Stellaris

Stellaris

Ruined megastructures neighbour
92 Comments
Damocles66  [author] 14 Jul @ 1:52pm 
No trouble, on the contrary it is good do learn early if something broke. And as I'm not so active playing stellaris atm, I rely on players to notify me if something went wrong. So thanks.
Styn 14 Jul @ 7:14am 
Oof, sorry for the trouble, I just wanted to do a quick shout out and say how awesome you are! A bit self serving? Yes, but true nonetheless. Thanks for literal years of amazing starts that I have enjoyed with this mod regardless of how it all turns out. This mod has taught me enough to do alot of this myself, I'm just being lazy and I love your super resource system that spawns with the two guarantied planets even if I can't settle the dyson sphere tomb world anymore, lol.
Damocles66  [author] 14 Jul @ 7:04am 
I tried merging it again, and it seems we again have districts on the shattered ring start.
Damocles66  [author] 14 Jul @ 6:12am 
It seems the start of game scripts were rewritten quite a bit. It looked good on first glance ... but only on the very first glance. I will revert and push a new update.
Styn 14 Jul @ 5:24am 
what happened? this won't work in 3.14 anymore now that it says its updated to the latest version. Any chance you can load the version that was working just a few days ago as a separate mod? This is my favorite Stellaris mod and I'd hate to lose access since I won't be updating past 3.14 for the foreseeable future.
Damocles66  [author] 15 Nov, 2024 @ 1:31pm 
Should be updated for 3.14 now.
Happy Plant 4 Nov, 2024 @ 5:54am 
Hi buddy. I love this mod, would you be able to update if possible? If not, no worries. :)
Damocles66  [author] 18 Dec, 2023 @ 12:18pm 
Hello,

Somehow I didn't notice the updates here. But yes, it is easily possible that smth broke here. Paradox has the tendency to release these humongous large script files, and if you are unfortunate enough to have to modify them, every update brings a chance of breaking them.

In this case I had to modify this file to add all those:
has_origin = origin_shattered_ring <-- vanilla origin
has_origin = origin_shattered_relic <-- mod origin
has_origin = origin_shattered_enigmatic <-- mod origin
has_origin = origin_shattered_relic_enigmatic <-- mod origin

And if the vanilla game_start file changed, this complete overwrite will break smth in between.

Sorry for the inconvenience and the late reply. I think I will get to fix it in the next couple of days.
MaulMachine 25 Nov, 2023 @ 4:39pm 
Final update for now: when I deleted the Game_start file that shipped with the mod, it started working perfectly.

Don't ask me why. Nothing leaped out at me when I tried to fix it my shuffling the file around.
MaulMachine 25 Nov, 2023 @ 3:50pm 
Okay, I just tested it some more, and I'm having the exact problem as listed: I leave all my mods but this one installed, and it works fine, I uninstall all but this one and leave this one enabled, and the council shrinks so that only the Ruler position is filled at the start of the game.
MaulMachine 25 Nov, 2023 @ 1:09pm 
I'm having a genuinely bizarre problem with this mod. When I have it installed, even if I'm not using one of its origins, my council starts with only the ruler spot open. Can you think of anything that could cause that?
Roan 4 Oct, 2023 @ 12:04pm 
I run borderless window duelscreen already. XD
I was getting some other issues directly related to Gigastructures event chains and now the whole save is borked.
Just got a fresh(and hopefully stable) fresh start with my ruins so its a good afternoon.
Damocles66  [author] 3 Oct, 2023 @ 3:57am 
So I have good news and bad news.
The good news first: I think all events have been fixed now and the mod should work again as expected.
The bad news: The reported crash is, I think not really related to the mod, though I have to admit that it happens more often.
I assume you observed it while alt-tabbing out of the game? During debugging I had that happen quite frequently with the mod, but also a couple of times for the unmodded game. I changed the display type to borderless window which seems to be a workaround.
The crash appears to be related to some issues with the graphics 2D rendering(when looking in the error log), and as the mod does not touch any graphics, that should not be related.
Roan 30 Sep, 2023 @ 6:47pm 
Thanks for the heads up and the great mod.
Damocles66  [author] 30 Sep, 2023 @ 3:52pm 
Yes, seems that something broke. Apparently they changed both the initialisers, as well as the events. This may take some time.
Wootiger(卧虎) 30 Jul, 2023 @ 4:49am 
hello~
can you add the Ether Drake system in this mod?

also can you make a new mod that the "Vluur" (a lighting storm creature) spawns within 5 jumps near the player`s start system(or just in the player`s start system,if it was possible) ,.

thank you very much~
MaulMachine 16 Apr, 2023 @ 12:15pm 
I found a pair of bugs in n2tc's system layout. A moon spawns inside a gas giant, and the two megastructures overlap.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2963341663
Wootiger(卧虎) 6 Mar, 2023 @ 7:13am 
need a update~~ again....
Commander Star 13 Jan, 2023 @ 9:19pm 
I think it just re-ensure people that some modders just reload their mods to update the stream's mod page to tell people that they "updated" their mods lol
Damocles66  [author] 15 Dec, 2022 @ 1:18pm 
Hi, I think it still works, did you notice any issues?
zemmy.cole 15 Dec, 2022 @ 1:10pm 
wow.. looks interesting..... can u constantly update it..... plz?
MaulMachine 22 Nov, 2022 @ 10:49am 
Wow, thanks for the quick response! I appreciate that.
Damocles66  [author] 22 Nov, 2022 @ 10:45am 
I haven't yet added the catapult, but the good ones are in it.
MaulMachine 22 Nov, 2022 @ 10:33am 
Are any of the new megastructures added by recent DLC covered by this mod?
Damocles66  [author] 16 Aug, 2022 @ 3:13am 
This also had the side effect that using the ideal planet class to specify the planet type of the 2 size 25 worlds breaks immersion as you would end up with 2 oddly placed ringworld segments.

I made them relic worlds which better suits the "setting".
Damocles66  [author] 15 Aug, 2022 @ 1:46pm 
Sorry took me ages to find the issue and I had honestly given up a few times. They changed the name of the planet type of the shattered ring world, which means hours of wasted trial&error with events and stuff. Should work again.
Wootiger(卧虎) 5 Jun, 2022 @ 7:08am 
need a update~~the ring kicks out every worker...
Styn 3 Dec, 2020 @ 12:01pm 
Nice job! This gives me that ' Fallen Empire blasted back to the beginning of the Space Age' feel I've been looking for.
faust 14 Sep, 2020 @ 6:25am 
how about add more origin systems?
like mega sol
mega+fortress sol
Damocles66  [author] 21 Aug, 2020 @ 1:45pm 
Hi, thx for the info. That was an upload by accident and i have removed the offending part.
Dr, Quinzel 21 Aug, 2020 @ 4:24am 
found a fix for anyone who gets the same problem as my comment bellow, simply go into "observer" click the planet with the huge amounts of rss type "event utopia.3324" this will turn it into a shrouded planet, and therefore remove the rss without deleting the planet. but it did turn one of my three suns into a planet as it had 100 dark matter in my latest game guess il just do that for each time it happens and anyone else could as-well to remove the completely unfair advantage of having 50 of every rare rss and 100 dark matter spawn in the system connected to your home world
Dr, Quinzel 21 Aug, 2020 @ 3:47am 
@Damocles66 hey its spawning everything correctly however for some reason one of the systems near my starter (tested this 10 times now) is spawning a random bunch of rare stuff like in HUGE amounts btw? not sure if the mod is meant to do this or is broken but it spawns a system with 50+- rare crystals, 50+- exotic gases, 50+- volatile motes, 50+- Zro and an amazing 100 dark matter on random things like asteroids which i have never seen happen expect maybe 1 or 2 dark matter on a asteroid from a level 8 anomaly. so idk if this is part of the mod and you just didn't say it in here OR something else is happening? because with only your mod active and picking fortress + ruined i am always getting this random system with only this mod downloaded/active
MaulMachine 21 Jul, 2020 @ 7:55pm 
Thanks, but I clipped some other mods out and added a new one or two. I just want to start from scratch.
Damocles66  [author] 21 Jul, 2020 @ 5:58pm 
You could also just "fix it" as in, replace whatever planet class is written in the gamestate with the correct one and repackage the zip file.
MaulMachine 21 Jul, 2020 @ 4:56pm 
Okay, I ripped open the save file and sure enough, I see none of that in Zanbor.
I looked through my save files and I do not see that anywhere.

Well, thank you for the help, Damocles. I'll start a new game.
Damocles66  [author] 21 Jul, 2020 @ 3:34pm 
If you want to you can check your save games.
They are located in \Documents\Paradox Interactive\Stellaris\save games\<campaign folder>

It says .sav but is really a zip file so you can open it with e.g. winrar or 7zip.
Inside you will find a meta file and a gamestate.
Gamestate is a readable l file of the ... state of the game.

So here you should find your planets with their ids.
A habitable ring section is
planet_class="pc_ringworld_habitable"

A damaged segment is a "ring_world_ruined" megastructure and either
planet_class="pc_ringworld_tech_damaged"
planet_class="pc_ringworld_seam_damaged"
Not entirely sure which. I assume that when the repair project finishes, the planet class is switched with pc_ringworld_habitable and the megastructure entry is removed.(they are then simply planets with a fancy texture).

My assumption would be that the planet classes in the save got messed up by something.
MaulMachine 21 Jul, 2020 @ 2:17pm 
I see.

The only other one I can think of is the Uniquer Systems Spawn 100% mod, 707297106. It contains a file named !!_100gen_vanilla_replace_system_initializers.

That's the only other one that has the text string ring_world in it besides More Events Mod, which just has a ring world in it but doesn't chgange its contents in any way.
Damocles66  [author] 21 Jul, 2020 @ 2:10pm 
Possibly, my mod does not change megastructures itself, but the initialisers reference the original ones. So if this mod introduces e.g. new ids for a ringworld the old ones may not be valid anymore.
MaulMachine 21 Jul, 2020 @ 1:58pm 
Ah hah, I think I found the culprit. MegaStructures Placement, 900785559. Does that contain any files that would, in any way, inhibit your mod's function, or normal broken ringworlds?

In fact, when I mouse over the missing ringworld in the picture above, it just pops up a box that says _DESC with no proper description in the box or megastructure name in the title bar of the box.
MaulMachine 21 Jul, 2020 @ 1:32pm 
I don't know offhandedly. Which files concern the ruined ringworld? I can manually search them all to see if they've overwritten one.
Damocles66  [author] 21 Jul, 2020 @ 12:00pm 
Hi,

do you by chance have a mod installed that modifies ring worlds? e.g. Machine Ringwolrds or something like that?
MaulMachine 20 Jul, 2020 @ 4:42pm 
Hi,

This is the appearance of the ring world in the system ring_world_init_fallen.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2172843297

It didn't look like this at spawn. Any idea why this happened? It just occurred partway through the gameplay.
MaulMachine 13 Jul, 2020 @ 1:43pm 
Much appreciated. Thank you.
Damocles66  [author] 13 Jul, 2020 @ 5:18am 
Only the enigmatic fortress was added to include a previous mod. You can of course add more, but there will be a good chance of locking yourself out of exploration or expansion if adding too much.
MaulMachine 12 Jul, 2020 @ 5:19pm 
One other question. Do any of your custom origins make the Leviathans spawn nearby?
Damocles66  [author] 12 Jul, 2020 @ 4:59pm 
The one that just reads "Megastructures" and they all should have an effect description like:
"All Megastructures in neighbouring systems and all three guaranteed worlds are size 25"
or
"Shattered Ring start with enigmatic fortress and relics [...]"
MaulMachine 12 Jul, 2020 @ 3:50pm 
Hi!

Coming back after several years and many DLCs, I'd appreciate a quick bit of aid.

If all I want is to make a single home system using the default options, but still have all the megastructures nearby, which initializer should I be using? Does it matter? Which Origins should I use? And if I want to make it so the default homeworld is always 25 districts, which ones should I modify?

Thank you.
gumbar 9 May, 2020 @ 6:50pm 
It seems to work. I commented out the relevant entries and it looks good.
gumbar 5 May, 2020 @ 5:26pm 
Thanks for the answer. I deleted the entries without success. That was the reason for my question. Maybe it doesn't work that way. I will try your suggestion. Maybe you could offer an Origin without mega structures?

I do not use any other modifications that affect megastructures. I went through everything.
Damocles66  [author] 4 May, 2020 @ 2:18pm 
Not that I am aware of no. You can probably do this by e.g. directly editing the respective initialisers.

E.g. go to steamapps/common/stellaris/common/solar_system_initializers and there modify the following files:
megacorp_initialisers.txt
-> megacorp_matter_decompressor_init_01
-> megacorp_strategic_coordination_center_init_01
-> megacorp_mega_art_installation_init_01
-> megacorp_interstellar_assembly_init_01
utopia_initializers.txt
-> dyson_sphere_init_01
-> science_nexus_init_01
-> sentry_array_init_01
-> ring_world_init_01
federations_initializers.txt
-> mega_shipyard_init_01

Easiest would be to just delete the entries. You could also modify them:
You will find smth similar to this:

usage_odds = {
base = 0
modifier = {
host_has_dlc = "<dlcName>"
add = 100
}
}

This tells the program to only use the system if the DLC is installed. If you simply remove thee modifier entry:

usage_odds =
{
base = 0
}

The system should no longer be used.