount of commands in a text file in "Your Documents\Paradox Interactive\Stellaris\" and run them from the console with "run [scriptfilename]" (don't forget the filename extension). The console has a character limit, script files do not. However in a script file (if it is executed with the "run" command) every line is treated as one complete command, so if you spread your command over multiple lines, you have to remove the line breaks before you run it as a script. Otherwise you just get a bunch of "Unknown Command" errors. Unless you create a proper mod, and make an event out of it, which you can then trigger with "event [your event id]".

Here is an example which sets up a ring of 12 habitable (vanilla) segments like before, sets a temporary flag, and makes it appear as megastructure on the galaxy map with the next command, as well as setting the look of the segments to match that of whoever owns the system (you can also put in a specific graphical culture ID instead of "solar_system.owner" if you want to force a specific look), then removes the temporary flag (keep it if you want to run more commands on it). This is mostly from the vanilla 00_ring_world.txt file. I saved this as 12rw.pl (I use .pl for stellaris scripts and scripting notes to get a fitting syntax highlighting in Notepad++) and run it with "run 12rw.pl" in game:
effect solar_system={spawn_planet={class=pc_ringworld_habitable name="Section A" init_effect={set_planet_flag=rw12hab}orbit_angle=30 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section B" init_effect={set_planet_flag=rw12hab}orbit_angle=60 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section C" init_effect={set_planet_flag=rw12hab}orbit_angle=90 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section D" init_effect={set_planet_flag=rw12hab}orbit_angle=120 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section E" init_effect={set_planet_flag=rw12hab}orbit_angle=150 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section F" init_effect={set_planet_flag=rw12hab}orbit_angle=180 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section G" init_effect={set_planet_flag=rw12hab}orbit_angle=210 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section H" init_effect={set_planet_flag=rw12hab}orbit_angle=240 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section I" init_effect={set_planet_flag=rw12hab}orbit_angle=270 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section J" init_effect={set_planet_flag=rw12hab}orbit_angle=300 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section K" init_effect={set_planet_flag=rw12hab}orbit_angle=330 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section L" init_effect={set_planet_flag=rw12hab}orbit_angle=360 orbit_distance=45}} effect solar_system={every_system_planet={limit={has_planet_flag=rw12hab} set_planet_entity={entity="ringworld_habitable_entity_01_entity" graphical_culture=solar_system.owner } clear_blockers=yes trigger_megastructure_icon=yes set_planet_flag=megastructure remove_planet_flag=rw12hab}}
You could make this one command, but I wanted to give an example of how you can use flags to target something specific with effects.
I will let you figure out how to go crazy with insane gigastructures ringworlds yourself. :steamhappy:
I am not responsible for lag or crashes caused by too many colonized ringworld segments. :steammocking:
Of course you could also just stick to the standard 4 segment rings, and "scriptify" the previous commands to make it easier to repeat.
Have fun!
Ender Dec 30, 2021 @ 11:00am 
Originally posted by PlutonArioch:
Originally posted by Ender:
im gunna have to save this in notepad :steamhappy:
Just for fun... :steammocking: a few more tricks:
When you spawn a finished ringworld megastructure, the spawned entity immediately spawns a bunch of planet entities, for the habitable section and the connecting frame, then it removes itself. that is why they don't count as megastructures, even though you spawn them with the "spawn_megastructure" effect. So, you could spawn the planet entities directly, you will just have to add the planet flags and the names yourself if you want them to function exactly like the normal ones. Look at the files in "megastructures" for details.
But you could also spawn a ring of only habitable segments. Like this:
effect solar_system={ spawn_planet={class=pc_ringworld_habitable orbit_angle=0 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=30 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=60 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=90 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=120 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=150 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=180 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=210 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=240 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=270 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=300 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable orbit_angle=330 orbit_distance=45} }
unfortunately this is again pretty much at the character limit for the console, so there was no space to add names. You can still set the names individually, by selecting a segment and typing
effect set_name="Your name here"
into the console, or you could split it into two commands like above, and add a name="whatever" to each spawn_planet line. Or you could leave it and name them when you colonize them.

Then you can also add an init_effect={...} to each spawn line, to set up the look, add flags to be able to target it with more commands later etc... any effect that works on planets can be put there. You could add districts and buildings, and fully populate it in the same command (not recommended!). But with the character limit in the console, that is a lot of commands to first write, then copy and paste... unless you save it in a script!

You can save any amount of commands in a text file in "Your Documents\Paradox Interactive\Stellaris\" and run them from the console with "run [scriptfilename]" (don't forget the filename extension). The console has a character limit, script files do not. However in a script file (if it is executed with the "run" command) every line is treated as one complete command, so if you spread your command over multiple lines, you have to remove the line breaks before you run it as a script. Otherwise you just get a bunch of "Unknown Command" errors. Unless you create a proper mod, and make an event out of it, which you can then trigger with "event [your event id]".

Here is an example which sets up a ring of 12 habitable (vanilla) segments like before, sets a temporary flag, and makes it appear as megastructure on the galaxy map with the next command, as well as setting the look of the segments to match that of whoever owns the system (you can also put in a specific graphical culture ID instead of "solar_system.owner" if you want to force a specific look), then removes the temporary flag (keep it if you want to run more commands on it). This is mostly from the vanilla 00_ring_world.txt file. I saved this as 12rw.pl (I use .pl for stellaris scripts and scripting notes to get a fitting syntax highlighting in Notepad++) and run it with "run 12rw.pl" in game:
effect solar_system={spawn_planet={class=pc_ringworld_habitable name="Section A" init_effect={set_planet_flag=rw12hab}orbit_angle=30 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section B" init_effect={set_planet_flag=rw12hab}orbit_angle=60 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section C" init_effect={set_planet_flag=rw12hab}orbit_angle=90 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section D" init_effect={set_planet_flag=rw12hab}orbit_angle=120 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section E" init_effect={set_planet_flag=rw12hab}orbit_angle=150 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section F" init_effect={set_planet_flag=rw12hab}orbit_angle=180 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section G" init_effect={set_planet_flag=rw12hab}orbit_angle=210 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section H" init_effect={set_planet_flag=rw12hab}orbit_angle=240 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section I" init_effect={set_planet_flag=rw12hab}orbit_angle=270 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section J" init_effect={set_planet_flag=rw12hab}orbit_angle=300 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section K" init_effect={set_planet_flag=rw12hab}orbit_angle=330 orbit_distance=45} spawn_planet={class=pc_ringworld_habitable name="Section L" init_effect={set_planet_flag=rw12hab}orbit_angle=360 orbit_distance=45}} effect solar_system={every_system_planet={limit={has_planet_flag=rw12hab} set_planet_entity={entity="ringworld_habitable_entity_01_entity" graphical_culture=solar_system.owner } clear_blockers=yes trigger_megastructure_icon=yes set_planet_flag=megastructure remove_planet_flag=rw12hab}}
You could make this one command, but I wanted to give an example of how you can use flags to target something specific with effects.
I will let you figure out how to go crazy with insane gigastructures ringworlds yourself. :steamhappy:
I am not responsible for lag or crashes caused by too many colonized ringworld segments. :steammocking:
Of course you could also just stick to the standard 4 segment rings, and "scriptify" the previous commands to make it easier to repeat.
Have fun!

i take back the wizard thing, you sir are more of a saint. I wouldn't have even thought most of that was possible, yet here we are. i can finally set up my dream start, i dont deserve it:praisesun:
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Date Posted: Dec 28, 2021 @ 10:13am
Posts: 16