Stellaris

Stellaris

Fully Habitable Ringworlds
33 Comments
just a person ? 3 Apr, 2024 @ 9:29am 
I dont know why but when I start a new game the megastructure is allow to build on construction ship, and you really need to fix this. and AI the the game are surely stupid when they spam on all of there star.
paulo 19 Jan, 2023 @ 4:33pm 
One thing I never liked about the ringworlds in Stellaris is how they differ from the ringworlds first imagined by Larry Niven and your mod partially fix this mistake. Thanks.

Let's hope you can get your new PC soon -- I would love to see this mod update
Knightmage Bael 28 Jun, 2021 @ 11:06pm 
I look forward to seeing an updated version of this mod then, BobGrey :)
BobGrey  [author] 23 Jun, 2021 @ 8:42pm 
I haven't played Stellaris in so long due to PC issues (my PC can no longer run it. When I get my new PC, I plan to get back into it. I will have to play around to see what all is new and how update my mods.
John McCreedy 23 Jun, 2021 @ 8:11am 
Does anyone know of a successor to this mod? It winds me up the way Paradox implemented half finished ringworlds and the code below doesn't work (might be a 3.0 issue).
BobGrey  [author] 15 Apr, 2020 @ 12:55pm 
I believe I've used it with Real Space Scaling. I have not had a chance to play Stellaris in some time to test.
MatthaeusMaximus 15 Apr, 2020 @ 9:10am 
Has this been tested with Real Space, Real Space System Scaling, and Real Space New Frontiers?
greensniperhat 2 Sep, 2019 @ 9:49pm 
ay, np man!
BobGrey  [author] 2 Sep, 2019 @ 1:42pm 
I have gotten the mod updated using your version of the file. I hope it works, as I am unable to test it in game myself.
Thank you for taking the time to edit the mod and sharing your results. I have listed you under the "Special Thanks" section as well. If there are any issues, let me know and I will see what I can do to fix it.
greensniperhat 2 Sep, 2019 @ 5:06am 
Hey, this is the common/megastructures for the mod, this should work. https://pastebin.com/wveCngNF
BobGrey  [author] 30 Aug, 2019 @ 10:50pm 
I can do that. I won't be able to do any testing, but last I tried I was able to at least get the launcher open to work with mods.
greensniperhat 30 Aug, 2019 @ 9:55pm 
Well, if I can get it working I'll send the modified mod files to you for publishing? Still needs to check if the modification works.
BobGrey  [author] 30 Aug, 2019 @ 9:47pm 
The code may have changed in recent game updates. Due to a hardware issue, I can no longer play this game (or American Truck Simulator). I am trying to save money to build a new PC to replace my nearly 4 year old one, but that is proving difficult.
greensniperhat 30 Aug, 2019 @ 8:02am 
Right, seems like it won't build at any and all available systems. Looked in the codes and the 'requires no habitable planet' is different from vanilla ringworld, especially this line:
any_planet = { colonizeable_planet = yes }
which should be
any_system_planet = { colonizeable_planet = yes }
Nay 29 Apr, 2019 @ 7:06am 
-> then go to "workshop/common"
dont worry we all make mistakes^^ me, for instance, cant make this work. i'll just drop it and play vanilla
BobGrey  [author] 29 Apr, 2019 @ 6:48am 
It's supposed to be content. That's what I've been saying...
Program Files(x86)/Steam/steamapps/workshop/content/281990/1556484579
Nay 29 Apr, 2019 @ 6:47am 
yes, i use my ssd for my os. its not in common but content, thank you :)
BobGrey  [author] 29 Apr, 2019 @ 6:32am 
I assume if you have 2 hard drives, you use one mainly for operating system only? It should be on whichever hard drive Steam is installed to. If you go to your Steam Library, right click on Stellaris, click on Properties, then go to "Local Files" tab, and click "Browse Local Files", it will take you to the directory everything is installed in. In the top bar where it shows the directory, click on the part where it says "steamapps", then go to "workshop/common". You should see all the correct files. If you don't, all I can assume is that you somehow messed up your Steam installation, probably by having part of it on one hard drive and others on the other hard drive. If this is the case, I don't know how to help.
Nay 29 Apr, 2019 @ 6:07am 
i usually mod every game i can, and i do own stellaris, shouldnt this folder have a lot more content? maybe it is because i use 2 hard drive?
BobGrey  [author] 29 Apr, 2019 @ 5:52am 
Those are the App IDs for Steam Controller Configs and Skyrim, respectively. The way the Steam folders work is based on IDs. For example, in the workshop/content folder, you will see folders for every game you have downloaded Workshop content for on Steam listed by App IDs. Stellaris' ID is 281990, so if you have Stellaris on Steam, and have downloaded anything from this Workshop, that folder will be listed. Inside worksho/content/281990, you will see more folders, one for each Workshop item you've downloaded for the game, also listed by IDs. This mod's ID is 1591024851, so in the folder with that name, you will see this mod's files. However, in order to download it, you have to own the game and it be in your Steam Library.
Nay 29 Apr, 2019 @ 5:43am 
thabk you, but i cant find this /281990/1556484579 path. i've only got 241100 and 72850
BobGrey  [author] 29 Apr, 2019 @ 12:02am 
I only release my mods from Steam. If you are worried about going offline and your mods not working, you can still subscribe to the mod here, then go to Program Files(x86)/Steam/steamapps/workshop/content/281990/1556484579 and move that zip file somewhere else. Now open your game launcher, go to mods tab, click "Mod Tools" in the top-right, and click "Create Mod". Give it any name (or the same name as this mod) and set your directory and tags however you want. Now, go to Documents/Paradox Interactive/Stellaris/Mod and copy the [name of your mod directory].mod file and paste it into the folder you made. Rename the new file inside the folder "descriptor". Now, open that zip file you took earlier and extract it into the new folder. Do NOT replace anything, as that would change your descriptor file. Now, you can unsubscribe and play this mod offline!
Nay 28 Apr, 2019 @ 1:49pm 
hi ! sounds like a great mod, is there a download link somewhere? (i mean, not on steam, a manual install)
The Erubian Warlord 27 Dec, 2018 @ 10:01pm 
is there a machine ringworld option as well?
BobGrey  [author] 21 Dec, 2018 @ 5:47pm 
It should. It should work with all 2.2.x versions. That third .2 is just patch number. Nothing major should have been changed in any files this mods uses.
Bad Ending 21 Dec, 2018 @ 6:22am 
Anyone know if this one works with 2.2.2?
BobGrey  [author] 17 Dec, 2018 @ 2:13pm 
Should be. These Ringworlds use their own custom planet class, localisation, and megastructure files, meaning that there absolutely NOTHING in either of these mods that should conflict with vanilla, or other modded structures, planets, planet classes, etc.
If I'm not mistaken, the one from Gigastructures is actually a larger physical size, isn't it? If so, you should be able to build that one in the same system with this one. This structure does not block others from being built as far as I know. However, it does remove all planets in the system, so if Gigastructure's also need planets to consume, then you will have to choose one or the other for that system.
nathan67003 17 Dec, 2018 @ 8:54am 
I've seen you also have Gigastructures installed in the addon page and I aws wondering: are this mod's ringworlds compatible with the bigger-than-standard-size ones from Gigastructures?
BobGrey  [author] 16 Dec, 2018 @ 2:06am 
Oh...
A Megacorp DLC thing, isn't it?
I don't have Megacorp, so unfortunately, I can't do anything with that.
I wish I could! I have a bit of an... obsession... of sorts when it comes to ecumenopolis and archologies...
Dansel 16 Dec, 2018 @ 1:45am 
Which, for the record, I agree with. Having only basic housing districts isn't going to make the Ringworld all that useful.
Dansel 16 Dec, 2018 @ 1:44am 
Probably talking about the special districts that are available, see: https://forumcontent.paradoxplaza.com/public/401901/upload_2018-11-1_12-44-53.png
BobGrey  [author] 15 Dec, 2018 @ 2:52pm 
I'm not sure I know what you mean...
Ran 15 Dec, 2018 @ 5:06am 
How about giving Ringworlds more decent district options more in line with ecumenopoli?