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nice looking though ,uppdate maby ? be sweet to be able to actually both chose to start with one for funky reasons , ...but also build something that was in the dam soding early access ...but that para of course cut out to make a 'dlc' out of later :/
1. Shattered Ring has these deposits added on start, which are key to expansion (allows you to build 1 of each district)
add_deposit = d_arcane_generator
add_deposit = d_decrepit_tunnels_1
add_deposit = d_decrepit_tunnels_2
add_deposit = d_decrepit_tunnels_3
2. the planet classes file for the new ring sections needs this line added to match vanilla:
is_artificial_planet = yes
will look into why that's happeining in this weekend when i have time
so normally: "it just works™"
i'm still going to make them use the machine models, it will just look the same as normal hab-sections
Quick question: I was wondering if you have considered making your mod compatible with the new and popular machine ships mod and its unique ring world looks? It does work with your mod and the standard ring world segments look as they should on a machine ring world, however your special segments (urban and forge) will stand out looking different from the rest of the ring world.
I have changed the 12 section ring start into its own origin and have tweaked the ability to manually build the dyson sphere from the start if you so wish (i have tried to get it spawn in, but the game has no way of spawning and linking megastructures to stars at game start).
I am now going to be spending the next few days adding special blockers to the rest of the segments so that you have reconstruct the ring as you go rather than the suggestion of creating broken segments as this will add more basic jobs to the other ring segments...
As always suggestions and feedback is welcome.
from reading the dev diaries, it doesn't sound like there will be much to fix...
Are you using the Real Space compatibility patch?
Let’s use Sol with x2 planets as the example, that file has the Sol system with as neighboring systems
-Barnard's Star with random planets
-Alpha Centauri with at least 1 ideal planet
-Procyon random planets
-and Sirius with at least 1 ideal planet.
I figured having those was not needed as it wasn’t supposed to be a proper start system and overkill even by this mod’s standard...
As for starting system ideas, adding a new hab section type isn’t an idea I’m fond of because of all the problems that it involves, so I did some testing with blockers that add jobs and they work perfectly, I'm amazed I didn't think of this work around sooner. I think I've figured out how to implemented in such a way to make it useable as a starting system without needed to make it spawn as a neighboring system, so that’s one problem dealt with.
But as I've already said to make this playable from the start, removing the strategic or changing the normal ring world to have generator districts would mean tampering with the vanilla files, cause potential conflicts.
Now considering making a patch that does those edits for those that don’t want trade/science districts on normal ring sections…
Might up the dyson sphere to 2k so it matches the new dyson output and replace the urban section’s science districts with something that adds mineral replicating jobs or technician jobs to achieve this…
Currently adding terraforming so you can switch between ring section types, witch is basically done so i might look into all of the above for the mod's next update.