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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.
Two weeks later and still not updated.
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. :)
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"
}
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.
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
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.
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.
https://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.
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 :)
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.