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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:
Oh and normally a ringworld uses up all the planets in the system, so for that use this:
To spawn a habitat:
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
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.
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 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.
It might be worth giving a go in the Gigastructures Discord? There should be a link to it in the Mod page.
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.
"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?
no worries, ID's were in hand
thank you, had found the ID's, it was the command that was giving me trouble
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:
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
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:
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:
I will let you figure out how to go crazy with insane gigastructures ringworlds yourself.
I am not responsible for lag or crashes caused by too many colonized ringworld segments.
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