Stellaris

Stellaris

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Ringworlds Are Big
   
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21 May @ 3:41pm
18 Jun @ 5:44pm
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Ringworlds Are Big

Description
Ringworlds Are Big...
Or, at least, they should be.
This mod allows Ringworld segments to build as many districts as you can manage, although building up your Ringworld comes at a cost and the logistics of supporting a Ringworld become more challenging as the amount of livable area you use expands.

Compatibiliy: this mod overwrites the Ringworld Districts file, the on_all_capital_buildings script, and the Ringworld Megastructure definition. Any mod which overwrites the same things will conflict with it.

Compatibility patch for 4 Zone City District mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3485885289
13 Comments
Exasperation  [author] 23 minutes ago 
This looks like a bug in ACoT; their capitals don't include the on_all_capital_buildings script, which includes things like bonuses from authorities, traditions, and policies. This mod adds the extra ringworld districts to that script, so any custom capital that includes that script will also get the extra districts when built on a ringworld (as well as all the vanilla bonuses) unless they also overwrite that script. Their upgraded capitals would also break the imperial authority's production bonus, the extra districts granted by virtuality on ascended planets, the extra traders from branch offices on a corporate capital, etc..
FallenShadow 13 hours ago 
Sadly, Ive noticed this mod has a bug with what I think is custom capitals. Im using Ancient Cache of Technologies, and it *looks* like extra districts bop out of existence once I get the Enigmatic Nexus (upgraded capital acquired from doing the Superior Designs Decision). Would it be possible to make this compatible with that mod (or is it possible Im missing something and the disappearance of the extra districts is unrelated?)

Note: I have no other mods effecting Ring Worlds, and I only observed the issue according once I got the Enigmatic Nexus. This has led me towards this belief. Beyond this (kinda sorta) little issue, fun mod that makes ring worlds far more enjoyable and worthwhile to play with.
Exasperation  [author] 18 Jun @ 5:44pm 
Sure, no problem.
喵小夕 · F_thx 18 Jun @ 12:13am 
Please set a scripted_variable to mark that your mod has been loaded
to ensure compatibility with BPV - More Building Slots - Compatibility.
```
#/common/scripted_variables/any_name.txt
@your_mod_name_mod = 1
# end this file with a empty line or a # comment
```
Cheesus 12 Jun @ 12:09pm 
Hmm those are good points. Could probably be worked around, but it'd take more work than simply upping district #. Could add a +upkeep for automation buildings to each district and slowly ramp up jobs with some kind of timer; maybe situations?
Exasperation  [author] 11 Jun @ 7:42pm 
There are pros and cons to both approaches; making a ringworld just have a few mega-districts has a negative effect in the huge economic swings when you build a new one (which can be somewhat mitigated if you build it, immediately close all the excess jobs, and gradually add more back over time as your economy adjusts - but that's more micromanagement than adding smaller districts over time would be) as well as balance implications (i.e. empire size from districts, the cost of automation buildings, etc.).
Cheesus 11 Jun @ 6:16pm 
I like the idea of making ringworlds more meaningfully large, but surely a better design would be to increase the size of the districts rather than encouraging micromanagement bloat with 100s of districts?

Of course, all the vanilla megastructure construction cost, times and outputs are super gameified in the first place...
Exasperation  [author] 27 May @ 6:12pm 
@ShiroRyu It's certainly possible to add more segments, since other people have made mods that do that. I don't really want to recreate those mods, but if you find one that's updated for 4.x it will probably work OK with the current version of this mod.
ShiroRyu 27 May @ 4:44pm 
Would it be possible to add more segment aswell ?
Exasperation  [author] 27 May @ 3:57pm 
I'm currently working on a better way of doing things, should have an update soon.