Stellaris

Stellaris

Mining Segment for Ringworld
41 Comments
Hydra 3 Sep, 2019 @ 2:16pm 
I think it should replace food rather than commercial segments for normal empires and generator segments for gestalt since you need alot less food than energy/consumer goods
WoebegoneHeart2 24 Aug, 2019 @ 3:02am 
can you do achievements with this.
Extertsökkeldsdönnermïnatör 7 Aug, 2019 @ 6:08am 
@aiime
Sorry, I made a poopoo. I didn't read the entire mod description and didn't realize it was planetary decision from game alone as I never really need to go into the decisions. It must have worked fine the entire time -.-
Falconxu 28 Jul, 2019 @ 8:42am 
@aiime
Yes~
This is for the rimworld start mod
And the home world will stuck with extra mining segment without UI overhaul mod
Because with an extra segment the farming segment cant expand or remove for convert to normal rim:lunar2019laughingpig:
aiime  [author] 28 Jul, 2019 @ 4:12am 
Oh, okay. It seems like if you are using an ringworld start mod that adds its own version of the mining segment, you can still enact the Wide Mining, but the bonuses from it will not apply to these segments.
aiime  [author] 28 Jul, 2019 @ 3:42am 
@Falconxu
As I understand it, this is for compatibility with this mod. Thanks, added.
Falconxu 27 Jul, 2019 @ 11:04am 
NOT = { has_planet_flag = rwst_home}

this is nice……
aiime  [author] 22 Jul, 2019 @ 2:45am 
@Tertsökkeldsdönner
Sry, I could not answer all this time. Do you still have this problem?
Extertsökkeldsdönnermïnatör 10 Jul, 2019 @ 8:58am 
Anyone having problem with Wide Mining upgrade which doesn't increase mining jobs and housing +10 to districts? Or am I missing something?
Allein 23 Jun, 2019 @ 10:58pm 
I mean, it makes sense if you are mining the minerals from asteroids around the ringworld. Surely the engineers couldn't have found all of the asteroids.
aiime  [author] 15 Jun, 2019 @ 6:49am 
Sorry to keep you waiting. The update to the 2.3 is here. New screenshots will be ready soon.
time lapses 15 Jun, 2019 @ 4:17am 
Will the mod be updated next week?
aiime  [author] 6 Jun, 2019 @ 1:10am 
The mod will be updated next week.
Philosopher of Aesthetics 5 Jun, 2019 @ 4:37am 
Please update to 2.3
Kisaragi Eirodynoir 18 Jan, 2019 @ 6:19am 
This is great.
aiime  [author] 12 Jan, 2019 @ 9:06am 
Well, it's ready. I used a slightly different mechanic of mineral production this time. It's more energy-dependent, but has a space to grow. Link to the mod in description.
aiime  [author] 9 Jan, 2019 @ 5:47am 
@The_real_nemo
Thanks for the support. The mod will be ready in 2 or 3 days.
The_real_nemo 8 Jan, 2019 @ 12:44pm 
I like the Ringworld Fabrication idea myself. Thats what i was looking for when i found this mod. Keep up the good work!
aiime  [author] 8 Jan, 2019 @ 6:40am 
Then I'll make another mod for those who think that mineral fabrication is more reasonable than mining .
LNSS 7 Jan, 2019 @ 9:11pm 
Yeah, that sounds pretty good.
aiime  [author] 7 Jan, 2019 @ 12:02pm 
Matter Compression District
Cost: 300 Alloys
Prerequisites: Matter Generation
+2 Housing
+2 Transmutator Jobs
-1 Energy

Transmutator Job
Strata: Specialist/Complex Drone
Produce: 4 Minerals
Upkeep: 2 Energy

Matter Generation
[Rare Techology]
Area: Physics
Category: Particles
Prerequisites: Zero Point Power, colonized ringworld section
Unlocks: Matter Compression District

Something like this?
LNSS 7 Jan, 2019 @ 9:21am 
It could be something more sci-fi, like "Matter Decompressor District", which uses the massive energy generated by the Ring's rotation to, well, create matter.
Depraved Arachnophile 5 Jan, 2019 @ 5:33am 
I just think mineral fabrication would be more believable, considering in-game it states that ringworlds use every last piece of a systems planets to construct them.
aiime  [author] 2 Jan, 2019 @ 12:43am 
@The New Meta™
Maybe ringworld engineers built habitable zones with something like huge chunks of 10x10x10 km solid rock? And they had no time to mine all of these chunks, since there's millions of them. They just quickly cut them out and used as bricks. If so, mining is possible.
Depraved Arachnophile 30 Dec, 2018 @ 11:00pm 
I think it would be more """ realistic" "" if the mining district were renamed to something like " mineral fabrication districts ". Like, it could be described as using some of the biosphere to synthesize some minerals
aiime  [author] 30 Dec, 2018 @ 4:02pm 
We used to have astro-mining bays for habitats and mines for ringworlds. Now we are forced to colonize planets and starting wars for black holes...
MalevolentFiber 30 Dec, 2018 @ 1:33pm 
@E X O D U S
Well it's gonna cost a ton of mineral upkeep when you get 400 pops total on your ringworld, especially if you don't have megacorp to get the black hole mining megastructure thing.
E X O D U S 30 Dec, 2018 @ 12:41pm 
How the fuck do you find minerals on a synthethic world? Makes no fucking sense this is basically just cheating
Lostpancake 27 Dec, 2018 @ 12:02am 
Good mod, just what I was looking for.

I like the idea of the rare tech increasing it to +2 tied to a descision, clean way to balance it.
aiime  [author] 26 Dec, 2018 @ 5:39pm 
I don't want to call it "Factory District", "Recycling District" or "Synthesis District", because this raises the question "why ringworld only"? But you can say "because these things require a lot of space which only ringworld can provide" and it will be true. So, it looks like it's just a matter of taste. But these are good ideas for buildings.
aiime  [author] 26 Dec, 2018 @ 4:53pm 
I proceed from the assumption that ringworld engineers don't use all the system minerals to build frame, but leave alot untouched in the ground, and you can extract these residues. But if you want to do it efficiency, you need a wide mining strategy. Extraction complexes which will cover large areas exploting small deposits here and there.

I will add rare tech called "Extensive Mining" (prerequisites: Mineral Isolation, Nanite Mineral Probes and habitable ringworld section within your borders). This tech will unlock ringworld section decision "Wide Mining Strategy" (10 000 minerals, 200 influence, 3600 days for enact) which will add +1 miner job, +1 housing and +1 energy upkeep for each Mining District. As a result, you will get section with 50 full-power mining districts.
Velaroz 26 Dec, 2018 @ 9:58am 
Could be a "Mineral Synthesis" situation. Would make sense for the +1/+1, as there's a lot more machinery involved and less room for pops to be in.
ucmlost 26 Dec, 2018 @ 6:10am 
Instead of mining district I would go with something like production district or factory district. You can have the worker(s) be recyclers, factory workers, or even mineral production/processing specialists. Another option would be to have a building that scales the amount of workers to the amount of pops on the planet. Like 1 job for each 10 pop on the planet. It could be called a deep space mineral processing plant or something similiar. The minerals from your stations has to be processed somewhere.
aiime  [author] 26 Dec, 2018 @ 4:09am 
@Arrek
But why we can recycle only on a ringworld? Why we can't do that on a planet?

Furthermore, imagine a ringworld full of recycling districts... what kind of things do they recycle? They need a huge waste producer, ecumenopolis or something.

Then, we can reach a situation when you will have more mineral output from recycling on a ringworld then from direct mining, which is totally illogical.

I think that "recycling" is a good idea for another mod. Here we will do simple "mining".
Velaroz 25 Dec, 2018 @ 4:11pm 
I'd say a tech, rather than an ascension perk--since we already need a tech/ascension perk to get to ring worlds anyway.
aiime  [author] 25 Dec, 2018 @ 9:30am 
@Velaroz
I think that you actually want to say "I want to play TALL mining ringworld", but my mod doesn't allow to do that.

We can do "+2+2", but there is a problem with the slave market and pop resettlement which allow you to populate anything very quickly. I think we can use +1+1 as the base, and add rare tech like "+1 miner job for ringworld mining district" or something like that. Maybe ascension perk. Something that will take time to achieve. And make "+2400 minerals ringworld" eventually. Or even more.

@Arrek
I like your idea with renaming. Word "recycling" looks more suitable for ringworld than word "mining", but I don't know about +Consumer goods and Environmentalist civic. I will think about it.

Overall we can:
1) Rename "Ringworld Mining District" to "Recycling District"
2) Rename "Miner" to "Recycler"
3) Add tech/ascension perk which allow you to make Recycle Center +2+2 or more

What do you think about that?
Arrek 25 Dec, 2018 @ 7:20am 
It might be a interesting way to spin the message by changing the District name to something like Recycling Center with stats like below:

Recycling District: +3 Housing +1 Recycler Job (Rename of Miner Job) ; If wanting to really get into it could have the job also give partial consumer goods and alloys if they have the Environmentalist Civic. Maybe like +1/+1 Alloy + Consumer good with the Civic

Could even add a building version with a +2/+5/+10 Job like the research centers, and Alloy/Industry builds.
Velaroz 25 Dec, 2018 @ 4:00am 
The thing about that +2400~ minerals is the fact it takes more time to have all those jobs filled than it would to otherwise have a matter decompressor finished. Though I understand some of the point, the other concept to keep in mind for the ring worlds is they have plenty of other uses, given their sheer size.

Overall, I feel like ringworlds got a little shafted in this update, as they have no major purpose at this time--best benefit seems to be energy or food. And with the argument of minerals, there's the same argument for energy-focused ringworlds VS dyson spheres.
aiime  [author] 24 Dec, 2018 @ 10:42pm 
@Velaroz

I actially planned to do +2 miner jobs. But with +2 one mining section will have +400 raw mineral output and around +800 after modificators applied. Three mining sections (the last one is the service one) will have ~+2400 minerals, which totally overpower mineral-focused matter decompressor (+1000 minerals). Also, you can build multiple ringworlds around almost any star system, continiosly incresing mineral output. This almost throw matter decompressor out of the game, since it requires black hole. So, i think +1 is pretty reasonable, it makes one mining ringworld have ~+1200 minerals. You can think of mining ringworld like it's unrestricted matter decompressor, but requiring time for deploy.

Not sure about housing, but I will think about it. For now you can have +2 housing with Agrarian Idyll civic.

*sorry for my English, by the way, I'm still learning to speak it*
Trojan 24 Dec, 2018 @ 4:55pm 
Thank you, the idea that my super d duper advanced race of transhuman psykers cant set up some sort solar wind, dust or other material gathering operation on a fricken ring world has been bugging me for a long time.
Velaroz 24 Dec, 2018 @ 4:15pm 
Why only +1 +1, when on other worlds it's +2 +2? I could see only one job, given circumstances--but 2 housing should still be possible.