Stellaris

Stellaris

Super(duper) Ring World Construction [1.9]
147 Comments
Nova Solarius 5 Oct, 2024 @ 8:17am 
No, since this predates the origins mechanic by... quite a few years.
Dracony 5 Oct, 2024 @ 8:01am 
Does it have an origin where you can start in the new ring world?
If not, its a good ideia to add it
p0xus  [author] 10 Apr, 2018 @ 8:26pm 
So Ive decided to make the alpha public. You can view it here.
Kyris 10 Apr, 2018 @ 7:44pm 
I was able to get this mod up and running again by simply replacing the acension perks and tech requirements lines. doesn't appear to have any problems
Drar 9 Apr, 2018 @ 4:28am 
p0xus - is the anything I, or anyone else, can do to help you with your mod. I miss playing with the epitomé of a tall empire :)
Chunkinator 28 Mar, 2018 @ 8:13am 
Hi, still eagerly awaiting the mods update - is it coming soon or is it still a way off? I'm also curious whether or not realspace 3.0 will break it? I keep checking every few days to see if there is an update - I guess you really only value how good something is when it is taken away :P
FLSoz 22 Mar, 2018 @ 9:16pm 
Tada: There's your hotfix
spawn_megastructure = {
name = "NAME_Ring_Section_A"
type = "super_ring_world_2"
orbit_angle = 0
orbit_distance = 45
owner = from
graphical_culture = fromfrom
location = planet
}
spawn_megastructure = {
name = "NAME_Ring_Section_B"
type = "super_ring_world_2"
orbit_angle = 92.5
orbit_distance = 45
owner = from
graphical_culture = fromfrom
location = planet
}
spawn_megastructure = {
name = "NAME_Ring_Section_C"
type = "super_ring_world_2"
orbit_angle = 185
orbit_distance = 45
owner = from
graphical_culture = fromfrom
location = planet
}
spawn_megastructure = {
name = "NAME_Ring_Section_D"
type = "super_ring_world_2"
orbit_angle = 277.5
orbit_distance = 45
owner = from
graphical_culture = fromfrom
location = planet
}
Emperor Lelouch 22 Mar, 2018 @ 7:43am 
sorry for the lack of response time, I was otherwise engaged in a debate with a coworker over some design elements, it got tense
p0xus  [author] 22 Mar, 2018 @ 7:13am 
I messaged you
Emperor Lelouch 22 Mar, 2018 @ 7:09am 
also an idea where you start in a super ringworld system with all sections colonized, as in a real ringworld they would all be connected, but you still have to colonize the super duper ringworld in the system
Emperor Lelouch 22 Mar, 2018 @ 7:07am 
plus I had a few other ideas for the mod, for example a super duper Ringworld that's equipped with A sentry array as a starting system, you know, because 12 sections wasn't enough to start with
Emperor Lelouch 22 Mar, 2018 @ 7:04am 
and I speak perfect English so unlocalized isn't really a problem
Emperor Lelouch 22 Mar, 2018 @ 7:04am 
fine by me i'm just screwing around with hacks
p0xus  [author] 22 Mar, 2018 @ 7:03am 
Its not a hotfix that will fix it. Its an entire rewrite, which the part that spawns the ring is done, so if you want I can give you a file to drop into the mods zip file that will add an unlocalized, unbalanced, ringworld.
Emperor Lelouch 22 Mar, 2018 @ 7:03am 
Admittedly I wouldn't mind just having the code for the super ringworld fix in 2.0, i do decent coding but this new 2.0 version is completely alien to me
Emperor Lelouch 22 Mar, 2018 @ 7:01am 
could you possibly release a hotfix for the Super Ringworld Problem?
p0xus  [author] 22 Mar, 2018 @ 7:01am 
And for your OCD, I would just build the larger of the rings and not build the smaller. You might have to comment out a line of code though.
p0xus  [author] 22 Mar, 2018 @ 7:00am 
Not really. I want to get it done before I have to go back to work on Monday. But idk if it will be or not.
Emperor Lelouch 22 Mar, 2018 @ 6:57am 
any estimated date? I can play 2.0 with 1.9, it's just that my OCD is killing me whenever I build a super ringworld
p0xus  [author] 22 Mar, 2018 @ 6:56am 
I havn't gotten as much done as I would have liked in the past week. But its still comming.
Emperor Lelouch 22 Mar, 2018 @ 6:53am 
how close are we to a 2.0 release?
p0xus  [author] 22 Mar, 2018 @ 6:29am 
Its a problem with the vanilla code. There's some problem when you offset new entities based off of current entities. The problem doesn't happen when you directly spawn every entity directly.
Emperor Lelouch 22 Mar, 2018 @ 5:54am 
A question, does anyone know how to fix the graphical error where super ringworlds don't link up. This works fine at the moment apart from that.
p0xus  [author] 21 Mar, 2018 @ 3:15pm 
Well, im actually re-writing the entire mod, and yes, I have a starting system included already.
SamulCase 21 Mar, 2018 @ 2:43pm 
Alright, GL :)

Feature request; If you have the time, energy, and motivation after completing 2.0 compatibility, I think it'd be cool if this mod included ringworld starting systems ;P
p0xus  [author] 14 Mar, 2018 @ 8:57pm 
Im still working on it. Im off work next week so I will hopefully be able to finish it then. And, it won't crash the game or anything, but with the 12 segment ringworld it has the same issues as the vanilla ring. However, the 24 segment works just fine. You may need to alter the code to allow you to build only the 24 segment if thats what you want though.
SamulCase 14 Mar, 2018 @ 5:51pm 
Is it compatable with 2.0? aka the game will allow me to research and build the ringworlds w/o crashing?
Chunkinator 14 Mar, 2018 @ 6:24am 
Can't wait for this to update, this mod is a must for my isolationist robot collective :)
p0xus  [author] 11 Mar, 2018 @ 8:53am 
I also added in a starting system that Im pretty happy about. Its not quite done yet, but just a few more events and I think it would be good.
Drar 11 Mar, 2018 @ 8:04am 
Dedication to the cause right there!
p0xus  [author] 11 Mar, 2018 @ 7:53am 
Over 10k lines of code in the megastructures file alone.
p0xus  [author] 11 Mar, 2018 @ 7:52am 
I used another construction method thats alot more code heavy.
p0xus  [author] 11 Mar, 2018 @ 7:51am 
Ive already coded all the spawns for all the rings and everything. All the structures are there. I just need to add in the construction restrictions, some techs, a couple more events, the entire localization file, etc...
Drar 11 Mar, 2018 @ 7:30am 
Regarding the ringworlds not appearing properly; I came across that when I edited this mod for my own use. It seems the game sometimes changes how it reads the files. Instead of each section being offset from the original point, they are instead offset from the previous section.

Othertimes it is the other way around. Trial and error worked it out eventually.

Am sure p0xus will get it sorted, was just surprised the bug occured in the main game tbh (it is their damned code!)
p0xus  [author] 9 Mar, 2018 @ 7:20pm 
Not yet. Its still pre-alpha. Lots of progress has been made though.
iMagyar 9 Mar, 2018 @ 7:16pm 
wait so did u make a 2.0 version of this mod yet or no?
jupiter878 1 Mar, 2018 @ 12:52pm 
https://www.reddit.com/r/Stellaris/comments/81587w/someone_was_clearly_cutting_corners_when_building/
"R5: At this point mod or not there really is something wrong when ringworlds are involved."

This.
jupiter878 28 Feb, 2018 @ 5:52pm 
https://www.reddit.com/r/Stellaris/comments/80edhi/i_dont_think_my_species_know_what_a_ring_is/
There is almost something of a twisted beauty to all the shenanigans going on with these 'ring'worlds.
p0xus  [author] 27 Feb, 2018 @ 8:28pm 
@jupiter878 They are? Well that certiainly makes me feel better. Really, that just means that Paradox will update this version of the mod for me. The different method Im using doesnt seem to be effected. I've actually encountered this glitch before when I was first making the mod. Hopefully this encourages them to actually fix the problem.
jupiter878 27 Feb, 2018 @ 5:29pm 
It looks like even vanila ringworlds are being glitchy. You may want to wait before paradox fixes this
p0xus  [author] 25 Feb, 2018 @ 9:52pm 
So, I'm not terribly sure why the super ringworld isnt working correctly. The larger one is however. For now, im going to call this version for 1.9. Im working on a complete redo of this mod that does not have this same problem. It uses a different method of construction. For now, what you should probably do is use a default ringworld as the first ring, then you can use my larger ring, for that works fine.
p0xus  [author] 24 Feb, 2018 @ 9:02pm 
@mettpawwz Thanks for letting me know. Ill look into it.
mettpawwz 24 Feb, 2018 @ 4:47am 
Ever since the patch the ringworlds have a graphical bug whereby two sections don't link up properly. The default game ringworlds have the same issue though, so it might just be a bug you can't do anything about, idk. It would be cool if you could fix it with your mod though, I have no idea if that's possible or not.
Liekkos 23 Feb, 2018 @ 4:49am 
Update? Please? Really do like super duper ring worlds.
Drar 17 Feb, 2018 @ 5:20pm 
@p0xus Yeah was aware of that, hence not thinking it is possible.

Is the dyson sphere in game then just 3 sections? Might have a play around with it and see what can be done sometime.
p0xus  [author] 17 Feb, 2018 @ 1:28pm 
Thanks for all the name suggestions, I have a wealth of possible names now. And @MarrV, each solar system is really just a 2D plane, so you need to always think 2D, not 3D. In my mind each of the rings are on a differnet plane from each other for science reasons.

I would like also like to point that "Thus the entire internal surface could be settled upon/built upon." Isn't accurate scientifically. The Entire point of a ringworld is building just the habitable parts of a dyson sphere. Since you get G forces by rotation the structure, you only get suitable G forces near the equator, and then none by the poles. A ringworld was Larry Niven's solution to that issue.
Drar 17 Feb, 2018 @ 4:51am 
On the name front;
1- Dist: 30 - Segments: 8 Solar Ring World (it is closer to the star)
2- Dist: 45 - Segments: 12 Ring World (it is the default)
3- Dist: 60 - Segments: 16 Super Ring World (your mod name, paying homage)
4- Dist: 75 - Segments: 20 Mass-ive Ring World (Pun, on the solar mass of a star being so great that the Solar Ring World would be too close, I was struggling on this one as it sits between your two sizes)
5- Dist: 90 - Segments: 24 Superduper Ring World (again paying homage)
6- Dist: 105 - Segments: 28 Prime Ring World (Can be switched with 7, Primary Feat of the Empire/Civilisation)
7- Dist: 120 - Segments: 32 Collosal Ring World (Collosal being one of the largest terminologies for size, the name normally inspires awe) (n.b. I had modified your mod to do this size, you do get slowdown in later game from it)
Drar 17 Feb, 2018 @ 4:44am 
I do not think it is possible, but have always thought it would be "interesting" if you could combine a ringworld with a dyson sphere (not how it is done in this game).

The resource cost would be eye watering, but basically enclosing a star in a structure within the "habital zone" distance of the star (depends on star type, but whatever would work ingame).

Thus the entire internal surface could be settled upon/built upon.

Am 90% sure it is outside of the bounds of what is possible in stellaris, but thought would share a thought with you guys.
SamulCase 16 Feb, 2018 @ 11:25pm 
will submit my own name suggestions, in no particular order. Take em or leave em :)

Collosal ringworld
Mammoth ringworld,
Huge ringworld
Monsterous ringworld
Behemoth ringworld
Modest ringworld
Meager ringworld
Immense ringworld
Inhabitable ringworld
Lucious ringworld
Artificially heated/cooled ringoworld

Perhaps if you feel up to it we could get some ringworld planetary modifiers as well :)