Stellaris

Stellaris

Ringworld Start
254 Comments
namoth 6 Jul @ 5:37am 
hope there can be a update , i do love my little 'survivors from the last energy beings rift invasion starting from ring world/mega ring world' , but i LOATH how despite being in both alpha and already fleshed out in early access back in the day , ring worlds and super ring worlds where artificially removed for later dlc

thus i love this mod
heschter 8 Dec, 2022 @ 12:44pm 
an update would be much appreciated, but most importantly: I hope life is going better for you! No matter what you are facing currently, I'm absolutely sure you can do it! :)
Ashgar  [author] 29 Oct, 2022 @ 7:02pm 
Thanks. I do ultimately want to get it updated, but it's been a rough pair of years.
Eradikitten 25 Oct, 2022 @ 5:54pm 
Hey Ashgar! Hope everything is well with you. Thanks for this mod! I've had a lot of fun with it over the years.
泽格 7 Jun, 2022 @ 10:02pm 
Gestalts do not have ring world parent stars
NLHolic 28 Sep, 2021 @ 6:06am 
Good
Ashgar  [author] 19 Sep, 2021 @ 5:18pm 
Greetings!

An actual update is currently in the works, and as I suspected, the official work on Shattered Ring in the meantime has made it much easier. This is probably going to swing the mod back from the previous state of "worse than the origin version" to "better than the origin version", but I'm not overly concerned about the balance here.
bluewolf644 20 Aug, 2021 @ 9:20pm 
Ah, no worries. Glad to hear it's still on the to-do list.
Ashgar  [author] 19 Aug, 2021 @ 8:38am 
Yeah, sorry this got a bit left behind. I was not doing the best during the first part of this year, and the patch caused a lot of rework. At this point I'm considering waiting for the next patch, since every major patch seems to hit how ringworlds work.
bluewolf644 18 Aug, 2021 @ 5:40pm 
Update in the works?
Ashgar  [author] 12 May, 2021 @ 12:29pm 
Apologies, this one got away from me a bit. An update is coming, although it obviously didn't happen two weeks ago.
[OG] CervicalSpear 1 May, 2021 @ 12:22pm 
*expect to update this weekend*
Two weeks later and still not updated.
pie_of_doom_2000 26 Apr, 2021 @ 12:00pm 
om is the update coming?
Ashgar  [author] 17 Apr, 2021 @ 4:20pm 
Heads up, expect this to be updated this weekend. I'm not maintaining a 2.8 version, so if you don't want it to break your save games, I recommend you back up the current mod folder.
Skill Less 27 Feb, 2021 @ 3:00am 
@HiddenWings, everything you need to do is paste the code to the end of your solar system initializer.

You need the @jumps variable from federations initializer file in your 1st line's file, too.

Believe me, it works. It's literally pasted from shattered ring origin initializer and I tested it myself. :)
Ashgar  [author] 26 Feb, 2021 @ 9:03pm 
@Skill Less, that's mostly intentional. Because all of the systems (except ruined ringworld) start with additional habitable worlds in the same system (i.e. the other parts of the ringworld) I don't include the guaranteed habitable worlds that would otherwise spawn near you. I'm aware that this mess up the federation starts (Common Ground and Hegemon) but I don't have an easy solution for that.
Skill Less 26 Feb, 2021 @ 8:09am 
explicitly saying, i mean these:

neighbor_system = {
trigger = { num_guaranteed_colonies >= 2 }
hyperlane_jumps = { min = 1 max = @jumps }
initializer = "neighbor_t1"
}
neighbor_system = {
trigger = { num_guaranteed_colonies >= 1 }
hyperlane_jumps = { min = 1 max = @jumps }
initializer = "neighbor_t1_first_colony"
}
Skill Less 26 Feb, 2021 @ 8:04am 
@HiddenWings, take a look into the ring world origin. its system initializer has everything you need. :)
Ashgar  [author] 6 Jan, 2021 @ 5:33pm 
@LOLCL Only the ruined ringworld start generates the guaranteed habitable worlds, which is where your federation mates normally start. I can look into making some changes, but probably not until after the next major patch.
LOLCL 28 Dec, 2020 @ 6:45pm 
This seems to upset the federation start, as I often have part of my federation start far away from my current area. Is there anyway to fix this? I've even had AI spawn in between the federation. The whole point of the federation is it's supposed to be closed together, so this kind of ruins the immersion.
Elektrikhit 22 Jul, 2020 @ 10:11am 
does this need utopia, and does it work with 2.7?
ุReshy 30 Jun, 2020 @ 7:35am 
Just was asking, would be a neat concept since something similar can happen on Sancturary where the 4 primitive civilizations reach the space age.
Ashgar  [author] 30 Jun, 2020 @ 12:25am 
Also whoops, I don't think I ever updated this for 2.7.
Ashgar  [author] 30 Jun, 2020 @ 12:24am 
Unfortunately, the 2.0 changes make it difficult for empires to share systems in any clean manner, so this isn't really possible.
ุReshy 29 Jun, 2020 @ 7:09pm 
Wanted to ask, but is it possible you could make like a Hedgmony/Federation start that has all factions capitals on the same system on the different ringworld segments?
snufflebear87 24 May, 2020 @ 11:27pm 
Is there a guide on how this works exactly. Downgraded my client to 2.6.3, enabled the mod. Not seeing a ringworld on starting a new game. No information in the description above. Searching gets me reddit threads that go nowhere, and have no information.
LeonBrown001 1 May, 2020 @ 12:45pm 
needs update for 2.6 please
IDONTLIKECHEATS 30 Apr, 2020 @ 10:40am 
Please could you update (or make new version) of the damaged ring system (1 habitable, 3 repairable segments), so that the starting segment is comparable with the shattered ring origin (i.e. arcane generator, same district types/limits, same size 5, same blockers). That way, its more like shattered ring, but no interloper (meaning that segment is repairable).
ChaoticWeevil 26 Mar, 2020 @ 9:16pm 
Does this work with 2.6?
Seeker Erebus 22 Mar, 2020 @ 1:03pm 
As far as the mining district workaround problem, there is a mod that adds a Matter Synthesis Segment to Ringworlds: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1775485434 Linked version adds it and requires a UI mod to make it usable, but there's an alternative that replaces the Commercial sector as well. If you could integrate that mod, would probably make a clean(er) solution to this problem.
Ashgar  [author] 15 Mar, 2020 @ 9:04pm 
Greetings! The tendency for Stellaris expansions to come out when I don't have access to my computer continues, so don't expect this to be updated on Tuesday. I also do not anticipate it will be happy with 2.6 without a fair number of changes, so please be patient.

The current plan is NOT to make the systems in this mod into Origins, but I expect I will have some work cut out for me handling the various interactions introduced. I also am curious about the vanilla solution for Shattered Ring, and if it means we can move away from this mining district workaround. If it's not good, I'll just stick with what's already here.
WiKi 7 Feb, 2020 @ 2:37pm 
2.5.1 Is it okay?
Dare Arkin 11 Jan, 2020 @ 11:47am 
Anyone else running into an odd effect where you can't build habitats if you use this mod for your start? Or is that one just me?
Emperor_Peter 23 Nov, 2019 @ 6:50pm 
The localisations, like some parts of the code, are in need of quite a bit of optimization lol
Ashgar  [author] 23 Nov, 2019 @ 12:46pm 
@Emperor_Peter I called them that because the districts on normal ringworlds are called Segments, at least in the English localisation. I don't know why they went with that, but here we are.
Emperor_Peter 22 Nov, 2019 @ 8:39pm 
@Sheeks it should say "proto-districts", as that's what hiddenwings actually means.

Also, it's not just the starting segment - if you colonize the other segments before the full ringworld upgrade, they have the same kind of proto-districts
scheeks 10 Nov, 2019 @ 11:33am 
I see, I misunderstood what was meant by a proto-segment. I thought "build proto-segments" in the description meant that I could repair the broken sections to be similar to the starting section. The proto-segments are actually districts on the starting segment.
Ashgar  [author] 10 Nov, 2019 @ 9:48am 
@scheeks It's not possible to build more proto segments, what you start with is all you get. By the time you have mega-engineering, I'm assuming that you are able to maintain the normal ringworld districts.
scheeks 9 Nov, 2019 @ 9:41am 
I started with the destroyed ringworld, and I wasn't able to build the proto segments. The only option for the damaged segments was to completely repair to a normal segment. Is this working as intended? If so, how do I build the proto segments before unlocking Mega Engineering?
Ashgar  [author] 19 Oct, 2019 @ 8:00pm 
Greetings. 2.4 is here, and the mod currently works just fine without an update. I'm hoping to sort out some of the issues with the new launcher soonish, but it shouldn't affect the ability to use this until such time that I/they figure it out.
Ashgar  [author] 16 Sep, 2019 @ 8:02pm 
@cactuspete, My thoughts on the super ringworld are a little weird. I know that the amount of "balance" expected in this mod isn't terribly high in general, but I find the super ringworld completely ridiculous. I know other people like it so I'm not going to get rid of it.

I'm not entirely sure why the version with all normal habitable sections would be an upgrade, though. It usually takes a while before you can afford the 10 rare resource upkeep on ringworld segments, and there are still 6 of those available if you want to do it anyway. Late game, when you can pay that, that's what the decision is for.
cactuspete13 16 Sep, 2019 @ 7:17pm 
Any chance we could get a version that has the Super Ringworld with all normal habitable sections? Yes, I realize this means losing the extra mining districts but the mining districts are present when playing as machines, and with these changes, you lose 200 districts throughout the ring
Ashgar  [author] 15 Sep, 2019 @ 11:12pm 
Hey, it's that update I promised back in June.

Some of the additional sections now match the starting planet. For the normal Ringworld this is all of them, and for the Damaged and Super Ringworlds it's half of them. The Destroyed Ringworld doesn't have any additional sections to change.
Haruno 3 Sep, 2019 @ 8:31am 
I hope the Generators on Ring world will come back in this mod. (Means general rings)
russell_conklin 22 Jun, 2019 @ 3:01am 
@HiddenWings, I'm going around and linking a small mod I just made to a lot of different people who make ringworld related mods. If you're ever interested in creating a starting ringworld system that's trinary with three ringworlds, everything you'll need to do it is in this mod. Here's the link:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1777233334

Feel free to grab everything there and credit me (or don't, that's fine too), and integrate it into what you're doing here. It solves a problem that a lot of different modders were having with getting ringworld segments to face the correct direction when they're spawned or created around a star that isn't at the center of a system.

For players, it lets you build more than one ringworld in systems with more than one star.
Doge 14 Jun, 2019 @ 6:40am 
Oh man that's unlucky haha.
We'll if u find a solution that'd be great, right now i'm working my way around this with some... extra-curricular things... but it would be great to be able to play both mods legitimatly haha
Thanks for the effort anyway :)
Ringbearer129 13 Jun, 2019 @ 9:55pm 
Is this mod compatible now to 2.3?
Ashgar  [author] 13 Jun, 2019 @ 4:44pm 
@Doge Gulli's is updated, and I discovered that the amount of conflict is very narrow. It seems that it only doesn't work with the Awakened Precursor civic (or the machine variant of that civic). Since his script runs after mine and clears the initial deposits, that's why you can't build any mining districts. I'm not yet sure of a solution here but I'll see what can be done.
Ashgar  [author] 13 Jun, 2019 @ 4:18pm 
@Ven The Ring World Conversion decision turns a size 10 "starter ringworld" section (with mining, generator, and agriculture districts) and turns it into a size 5 vanilla ringworld. This means that the districts are roughly equal to 10 normal districts (instead of 4) but all non-city districts require rare resource upkeep; the available districts also vary by empire type.

This exists because I judged that a starting empire cannot pay the upkeep on the vanilla ringworlds without being granted a lot of other non-standard bonuses, but I wanted it to be available later in the game.