Stellaris

Stellaris

Matter Synthesis Segment for Ringworld
83 Comments
Soldaten_112 21 Aug, 2023 @ 5:35am 
Does this work currently?
Booperius 23 Oct, 2021 @ 5:19pm 
Chance of a 3.1 Update?
Urza 3 Feb, 2021 @ 10:35am 
Awesome

my Plantoîds with
Photosynthesis mod (feed on the rays of the Sun)
and therefore at the start in the ring my 28 pops eat 28 energy for 100 produced with the farms :)

The rest will be able to go into the Matter Synthesis Segment :)

Cool ! Very Cool !!

Thanks
Dustreaper 30 Jul, 2020 @ 12:59pm 
Still works fine in my current game.
lightdragon100 5 Apr, 2020 @ 11:47am 
update ?
hyperion9710 2 Apr, 2020 @ 7:11am 
compatible this mod for current version and launcher, at least make launcher can read normally, please, if you have a time.
Earth Defence Force! 22 Mar, 2020 @ 12:07pm 
This mod says its missing the descriptor file.
Avenger12 11 Oct, 2019 @ 10:16pm 
@aiime are this mod and/or the sub-mod still valid for 2.4? the mods screen says they're out of date
aiime  [author] 2 Jul, 2019 @ 7:21pm 
@nep nep
It's a good idea, but I can't promise I'll make it soon.
JenkoRun 25 Jun, 2019 @ 11:35am 
Because PDX sucks at balance.
Allein 25 Jun, 2019 @ 11:12am 
I mean that to make the Generator segment available for everyone. It doesnt make sense that I cant put solar panels on this ringworld I just built.

Given, they probably did it for balance reasons because Dyson sphere + Generator ringworld combo is kinda OP, but then why have it for Machine empires, who are already very OP?
JenkoRun 25 Jun, 2019 @ 3:04am 
He means could it be done in a way that adds the MS segment along side the rest, rather than replace the Generator Segment (I think)
aiime  [author] 25 Jun, 2019 @ 3:03am 
You mean, make it available for regular empires?
Allein 24 Jun, 2019 @ 2:10am 
Could you try also making a mod that adds a Generator segment?
aiime  [author] 20 Jun, 2019 @ 4:22am 
No vanilla files are touched, just adds the synthesis segment, more compatible with another district mods, but an UI mod required: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1775485434
JenkoRun 19 Jun, 2019 @ 10:02am 
This still helps narrow down another odd symptom with these things, cheers!
aiime  [author] 19 Jun, 2019 @ 9:05am 
In a day or two. Technically it's very simple, but you will need to have a UI mod since there will be 5 segment slots. But this may be only part of your problem. I know nothing about another mods you are using.
JenkoRun 19 Jun, 2019 @ 8:51am 
Ah I wasn't aware of that, good to know, is this new version of the mod close to release? Thanks.
aiime  [author] 19 Jun, 2019 @ 8:33am 
@HighKings_Ruin
Btw the Universal Districts Patch and my mod will conflict because they both need the same vanilla file (04_ringworld_districts.txt) to work. I think this can be fixed with a new version of my mod, where I will not touch this file. This is the same kind of problem that @minuss has.
Avenger12 19 Jun, 2019 @ 7:58am 
that would awesome! thx. this mod is what made ringworlds so OP in 2.2, especially when running the massive ringworld start from the Zenith of Fallen Empires mod
JenkoRun 19 Jun, 2019 @ 6:36am 
My mod list is rather large but I suspect this might be down to Universal Districts, I've seen some comments reporting Ring World issues, I'll be running some tests later to be sure
aiime  [author] 19 Jun, 2019 @ 3:09am 
@HighKings_Ruin
Can you write what mods do you use so I can reproduce it?

@minuss
I can make a version of the mod which will allow this. In a few days.
Avenger12 17 Jun, 2019 @ 7:32am 
hhmm...so it's a choice of overwhelming power or overwhelming materials when it comes to ringworlds. why can't have both since we have such glorious mods like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1689076610&searchtext=planet+view+2
JenkoRun 17 Jun, 2019 @ 5:21am 
aiime  [author] 17 Jun, 2019 @ 1:22am 
@minuss
Oh, I forgot to mention this in the description. Thank you. Yes it does. The mod removes the commercial/energy segment.

@ZJK
You are welcome :)
Avenger12 16 Jun, 2019 @ 5:37pm 
@aiime quick question. does this mod completely remove the energy districts on ringworlds? cause that's what it seems to have done
ZJK 15 Jun, 2019 @ 12:47pm 
Thanks for the update, aiime!
aiime  [author] 7 Jun, 2019 @ 11:00pm 
@ZJK, thank you for your support! I will update these mods next week to the 2.3.
ZJK 6 Jun, 2019 @ 3:11am 
Thanks for going through the work of updating this and your other Ringworld mining mod, aiime. It's appreciated!
aiime  [author] 2 Jun, 2019 @ 7:01am 
- Minerals (unlike Energy) are limited by the number of deposits, the accessibility to a black hole and the market situation, so any districts which generate them regardless of these factors should be worth something valuable. I think Alloys are quite reasonable for making mineral generators. It's like building the matter decompressor, but piece by piece.

- Yes, Agrarian Idyll adds +1 housing slot.
Darky 28 May, 2019 @ 3:21am 
Hello again. I've got two questions:

- What's the reasoning behind making them cost Alloys and not minerals? This is not an issue when it's late enough to be building Ringworlds, but I can't see the gameplay purpose that this serves. Seems to stand out a bit awkwardly.

- Do they give an extra housing slot when combined with Agrarian Idyll? I haven't checked it myself yet, but this feels like something that could easily be overlooked, so I figured I should ask.

Thanks again.
aiime  [author] 24 May, 2019 @ 10:10pm 
Got it. I need to think it over.
Darky 24 May, 2019 @ 4:19am 
It is indeed more interesting, but the mineral boost isn't worth the building slots. By the time you are living on ringworlds, you have a glut of mineral bonuses and that +10% per slot just doesn't cut it with a penalty alongside. So I'd suggest the bonus either get larger, or the physics penalty turned into a bonus, whichever you like better.
aiime  [author] 24 May, 2019 @ 4:16am 
@InterKid
Yes, it can work with districts overhaul, but I haven't any good tests.

@Darky
I conceived it as a choice between "medium minerals + science bonus + building slots" and "maximum minerals". Not sure how good it's implemented, but I think it's more interesting than "+% to everything".

@Vaelophis Nyx
Since you need a lot of time and resources to build ringworlds, the current conversion rate and level of production is pretty reasonable (as for me).

@juicetin17
I'm glad you liked it :)
ekoparker 21 May, 2019 @ 7:11pm 
Does this work with districts overhaul?
Darky 20 May, 2019 @ 3:45am 
To the fellow who suggests a change in the conversion rate, friend, if you had played with it a bit more, you would have noticed that all mineral production bonuses other than the one that work specifically on miners already apply to the Transmutator job, so the point about the rate is moot. In my current game I am drawing more than 10 minerals per job. There is indeed a positive feedback loop, bottlenecked only by the long time it takes to build megastructures.

As for the mod itself, I am quite fond of it, it is very elegant and it fits a niche that was sorely missing. However I'd like to ask about the reasoning behind the research penalty from the structure, I get the thematic sense but I don't see how it is necessary from a gameplay perspective.
juicetin17 13 May, 2019 @ 10:42pm 
Finally, A way to build an empire that lives entirely on artificial structures without tanking mineral production.
Nyx (She/Her) 10 May, 2019 @ 11:47pm 
After playing a bit with this, I feel like it should have an upkeep of 3.1 or 3.05 energy; keeping the production method lossy in some way so it's not a perfect 1:1 conversion
this prevents spamming them with dyson spheres or 1:1 energy:mineral ringworld segments to get effectively infinite mineral production for effectively no cost after the first few dozen
aiime  [author] 23 Apr, 2019 @ 3:33pm 
- Matter synthesis district now cost 200 alloys (down from 240)
- Transmutators now produce 3 minerals (up from 2) at the cost of 3 energy (up from 2)
LNSS 14 Feb, 2019 @ 6:43pm 
Hmm, the Matter Synthesis Districts seem to be awfully inefficient even after all techs have been researched,
aiime  [author] 13 Feb, 2019 @ 9:11am 
Yes, you are right. What I wrote was totally wrong. I made a test.

https://imgur.com/iV4sw5p
https://imgur.com/j05mAkw

Transmutators stop producing physics research at -110%.
It looks like this additional -10% is required in my case to overlap colony type (+5% output) and stability (+3% output) bonuses.

So, if you build more than 10 PRN and have no big +% output bonuses transmutators stop producing physics research.
Thomas Roderick 13 Feb, 2019 @ 6:22am 
Wait, what? Because from what I can tell, modifiers stack using the fraction/percentage of the base value, e.g. a planet with a base robot assembly speed of 5.0 and with four +10% modifiers gives an assembly speed of 7.0. In other words, the stacking do not seem to be exponential.
aiime  [author] 12 Feb, 2019 @ 6:29pm 
The game applies modifiers sequentially. It applies -10%, get a result, and then applies another "-10%" on this result, and so on.
So, if you have, for example, +100 to physic research from Transmutators and 11 Plasma Recirculation Nodes, you will have something around +31 to physic research after eleven "-10%" modifiers applied.
Thomas Roderick 12 Feb, 2019 @ 2:33pm 
Can you build more than 10 Plasma Re-circulation Nodes on a Ring World? I mean that given it's -10% physics from Transmutator, what would happen if I build I build more than 10 Re-Circulation Nodes?
Arrek 11 Feb, 2019 @ 9:46am 
@Dek I fail to see how this is Balance breaking when compared to a normal Mining district which is 1 Upkeep for the District, No Energy Upkeep for the Job, and produces base 4 minerals per job.

Right now the transmutor is 1.25 credits per Mineral, which is only slightly better than the baseline market price and worse once you get any market bonuses. Granted the Market goes crazy once it goes Galactic.

Secondary note; it is a Specialist job, not a basic job. So it also increases consumer good usage until either Droids, or Shared Burdens.

Last of all; it's only half as effective as a Mining district, meaning you need to spend 2 admin points to get a similar output at a greater cost.
Dek 9 Feb, 2019 @ 1:22am 
1:1 energy:minerals is so cheap and balance breaking
Shrooblord 29 Jan, 2019 @ 7:02pm 
Yup, this is freaking awesome. But hey, I miss the comical and beautiful "ding ding ding" Mineral icons on the first slideshow image from its spiritual predecessor. ;D
aiime  [author] 28 Jan, 2019 @ 9:07pm 
The purpose of this district is to convert one low-level resource into another. It isn't a production district.
Journeyman Prime 28 Jan, 2019 @ 7:50pm 
If it's matter transmutation, why can't I just turn energy into alloys or consumer goods instead of having to make minerals first?
aiime  [author] 24 Jan, 2019 @ 8:16pm 
No, there isn't.