• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

spacht

Sergeant
127 Badges
Apr 29, 2004
54
38
  • Warlock: Master of the Arcane
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Leviathan: Warships
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III
  • Arsenal of Democracy
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Dungeonland
  • A Game of Dwarves
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
I'm trying to put Asteroid Habitats in my mod. I set up 3 new planet_classes for the Habitats to look exactly like asteroids and occupy their exact location. A Megastructure build order handles the placement rules. It's working as intended. Problem is, this solution needs a ton of modified duplicate files and graphics for districts, buildings, events, habitability traits that this will be a nightmare to update and also has bad mod compatibility.

So, i'm looking for a way to use the normal Habitat system and use just the Megastructure build order for the asteroid placement. To make it look like you built an asteroid habitat, i would like to move/hide/shrink the Habitat inside the asteroid. If i put "asteroid = yes", "place_entity_on_planet_plane = yes" and a small entity_scale into the Megastructures/pc_habitat code and then spawn the Habitat with orbit_distance_offset = 0 it's nicely hidden inside the asteroid. But i don't want to modify the original Habitats. Are there any commands which can change or move the Habitat after is has been built? Any help would be appreciated. And sorry for the convoluted question.

tl;dr: Is there a way to move/hide/shrink a Habitat inside another planet?
 
Have you tried set_planet_entity?
Code:
set_planet_entity = {
    entity = <name of entity>
    graphical_culture = <target or name of culture>
    picture = <picture override>
    atmosphere_color = <color from 3 components>
    atmosphere_intensity = <0.0 - 1.0>
    atmosphere_width = <0.0 - 1.0>
}