Stellaris

Stellaris

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Super(Duper)RingWorlds Requirements Fix
   
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24 Apr, 2018 @ 12:48am
28 Apr, 2018 @ 7:34am
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Super(Duper)RingWorlds Requirements Fix

Description
This is a simple mod that slightly tweaks p0xus' mod, found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1347449693&searchtext=Super%28Duper%29
The only thing it changes is the requirements to build his custom RingWorlds so that you no longer need to build the lower tiers first. If you want a 24Segment RingWorld, but don't want to be bothered with building a vanilla RingWorld AND a 12 segment RingWorld, you can.
It also enables the resource requirements and build time. It now cost thousands of Minerals and takes a few years to build, same as the vanilla.

I only did this because I personally prefer the 12 segment RingWorlds, but hate building the vanilla first, as I hate having multiple RingWorlds in the same system. It clutters things up too much.
I also didn't like the fact that they just kinda... ploped in. No build time, no resource cost...?

All credits go to
:p0xus - Super(duper)ringworlds
Paradox Interactiv and Paradoc Development Studio - RingWorld models and base code for them.


If you find RingWorlds particularly interesting, and would like to have a bit of a different feel to them, check out my collection of RingWorld mods:
Artificial RingWorlds
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1372989803
Popular Discussions View All (1)
5
16 Dec, 2018 @ 1:24pm
Update for le guin?
Midnight StarBurst
11 Comments
BobGrey  [author] 14 Dec, 2018 @ 11:00pm 
I have made my own mod, inspired by p0xus' mod, made from 2.2 mechanics. Feel free to go check it out!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1591024851
BobGrey  [author] 9 Dec, 2018 @ 12:02am 
Okay, I finally had a chance to take a look at what was going on.
I am not sure what 2.2 changed in relation to this mod. I think the issue lies with the planetary rework, specifically the removal of the tile system, as that is what everything was based on, such as resource placement, size, etc. Unfortunately, I have no control over that. All this mod does is change the requirements to build these structures. The base mod adds all of the different Ringworlds, but in a way that they are all free and that in order to build a 12-segment ring, you must first build an 8-segment in the same system. This causes a LOT of unnessesary clutter if you only want a specific ring. This mod removes that pre-requisite requirments as well as adds enables the costs.
I will have to wait for p0xus to update his mod first, so that I can retweak the requirements as nessesary. I hope he ends up just taking my edits and includes them into his mod, making this one obsolete.
BobGrey  [author] 6 Dec, 2018 @ 6:05pm 
Ah, thank you for the reports. I will be looking into it. I will have to figure out what all the 2.2 update changed.
Midnight StarBurst 6 Dec, 2018 @ 4:05pm 
Same its completely bugged for me, i posted pictures in the discussion
The Cheese Sandwich 6 Dec, 2018 @ 3:03pm 
Could you update it to 2.2 and use the new alloys instead of the minerals since the original creator is still too busy to update his?
BobGrey  [author] 11 Jun, 2018 @ 9:54pm 
It should be. I haven't actually had a chance to play Stellaris since about the original Distant Stars reveal. I don't thing, though, 2.1 changed anything this mod handles, though. If anyone has had issues, please let me know. I do have another mod I need to update anyway.
iMagyar 11 Jun, 2018 @ 8:25am 
2.1.2 compatible correct?
BobGrey  [author] 6 Jun, 2018 @ 3:14am 
It could be.
I use the 12section and sometimes the 24section rings as a hub of a massive empire. I am trying to figure out a way to "gift" planets to allies that they then colonize. My plan is to use one of these large rings as a multi-cultural hub for a massive multi-species empire/federation...
Arkheza 4 Jun, 2018 @ 1:21am 
lol a ringworld for noobs who fear to leave their system
BobGrey  [author] 24 Apr, 2018 @ 9:14am 
Too op?
I think it is actually less op. Now, each RingWorld cost the same as vanilla, when they are usually free, and take tears to build, when they are usually instant-build.
I can easily raise the cost and build time, but the base mod had it vanilla, this simy enables those costs.
If anyone has any suggestions for new costs and build times, I am happy to change it.