Stellaris

Stellaris

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Ringworld Graphical Enhancements
   
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File Size
Posted
Updated
2.458 MB
Oct 15, 2021 @ 7:16am
May 10, 2023 @ 4:36pm
10 Change Notes ( view )

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Ringworld Graphical Enhancements

In 2 collections by corsairmarks
Corsair's Stellaris Mods
57 items
Add-ons for Machine Shipset
7 items
Description
Overview
Have you ever noticed that the ringworld from Origin: Shattered Ring is always the same colors (black with green) regardless of your ship appearance? This mod changes that - now your starting ringworld will be the same as your empire's ship appearance (graphical culture). However, ringworlds will always have a specific color based on the shipset rather than your empire's flag colors.

Have you also noticed that repaired or constructed habitable ringworld sections don't have cloud cover? It turns out that PDX made changes to how the cloud animation mesh is attached to habitable ringworld sections between version 1.6.3 "Adams" and version 1.9 "Boulle" and only updated the default habitable ringworld section. This mod fixes the entity definitions for every built-in shipset so that all habitable ringworld sections can enjoy cloud cover, regardless of which empire builds or restores them.

Or maybe you noticed that the planetview for ringworlds displays a Gaia climate, but that the texture in the systemview uses continental terrain. Or that sometimes the terrain for habitable ringworld sections appears to be greyed-out and only show water sections? This mod now also addresses this inconsistency by applying the Gaia planet textures to habitable ringworld sections and adjusting the specular map to avoid they transparency/grayness issue.

Changes
This mod adds one extra event which is triggered for each empire with Origin: Shattered Ring at game start. The event switches the appearance of the starting ringworld to match the shipset selected by the empire, but has no gameplay impact. When shattered ring sections are fully repaired (as of 3.1) the repaired section resets its graphical entity upon completion which results in the ringworld returning to the default graphics. To avoid this, the decision to restore a shattered ring section now keeps its graphics entity when changing its planet class to a real ringworld section.

Also altered are the built-in graphic entity definitions for habitable ringworld sections. Every shipset (graphical culture) has its habitable ringworld section definition updated to attach the cloud cover animation using a separate entity. Thus all habitable ringworld sections properly display the cloud cover that was previously missing. And finally, the terrain textures for all habitable sections have been switched to use Gaia planet textures instead of Continental.

Compatibility
Built for Stellaris version 3.8 "Gemini." Not compatible with achievements (because of the necessary event and the planetary decision override).

Should be compatible with almost anything else. If other mods add new origins which also start on a ringworld, this mod will not affect them. Mods that add new graphics entity definitions for ringworlds will not be affected by this mod - they may or may not have cloud cover based on how the author created their graphics entity definitions.

When to Install
This mod can be safely added or removed from your save game after the game has started. The Origin: Shattered Ring code in this mod executes entirely during game setup - if the game was started with the mod, its effects have already been applied otherwise nothing happens.

The fix applied to the shattered ring restoration decision only fires once the decision completes - if you remove this mod, any existing restored sections will retain their existing appearance, but newly repaired sections will be set to the default appearance. The other graphical fixes only apply while the mod is enabled, otherwise the game will use its built-in definitions (which lack clouds and display continental terrain).

Recommended Companion Mods
Known Issues
Stellaris Bugs
After reloading a saved game, habitable ringworld sections that have a graphical culture no longer display the "planetary" texture - instead, only the bodies of water show and the ringworld's base texture is visible through the "holes." I have reported this bug on the official forums[forum.paradoxplaza.com]. Since reporting the bug, I have been able to address it in this mod!

Ringworld sections with a graphical culture do not have cloud cover in the base game. This mod fixes that issue, but I still reported it as a bug on the official forums[forum.paradoxplaza.com].

Error Logs
Overriding planetary decisions and graphical entity definitions produces entries in the error.log file, so expect to see fourteen lines similar to these:
[03:22:31][entity:2546]: Dupe ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe arthropoid_01_ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe avian_01_ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe fungoid_01_ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe mammalian_01_ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe molluscoid_01_ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe plantoid_01_ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe reptilian_01_ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe lithoid_01_ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe necroid_01_ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe nemesis_01_ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe aquatic_01_ringworld_habitable_entity_01_entity added [03:22:31][entity:2546]: Dupe toxoid_01_ringworld_habitable_entity_01_entity added [03:22:33][singobjdb:165]: Obj w/key: spawn_shattered_ring_guaranteed_1_effect exists, using: common/scripted_effects/zz_ringworld_graphical_enhancements_federations_event_effect_overrides.txt line: 4 [03:22:33][singobjdb:165]: Obj w/key: spawn_shattered_ring_guaranteed_2_effect exists, using: common/scripted_effects/zz_ringworld_graphical_enhancements_federations_event_effect_overrides.txt line: 39 [03:22:36][singobjdb:165]: Obj w/key: decision_shattered_ring_project exists, using: common/decisions/ringworld_graphical_enhancements_decision_overrides.txt line: 2 [03:22:37][prescripted_systems:847]: Initializer "shattered_ring_start" exists. file: common/solar_system_initializers/federations_initializers.txt line: 1797
Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

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24 Comments
Nettle May 8 @ 2:31pm 
That's due to the shader being updated by Pdx. While we wait for an update, here's how I fixed it.

Going to your main game files and under "FX", you'll find a file called pdxmesh.Copy it and paste it to the ringworld graphical improvement files - replacing the old mesh in the mod. Then open the file you copied to the mod and add the following lines to it:

Effect PdxMeshCloudsAnimateUV #//custom shader added by corsairmarks - I just want ringworld clouds to animate!
{
VertexShader = "VertexPdxMeshStandard"
PixelShader = "PixelPdxMeshShip"
BlendState = "BlendStateAlphaBlend";
Defines = {
"IS_PLANET"
"IS_CLOUDS"
"ANIMATE_UV"
"NO_ALPHA_MULTIPLIED_EMISSIVE"
}
}

Then save it, and you're in business.
Gorehuchi May 7 @ 4:45pm 
This seems to break the portrait evolution stages in 3.12
Destwin Apr 10 @ 11:44am 
Will this work with 3.11? If so, where should I put this in relation to Machine Shipset?
corsairmarks  [author] Dec 12, 2022 @ 6:44pm 
@guywithpups is mostly correct. Gigastructures does things differently than my mod and enables empire colors on ringworlds. It does that by providing new texture files - the base game's ringworld textures are designed to have a fixed color (i.e. it's baked in to the texture). I'm not a graphical artist, so my tweaks are limited to things I can change with code.

If you combine this mod with the Machine Shipset submod - you can get clouds and empire colors, but the clouds can't be animated anymore. That appears to be an underlying change in Stellaris - I spent hours experimenting.
guywithpups Dec 9, 2022 @ 7:28am 
IIRC from my experimentation, you can have clouds or you can have empire-colored lights, as the shader for one effect precludes the other.
SBlack Dec 9, 2022 @ 4:11am 
Could be nice to also add the fix for the empire color lights into this mod. There are some other mods that do this, but sometimes they are older and there is some overlap with this mod in regards to clouds for example. So it's never quite clear what is compatible.
corsairmarks  [author] Dec 9, 2022 @ 12:45am 
@guywithpups Thanks for the heads up. I should have checked the comments here before starting on the updates, haha.

@Frai7ty Please don't reuse my mod code. Instead, put this mod as a dependency in Steam so your users will be prompted to download it. And/or put it in a collection with your mod.
Frai7ty Dec 1, 2022 @ 11:16am 
Hey @corsairmarks, I'm making a QoL improvement mod, and was wondering it i was okay if I used some of the code in this mod in the one I was making. I would credit you of course.
guywithpups Nov 26, 2022 @ 8:14pm 
Actually you need the asset override, sorry I had another ringworld mod in my load without realizing it. But the event changes are definitely needed for 3.6+
guywithpups Nov 26, 2022 @ 3:35pm 
@corsairmarks just a note if you are looking to update this mod to 3.6+, I was experimenting with the mod in the 3.6beta and I don't think the override asset is needed any longer (and in fact seems to crash the game when the event fires). Removing the asset however seems to work, the event properly resets the graphical culture of the ringworld. Though with the changes to the shattered ringworld origin, I found I needed to move the event start to "on_game_start_country" and then scope things accordingly within the event. Otherwise only a few of the segments were replaced.