Stellaris

Stellaris

[2.3] Mett's Ascendancy and Home Ringworld Starts
61 Comments
mettpawwz  [author] 15 Apr, 2022 @ 12:23pm 
Hey Geki! Sorry, life's been hectic and I haven't really maintained this mod in the meantime and I've only just seen your comment. Of course go ahead and release your new Home Ringworld mod! (if you haven't already) :)

I might give this mod an update when I've got some time and get back into Stellaris. If any of the code in it helps you (despite the fact that it's several releases out-of-date) feel absolutely free to make use of it.

Thanks for the original mod and idea <3
Geki 28 Jan, 2022 @ 7:38am 
Thanks for the credit! It's nice to see after so many years that someone picked up my hat and built on it after it broke. I'm trying to get back into Stellaris modding and might release a new version of the Home Ringworld as an Origin, maybe add some unique events to it.

Are you still playing/modding?
The Francesco 22 Mar, 2020 @ 3:45am 
pls update
Lers 18 Mar, 2020 @ 4:34am 
Do you have plans to update the mod now that 2.6 was released?
ErroneousBosch 10 Aug, 2019 @ 6:33am 
Ascendancy home with machine is unplayable. -124 energy and -78 minerals, no way to build.
N 0 5 H 0 T 24 Jun, 2019 @ 11:08am 
When ever I start I end up negative energy and i build generators or anything else it only gets worse not better especially with a dedicated generator section.
The Francesco 10 Jun, 2019 @ 9:43pm 
is it just me or all of your ringworld size are 5?
mettpawwz  [author] 8 Jun, 2019 @ 8:45am 
Okay, that should be this mod updated to 2.3 now.

I haven't been able to figure out how to spawn gestalt-appropriate city districts for the habitation segments, but at least the home segment does get a hive/nexus district rather than a city district.

If anyone wants to take a look at the source and could let me know why the conditional for the habitation segments init_effect in the ascendancy homeworld solar system initializer isn't working correctly I'd be pretty thankful.

Cheers!
Candy 14 May, 2019 @ 7:02pm 
any new updates?
Sir Luis 21 Feb, 2019 @ 4:44pm 
can you make it so the system starts with a gateway and a couple habitable that are ready for colonist ships to land? Also the effect that is the nebula that blocks sensors if you could please. last but not least a wormhole.. ikr i ask for alot ty
Grimmas 31 Dec, 2018 @ 11:02am 
Please consider removing the mining districts (maybe as an alternative start option?) since mining districts on ring worlds are not a thing in the base game.
Adonia50 23 Dec, 2018 @ 6:30am 
Maybe I'm not getting it but I have -55 power at start and it only gets worse. How does this help?
Sauron's Bro 18 Dec, 2018 @ 4:53pm 
could you add the admin cap as a job that goes with the ringworld?
Gigax 18 Dec, 2018 @ 11:50am 
Hey,

Rellay cool mod. I was wondering if you could do the same Ringworld but with only 4 sections ? one mine, one farm and on generator + capital ? I find that 12 is too much and I can't do it alone, I'm really strugling with ringworld modding :(

Thanks anyway
mettpawwz  [author] 18 Dec, 2018 @ 5:40am 
Okay, I think I've managed to get the startup to work properly using an on_game_start event. @Donald J. Trump I'll look into adding some ancient buildings when I have some time, I'm not sure how it will work exactly with the new '1 buildings slot per 5 pops' mechanic, but if I can add buildings to empty planets (even if they are in an inactive state), I'll try.

I've already tried adding +50 admin cap to each of the segments by adding it as a deposit that gives +50 admin and as a static_modifier that gives +50 admin cap, and neither of those have worked because the game treats those as a 'planet_modifier' rather than a 'country_modifier', and adding admin cap to a planet doesn't do anything.

If anyone has any other idea as to how I could do it, let me know. Right now I'm thinking maybe as a special building? That would use a building slot though, so I'd rather avoid it but I can't think of any other way.

Anyways, cheers guys.
Sauron's Bro 16 Dec, 2018 @ 9:32am 
The ascendancy start has some issues with the fact that the empire cap is blown out of the water with the first colony, is there a way to fix that or do i just need to get a more max cap mod?
Chun Doo-hwan 15 Dec, 2018 @ 2:44am 
Is it possible to add some ancient buildings on the ring world that produce tons of resources? I saw the ancient caretakers have some on their ring world.
Nicanor 13 Dec, 2018 @ 4:29pm 
@mettpawwz, thanks for updating the mod. I'm not sure if these are issues you've already mentioned that you hope to fix, but at the moment the ringworld section on which the player starts doesn't have access to any of the special ringworld segments. It is also much smaller than it should be, and the fact that it's a ringworld seems to be purely cosmetic, rather than affecting any of its features.
mettpawwz  [author] 13 Dec, 2018 @ 12:07pm 
Thanks for the heads up @Donald J. Trump. I've updated it again and I think everything sort of works. It's still a bit of a hack though, and the first month on an ascendancy ringworld will look pretty strange, but it sorts itself out afterwards.

I'd be pretty happy if any other modders with a bit more experience could explain to me why the normal planet deposits and blockers aren't being removed by my call to 'clear_blockers' and 'clear_deposits'?

I imagine it's because empire initialization probably happens after the solar system is created and then adds those things on. But then how can I prevent normal empire initialization and replace it with my own version doesn't add any deposits or blockers or normal planet districts?

This new patch is confusing...
Chun Doo-hwan 12 Dec, 2018 @ 8:47pm 
@mettpawwz Thank you for the great work! But the mining sections have a problem, mining districts will disappear after a few months.
mettpawwz  [author] 12 Dec, 2018 @ 5:14pm 
Hi, I've updated the mod and it now at least runs. I'm aware that there are still issues with the starting districts on the home planet and I'm hoping to have that fixed by the weekend.
Vysache 10 Dec, 2018 @ 9:28am 
Will you update to 2.2?
Chun Doo-hwan 8 Dec, 2018 @ 1:37am 
2.2.1 plz
Lers 6 Dec, 2018 @ 9:24am 
Are you going to update the mod to 2.2?
Trixie 16 Jun, 2018 @ 3:57pm 
Hey not sure if you're aware of this but for some reason mineral mining stations in the home system have ludicrous upkeep like 4-5 energy
Noxious 24 Mar, 2018 @ 3:28pm 
There is a bug in which the ringworld will look like a bunch of crammed together segments
Razoul 16 Mar, 2018 @ 5:56pm 
Would it be possible to have a planet in the system that you spawn on and then just require the player to colonize ALL the ring sections rather than starting on one of them?
mettpawwz  [author] 3 Mar, 2018 @ 7:15pm 
@cactuspete13, that's because determined exterminators run an event at the start of the game that changes their starting planet (whatever class it is) into a tomb world. There isn't really a way to turn it off just for certain start systems.
cactuspete13 3 Mar, 2018 @ 4:45pm 
Not sure if anyone else is seeing this, but when trying to play as a determined exterminator, the starting planet is a planet, not a section of ring world. I'm testing a couple other mods that have ringworld starts and so far they are also doing this.
mettpawwz  [author] 3 Mar, 2018 @ 3:29pm 
I've fixed it by just adding some extra buildings and blockers in the end. It wasn't worth the headache of editing the event, particuarly because that is an event that is likely to change every time they add a new civic that lets you start with 2 species, so I'd have to constantly fix and update it. It should work now hopefully. Cheers @onemorecup :D
onemorecup 3 Mar, 2018 @ 2:00pm 
thanks for the quick response!
mettpawwz  [author] 3 Mar, 2018 @ 12:53pm 
I've found what the problem is. It only happens with ascendancy homeworld, it should be fine with ring homeworld.

Basically, the start-of-game event that gives you other species tries to put them on mining networks and hydroponics farms (in the case of syncretic evolution), or it tries to replace certain tile blockers (in the case of rogue servitors) and when it can't find any it just fails.

I will try to fix it by editing the event. If that doesn't work I can add those buildings and tile blockers into the ascendancy homeworld start as a last resort. Thanks for letting me know about the problem @onemorecup!
onemorecup 3 Mar, 2018 @ 8:04am 
Problem with two-species starts (tested cyborgs & pampetered species), the secondary species just don't appear. :(
Rusty the Loyal 1 Mar, 2018 @ 8:09am 
No worries I'd rather just disable ISB Graphics and play with my ringworlds! :P
mettpawwz  [author] 1 Mar, 2018 @ 7:08am 
The scrunched together ringworlds seem to be the result of using this mod with ISB Graphics, which changes system scale. Before 2.0 there didn't seem to be incompatibility between this mod and ISB Graphics though, so I'm not entirely sure why there is now. I'll look into it but I can't promise anything, sorry :(
cactuspete13 28 Feb, 2018 @ 8:34pm 
I'm seeing ringworlds, not just this one but default ones, that are bigger than they should be with decreased image quality
Rusty the Loyal 28 Feb, 2018 @ 12:45pm 
I'm getting ringworlds that are seemingly scrunched together. Has anyone else experienced this problem?
reotor 28 Feb, 2018 @ 7:43am 
You are right. Not sure if this is a recent change but appearently detemined exterminators start with a tomb world, which forces the change. Works fine on other empires, thanks.
mettpawwz  [author] 27 Feb, 2018 @ 8:08pm 
@reotor, it works fine for me. The only reason I can think of that you would have your capital replaced is if you are using start-of-game civics that change your planet's class on startup. In the base game that means Post-apocalyptic and Life-seeded, but there are also several other mods that do similar things and will probably also cause the issue you're describing.
reotor 27 Feb, 2018 @ 9:24am 
Every time i try to start a game, the capital planet is the type of planet of your race instead of a ringworld segment. is there a way to fix this?
mettpawwz  [author] 23 Feb, 2018 @ 3:01pm 
Heya @stafanator2, don't worry. I didn't actually change anything (besides the name and version info) to make it compatible with 2.0, so it still works perfectly with 1.9 :D

It will give you an error message in the Stellaris launcher but it will work fine. I know the error message can be annoying, but I don't really want to end up with a bloated workshop page because I'm keeping an extra version of each mod every time they do an update.

Cheers!
Cyberspaceomega 23 Feb, 2018 @ 5:20am 
hey can you create a version for 1.9 pls your mod is awesome and I would like to play it in 1.9 too
Lofaka 12 Nov, 2017 @ 5:19pm 
(Woozie) Select the system in the empire creation menu
King Terry The Terrible 1 Nov, 2017 @ 12:25pm 
Thanks baby
mettpawwz  [author] 1 Nov, 2017 @ 11:37am 
Heya, I was on vacation for a couple weeks during the bugfix patches and only just got back home. I'll update it right away so it'll stop giving errors about being outdated. Cheers.
Lers 27 Oct, 2017 @ 1:09pm 
It seems to need an update for version 1.8.3
Woozle 18 Oct, 2017 @ 10:38pm 
How do you make it spawn? is there a button i have to push?
ThePaladineX 15 Oct, 2017 @ 2:27am 
Me encanta este mod ya que permite un inicio mas acelerado. Lastima que aun no este para la 1.8.2
Eternalace11 14 Oct, 2017 @ 5:37am 
Yep it seems to work now i just had to go in to the files and delete it and reinstall
Grimmas 13 Oct, 2017 @ 2:47pm 
works fine with 1.8.2 for me, try it by itself, might be some mod conflict you're having