Stellaris

Stellaris

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Ringworld Home
   
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0.148 MB
Nov 12, 2016 @ 4:33pm
Apr 6 @ 8:20am
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Ringworld Home

Description
I used, misused, and greatly enjoyed Aru's Ringworld Start mod, but it seems that wonderful piece of work is now almost four years out of date.

So, one sleepy and cold Saturday evening, I took my limited knowledge of coding and decided to start tearing it apart and updating it, abet with a few custom touches of my own design. Six hours later, this was the result.
It adds four new starting systems to Stellaris, each based around a ring world.

Ringworld is a basic, fallen-empire-type Ringworld, with four habitable segments.

Damaged Ringworld is a Ringworld with four habitable segments, and some major damage to the paint in the other sections. I'll probably update this at some point to only have three habitable segments. The other segments have a hefty helping of tiles blocked, however.

Destroyed Ringworld- Your species is going to be living on the only habitable segment of a ring world that has seen some major damage.

Broken Sanctuary- Your species is one of four placed on a Ringworld to preserve them against some unknown calamity. Now, you find yourself the most advanced of four species in your home system- How will you adapt? (the code procedurally generates each species, so every game will have completely different species on the other segments)

Six-segment Ringworld- A ringworld with six habitable segments.

Eight-segment Ringworld- A ringworld with eight habitable segments.

Super Ringworld- You guys finaly wore me down. This Ringworld circling a white star has not one, not three, not four, but TWELVE habitable segments. This is not a reasonable level of power to give to the average player. It will have consequences! (There will also be minor problems with the ring segments not looking too nice at some of the joints, but let's ignore that.)

This is both my first Stellaris mod, and my first mod uploaded to Steam, so please be constructive with the criticism.

Also, I would like to thank AL|EN for translating this mod to polish for me!
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454 Comments
project087 Aug 21 @ 2:30pm 
Is it normal that my ringworld gets always destroid early on by some form of desasters?
Critical32 Jul 29 @ 5:03pm 
I created the Triple RingWorld mod using your mod.
If it doesn't like you, I'll delete it right away.
https://steamcommunity.com/sharedfiles/filedetails/?id=1666180613
Thanks
Aeneas137 May 20 @ 8:37am 
Played thru 2x with this start and it was not fun. Only way to make this playable is by gathering massive amounts of minerals. So basically your homeworld sits idle for centuries while you go colonize real planets and somewhere near the midpoint you can expand the ring? What's the point? By then you probably have ring tech anyway in a normal game with planets that actually generate proper resources. I wasted probably 8 hrs on this mod.
Ghost Apr 11 @ 7:16am 
@csrr- Awesome, thank you for the fix and glad to hear you're feeling better!
Ashur Apr 8 @ 4:49pm 
I assumed it was some event firing at game start causing it, not a problem with the mod files, maybe something related to a change made in 2.6.3 by pdx but i don't know. I'll try again later. They did make some changes to origins...
csrr  [author] Apr 8 @ 4:28pm 
@Ashur- I just checked the mod files, and they seem to be in order (at least all the four-segment ones). Maybe check the integrity of your local files?
Ashur Apr 8 @ 4:03pm 
just made the regular one, turned of al other mods and it was still going on. Maybe it's just me somehow.
csrr  [author] Apr 8 @ 2:56pm 
@Ashur- not sure, but I'll investigate. Are you using any other mods, and which version of the ringworld are you using?
Ashur Apr 7 @ 7:53pm 
planet size of ringworld capital is always way too huge in 2.6.3, like 13+, what's happening?
csrr  [author] Apr 6 @ 8:26am 
@Ghost- Thanks! I'm feeling better today (tendonitis sucks!), and I was able to investigate.Turns out, the problem was some legacy code in some of the tile blockers (they reduced the number of available jobs, which, because they weren't intended to be used that way, was messing up the job counter). I just uploaded a fix.

@Vrishnak92™- Thank you! I've been looking into trinary ringworlds, but they cause some- interesting bugs, so they’ll have to wait for a while. :)