Stellaris

Stellaris

Ringworld Graphical Enhancements
26 Comments
paulo 20 Sep, 2024 @ 4:39pm 
Please, update this mod for the 3.13.X.
Sargonhero 5 Jun, 2024 @ 7:52pm 
not working at all.
Nettle 8 May, 2024 @ 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 7 May, 2024 @ 4:45pm 
This seems to break the portrait evolution stages in 3.12
Destwin 10 Apr, 2024 @ 11:44am 
Will this work with 3.11? If so, where should I put this in relation to Machine Shipset?
corsairmarks  [author] 12 Dec, 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 9 Dec, 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 9 Dec, 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] 9 Dec, 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 1 Dec, 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 26 Nov, 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 26 Nov, 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.
Computer(easy) 17 May, 2022 @ 9:04pm 
Thanks!
corsairmarks  [author] 17 May, 2022 @ 7:17pm 
I'm fairly certain you're looking at the planet-killer effects. Those are used when a Global Pacifier is fired on a ringworld segment.
Computer(easy) 17 May, 2022 @ 6:41pm 
Hi,it is quit a great mod,and I have a little suggestion.
I found there are some gfx films about sheild ringworld under \gfx\models\planets\apocalypse_planet_effects,but I can not find they are effective.
I think it is a bug,I tried to fix it,but failed.
Could you please try to fix it?:lunar2019piginablanket:
The Emperor's Chosen 1 Jan, 2022 @ 1:52pm 
I see, I misunderstood what the mods do then. As I suspected. It sounded like it was suppose to change the look of the ring to match the look of the rings you can build yourself later. Which is actually what happens when I pick Machine Ship Set. Even the original, functional segment changes to look like a late game Machine ring, but no other Set did that, and that's how I was getting confused. I understand now, thank you kindly.
corsairmarks  [author] 1 Jan, 2022 @ 1:09pm 
And as for the Machine Shattered Ring submod of this mod - it fixes the ruined section to use the Machine Shipset models, instead of the defaults. You have to look closely at the parts near the Interloper. Without the submod, the ruined sections ue the default damaged ringworld models and not the MS-specific ones. That mod also makes the T2, T2, and T3 Machine habitats have terrain and nightlights.
corsairmarks  [author] 1 Jan, 2022 @ 1:03pm 
corsairmarks  [author] 1 Jan, 2022 @ 1:01pm 
@The Emperor's Chosen for regular empires, the ringworlds all use the same model w/different textures. By default game the colors don't match your empire, and this mod doesn't change that (although it seems possible). They do, however, have a different glow per culture - Fungoid is green, Avian is light blue, and so on. Mod pics show avian_01 culture: shiny silver and light blue.

As an Origin: Shattered Ring empire w/o this mod, you always start with the default ringworld appearance: darker version of Fungoid; but restored sections match the empire's shipset. This mod also adds scrolling cloud-cover to ringworld segments, which did not work properly except for the starting segment of Origin: Shattered Ring empires (https://www.screencast.com/t/72hSfadi) . Same empire, new save w/mod: https://www.screencast.com/t/B32EkQXjeind

If you have a dds file viewer, you can see the textures in this game folder: gfx\models\planets - look at the various _diffuse graphics for ringworlds.
The Emperor's Chosen 1 Jan, 2022 @ 11:22am 
So I'm really confused by these shattered ring mods. Both this one and the other one only seem to display a different ring model for the Machine Ship set...every other ship set has the exact same precursor model with a minor alteration, and the light colors dont seem to match anything either. I feel like I'm either doing something wrong or not understanding something.
geighbor 26 Dec, 2021 @ 9:02pm 
@corsairmarks okay understood, thanks for the tip. I'll look into RSS code and see if I can find a way to meld the two. appreciate it!
corsairmarks  [author] 26 Dec, 2021 @ 7:23pm 
@geighbor I suspect that it would not work well if RSS edits the built-in graphics entities (.asset files) because that's how I apply the shader-related fixes in the mod. You could make a compatibility patch between them, as long a you make subscribing to RSS and this mod a requirement.
geighbor 26 Dec, 2021 @ 11:44am 
Heya Corsairmarks! Does this mod work with Real Space: System Scaling? The other ring world colors fix doesn't scale them that well, and if this one worked better, I'd be happy to switch. Thanks!
Big Sneezy 22 Dec, 2021 @ 10:58pm 
There's also this mod that appears to be quite similar: https://sp.zhabite.com/sharedfiles/filedetails/?id=2058439694
corsairmarks  [author] 16 Oct, 2021 @ 10:32am 
The idea for this mod was originally Nanderty's https://sp.zhabite.com/sharedfiles/filedetails/?id=2566249278 - I uploaded my own version to try and fix the cloud cover issue as well. And I feel better about merging it into my modpack the way too, haha.
stryder12 16 Oct, 2021 @ 5:42am 
Love the Machine shipset and love ringworlds, you fixed every tiny gripe I've had with them both when I thought not another soul cared. You're doing god's work my good man, quality through and through