How Stellaris Updates Break Mods and an overview of the Game Structure

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  • Опубліковано 25 лис 2024

КОМЕНТАРІ • 4

  • @Gamerznation704
    @Gamerznation704 24 дні тому +4

    Oh na your hitting a topic alot of people ask in passing, will try to share as well.
    Sharing this type of info is useful for people who are passionate enough to actually maybe even update a mod themselves that they really like.
    Sometimes it doesn't take much and you can learn alot from the experience.

  • @Alex_FRD
    @Alex_FRD День тому +1

    I've been maintaining mods on Stellaris for years now. I gotta tell ya, the "Compare" function in Notepad++ is the greatest thing ever created.

  • @TheCrazyChet
    @TheCrazyChet 17 днів тому

    Hello, Ezra. Doing my star system based on your guides, thank you so much for the videos! But I have a question. I've created an S-type system of three stars. And I wanted to make a ring world around each star.
    The problem is that since all three stars are not in the center, but on the edges, their ring worlds look into the center of the system, where there is nothing. Because of this, the ring world segments are floating islands pointing towards the center of the system, like sunflowers looking at the sun, lol.
    Is there any way to fix this problem? Make all the ring world segments look at their stars instead of the center of the star system?

    • @ezraneilson
      @ezraneilson  17 днів тому

      I have never delved too far into ringworlds. My guess is that either 1) your orbit angles are all set to the same thing (Thus they all face the same way) 2) they are not set in the "Star = {}" field, or 3) the GFX models are stuck to always point at (0,0) in the .Asset file. I do know there is a mod that does what you are looking for, so perhaps you can reverse-engineer it: steamcommunity.com/sharedfiles/filedetails/?id=1777233334&searchtext=trinary+ringworlds