Stellaris

Stellaris

True Ring World
137 Comments
Dracony 5 Oct, 2024 @ 6:15am 
The forget sections and habitation sections are bugged
Xzenowulf 22 Nov, 2023 @ 9:31am 
honestly i was thinking a few of the segments could work like orbital rings
namoth 9 Dec, 2022 @ 7:10pm 
hmm... know there is another mod that at least on my rig have 'functional' mega or normal ring world to start with..might be a quirk though since well..heh... sort of hade it a long time XD

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 :/
TheTrueLM 23 Oct, 2021 @ 9:19pm 
Does this work for 3.1?
Jay248 18 Sep, 2021 @ 11:35pm 
please make this for 3.1, they nerfed the OG shattered ring
Frogj1 26 Aug, 2021 @ 12:40pm 
Update plz
pie_of_doom_2000 26 Apr, 2021 @ 12:04pm 
Are there plays for an update to 3.0**?
giimer 19 Feb, 2021 @ 10:19pm 
Your statement is strange. The home segment and the other 7 habitable sections each contain 12 jobs for miners (10 for machine empires).
Marogan 19 Feb, 2021 @ 2:24pm 
Horribly useless Origin, you're behind on technology on the very start and doesn't allow you to mine minerals on ring world. That would be all good if it also didn't mean that there's no other habitable worlds nearby since you have so many useless ones on your ring already. Overall destroys game balance and is not fun to play, even as a challenge for experienced players. The game just feels sluggish at 3x speed.
giimer 12 Sep, 2020 @ 3:12pm 
Did you take the ascension perk? There should be only one star in the system and there should be no habitable planets.
Ada-1's Creamy USB Port 6 Sep, 2020 @ 5:51pm 
I am subbed to this, running 2.7.x atm and i researched the tech but the item is not built around any sun. is there a certain way to do this?
giimer 1 Sep, 2020 @ 8:50am 
I love the "auto districts" from the "Unofficial Machine & Synthetic Empire DLC", but they are only for planets, not for ringworlds. Can you add "automatic districts" for ring worlds?
[REDACTED] 18 Aug, 2020 @ 3:23am 
Hey this works quite well overall, some specific issues though:
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
Colonizor48 25 Jul, 2020 @ 4:57pm 
does this work with gigastructures?
emperorsnake 27 Jun, 2020 @ 6:20pm 
needs an update
pie_of_doom_2000 10 Jun, 2020 @ 4:01pm 
So used the fast built Day/night sphere in the True ring world start and notice it would not let me build most super structers from the super structers mod in the home system. I put in mods that should alow multiple structers in the same system but it still blocks me out. Was wondering if you ring world would block other structers like habatats from being built on the other planets in the system?
pie_of_doom_2000 3 Jun, 2020 @ 6:39pm 
So every time I used the TRW origin there are no starting districts built which is a problem as we don't got any of the rare resorses needed to build them. Adding rare resorses to some the planets in the starting system and giving us the tech to build the mining stations would help a bunch.
evalpenguin  [author] 14 May, 2020 @ 2:35pm 
bit of testing as show its a UI bug, colonise any other habitat section and it will fix it
will look into why that's happeining in this weekend when i have time
Agent Washington 14 May, 2020 @ 2:16pm 
I am having an issue were there are not any farming districts on the segments; not using any other mods.
evalpenguin  [author] 12 May, 2020 @ 5:24am 
Before anyone asked: Updated to 2.7 but haven't had time to fully test it but from what i have been able to, the new feature such as "district_set" have fixed the occasional bug where the wrong districts would be displayed

so normally: "it just works™"
evalpenguin  [author] 6 May, 2020 @ 9:06am 
right the answer is yes and no: i can get the sections to use her models, but said models have no meshsettings points ei the thing i need to overlay the city textures onto the sections, something i can't fix simply because i am neither skilled in model editing, nor do i have the tools to even open the .mesh files...

i'm still going to make them use the machine models, it will just look the same as normal hab-sections
♜ Thebesj ♜ 6 May, 2020 @ 8:47am 
Cool! :D
evalpenguin  [author] 6 May, 2020 @ 7:43am 
i am very much aware of the machine ship mod, and implementing their ringworld texture is on my list of things to do, as far as i knew she hadn't put the texture in yet... i'll give it a look now
♜ Thebesj ♜ 6 May, 2020 @ 7:27am 
Hey man, I love your mod!!
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.
Moonshine Dusk 16 Apr, 2020 @ 5:39pm 
I've had a problem where the origin for this mod isn't showing up at all? I'm running 2.6.3, but I'm not seeing it?
evalpenguin  [author] 13 Apr, 2020 @ 3:09am 
default ring districts aren't changed, they should be city/commercial/research/agriculture on normal ringsections... the manufactoring and admin districts are only found on the urban and forge type sections, as for the Ancient Reactor, its a tile bloker that give technician jobs and is not to be confused with the shattered ring "Ancient Reactor"
TheWiseWarrior 12 Apr, 2020 @ 11:14pm 
Somehow was working 4 days ago but is no longer working correctly? The districts are the default city/commercial/research/agriculture and the Ancient Reactor starts locked.
pie_of_doom_2000 23 Mar, 2020 @ 8:03pm 
can you add resorses to the system so we got enoff resorses to not go broke. Atm we start with no districts so we have to build our first ones. if you can give enoff resorses to do so that would help.
patrickevans61 19 Mar, 2020 @ 11:48am 
ok thank you will got fight with it some more-
evalpenguin  [author] 19 Mar, 2020 @ 2:43am 
Right; hot fix for 2.6 is up, any problems arise do let me know.

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.
patrickevans61 6 Mar, 2020 @ 4:52pm 
well would love this kmod if it did not drop your districts so low an any mod to raise your districts back up dont work with this mod and any district that uses specials for up keep kill you if you try to use this as a home planet start there are not enuf basic districts to run your race till you research the specials or find places to mine them
Exclama Remoza 1 Mar, 2020 @ 6:58pm 
Well, the changes I can think of are bureaucrats (and equivalents), origins, and my planned ideas unrelated to your vision (having a Day/Night Cycle instead of an ancient reactor, giving the ancient mineral deposit an energy upkeep, and having useless (or harmful) tile blockers on the forge and urban section, having the other sections being broken but repairable, and giving the starting species ring world habitability).
evalpenguin  [author] 1 Mar, 2020 @ 4:10am 
yeah, haven't been motivated for a while to play stellaris but federations has got me back into it, so plan is to see what the update breaks on the tuesday it comes out, fix it by friday and upload on saturday if the launcher is willing to be co-oporative.
from reading the dev diaries, it doesn't sound like there will be much to fix...
Exclama Remoza 29 Feb, 2020 @ 4:07pm 
Do you plan on updating this after Federations is released? If not, I would like to make an updated version with Federations changes.
troopersmith1 12 Feb, 2020 @ 10:33am 
@moxosyuri

Are you using the Real Space compatibility patch?
mok 12 Feb, 2020 @ 9:09am 
not compatible with real spece 3.4, the position of Dyson is above the target star...
binkyberkowitz 2 Feb, 2020 @ 8:03pm 
Is there a way to lower the ambient noise of the partial dyson sphere? I want to zoom in to admire the ringworld but I don't want my ears to be assaulted by the sound of the largest microwave to ever operate.
Ismo 17 Dec, 2019 @ 9:36am 
is this compatible with gigastructures
troopersmith1 18 Jul, 2019 @ 10:51pm 
Great mod! I've been enjoying it so far, but I did notice two small issues. First off, the Urban Section has a dupicate housing district, both the arcology and a normal city district. I had this appear for both hive and normal empires. The other issue was with the "Reactor District" which doesn't seem to provide jobs for hive empires. It has housing like the other districts but no jobs. The jobs appear as normal for machine empires.
Xentor 14 Jul, 2019 @ 3:07am 
Greetings I allowed me to translate your Mod to german (for private) if you want I can send you the file. Simple contact me.
Saphiren 2 Jul, 2019 @ 1:16pm 
Would it be possible to prevent anomalies from appearing on the ringworld segments? Its odd when you find abandoned terraforming equipment from thousands of years ago on a recently build segment after colonizing it.
evalpenguin  [author] 25 Jun, 2019 @ 3:23pm 
Next on the subject of neighboring systems and to answer your question: Yes it's normal that no habitable planets spawn, the way the game spawns those in is basically the file that spawns you start system has that system and some of its cluster predefined.

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...
evalpenguin  [author] 25 Jun, 2019 @ 3:22pm 
New unexpected problem has shown up in that terraforming only uses energy, “why?” I have no idea, probably an oversight by the devs. It does work but not in a way that I’m satisfied with, so I’m going to my fall back option of using the upgrade “megastructure” to swap between hab types, I might leave it in as a sort of fall back option.

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.
pie_of_doom_2000 24 Jun, 2019 @ 1:49pm 
Also as a side note I notice in games where I do start on your ring worlds and where I have the max number of near by habitable planets that there often is no habitable planets nearby the species. Don't know if the map generator is thinking that the ring worlds count and therefor it removes habitable planets nearby as it sees you have "bunch" already.
pie_of_doom_2000 24 Jun, 2019 @ 1:46pm 
Well the Ring World Starts mod ended up making a new custom argi ring section that can be up'ed into the normal one latter. There custom argi ring had less upkeep, all raw resorses and also more Total districts but each district was smaller and had lower job/TotalDistrict ratio then the normal ones so it was ment to be swiched out latter in game. So one solution could be to have a custom argi ring only for your ring world that would have custom districts. This would give reason to use both types of ringworlds and should let you alter your ring world without effecting the normal ones. The terraforming could let us change between your argi rings and the normal ones. Maybe your argi rings could have energy, food, and minerals(could be omitted if to op) but no trade or research. Other options to make it different could be to replace minerals with growth and or amenities (increasing immigration pull could also be an interesting one).
evalpenguin  [author] 19 Jun, 2019 @ 3:24pm 
No actually I hadn't considered spawning it in a neighboring system, that brilliant idea, one i might use...

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…
pie_of_doom_2000 19 Jun, 2019 @ 12:28pm 
Have you thought of having a normal system start but having the ring world nearby? The Ring World Starts mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=717498014) dose that but it would be nice if it can be done for your ring world instead of the normal ones.
pie_of_doom_2000 19 Jun, 2019 @ 11:42am 
Also notice the motes and gases cost on the argi rings districts but not on the other rings. Could that be removed? I do use the ring world start as it leads to a intresting game but atm the motes and gases make that not possible. Also not having an energy job on the argi world is making it hard. I do find that science made more sence on the urban section then the argi section. I also find it fun to play agents an AI using this as a starter world so I would like it if there eco is not dead at start.
evalpenguin  [author] 19 Jun, 2019 @ 8:20am 
I was already toying with the idea for getting raw resources so you could in theory, just move all your pops and just cram your empire into the ring world and not need planets.

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.
Energywelder 19 Jun, 2019 @ 5:44am 
XD holy shit, i forgot about the dyson sphere buff Saphiren, in my current playthrough i was merely happy i had snaked and secured one, now i'm VERY happy