• 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.

TaliesinSkye

Sergeant
32 Badges
Sep 4, 2011
65
27
  • Semper Fi
  • Cities in Motion 2
  • Stellaris: Leviathans Story Pack
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Stellaris - Path to Destruction bundle
  • Sword of the Stars II
  • Victoria: Revolutions
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Cadet
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Victoria 2
  • Teleglitch: Die More Edition
  • Stellaris: Megacorp
  • Crusader Kings II
I'd like to build a mod where you can use a constructor or special station to build small 'ringworlds' in space as inhabitable orbitals in the style of the Culture novels. Something a bit like the existing terraforming stations that takes an extended period of time at high resource and energy maintenance to construct the orbital would be ideal.

There are two things so far that I'm having trouble figuring out by just reverse engineering the existing game files. (I really wish there were a comprehensive guide of how every option/setting/event/variable works.)

The first thing is I'd like to shrink the existing ringworld graphic to rougnly planet size. How could I go about doing that? Is there a setting to scale existing assets like that, or could I perhaps do it with Maya exports?

The second thing is I'd like to be able to place the shrunken ringworld as if it were a new planet (ideally, it'd be cool for it to have an orbit) or station in a system where the special constructor station is. The settings for creating new objects in various orbits seem arcane though. Can anyone explain to me how they work, particularly setting orbit angle, changing orbit angle, and setting orbit distance?

I'm talking about bits of code like this one from the ringworld creation mod:

change_orbit = 45
planet = {
class = "pc_ringworld_habitable"
name = "Segment-A"
orbit_angle = 30
orbit_distance = 0
tile_blockers = none
modifiers = none
starting_planet = yes

init_effect = {
prevent_anomaly = yes
}
}