343 ratings
Ringworld Home
File Size
0.014 MB
Nov 12, 2016 @ 4:33pm
Aug 13 @ 5:20pm
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Ringworld Home

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and greatly enjoyed Aru's Ringworld Start mod, but it seems that wonderful piece of work is now almost six months out of date.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

A very rough fix for the Ringworld Preference bug is now available (as a seprate mod) here-
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LupusR3X Dec 12 @ 1:54pm 
Unsupported on 2.5.1?
csrr  [author] Dec 8 @ 5:14am 
@Azona- Yes.
Azona Dec 7 @ 5:12pm 
I like this idea, I got questions, if I chose ring world that is damage, can it be repaired with later ingame tech?
KuchenEsser Oct 5 @ 11:16am 
Can you add a deposit to the starting Ringworlds that adds some energy producing jobs like you did with the mining deposit? Normal empires don't make enough energy at the start, since they don't get generator districts on Ringworlds. Doesn't need to be a lot of jobs, the same as the mining jobs would work, just enough to get by long enough to get a generator colony up and running.
csrr  [author] Aug 12 @ 2:15pm 
@AL|EN - thank you very much! I'll upload it ASAP.
AL|EN Aug 12 @ 2:13pm 
@csrr Updated Polish Translation:
Energywelder Jul 31 @ 8:23am 
Um . . . alright. New question then, how am i supposed to make energy in the early game? I am running mods that resurrect ye olde mining and generator buildings, but that'd take years to research in game and i need something before that. Like, first 10 year stuff. Selling to the market infers you have enough of anything to sell to the market.
darksideresident13 Jul 31 @ 7:54am 
@Energywelder Ringworlds no longer have generator districts and the agri district has been upgraded to an agri segment. So, I will guess that yes, that was suppose to happen.
Energywelder Jul 28 @ 10:38am 
Question, i tried a game with this mod enabled but when i started a new game, the 12 size ringworld had no "Generator Districts" or any other noticable way to make energy except trading districts which were . . . not as useful in the early game. Is this supposed to happen? I will confess to running more mods than is good for my health.
Nuclear Jul 28 @ 7:59am 
fyi my dad was playing on the 4 segment ring world and got a size of 5 he just started yesterday