Stellaris

Stellaris

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Ringworld Start (2.1)
   
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27 Nov, 2018 @ 9:13pm
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Ringworld Start (2.1)

Description
This is a version of Aru's Ringworld Start mod edited to work properly with 2.1. This version WILL NOT BE UPDATED.

The included starting systems are still:
- Ringworld - Four habitable segments and eight decorative. Random asteroids and gas giants present in the outer part.
- Damaged Ringworld - Same as above. One damaged seam.
- Destroyed Ringworld - Single habitable segment. Other segments can be repaired.
- Super Ringworld - 12 habitable segments.
6 Comments
Ashgar  [author] 9 Dec, 2018 @ 1:31am 
El-Lobo 9 Dec, 2018 @ 12:55am 
ah, ok, you are still updating this. One ringworld mod is enough, and its better when they stay with the same author. What i did:
In districts/00_rural_districts.txt: added pc_ringword_habitalbe twice to district_mining_uncapped
In scripted_effects/01_start_of_game_effects.txt: generate_start_buildigs_and_districts:
if = {
limit = { is_planet_class = pc_ringworld_habitable }
[whole code with district_farming changed to district_farming_uncapped, same with mining]
}
else = {
[whole code unedited]
}
In Solar_system_initializers/ringworld_st_systems.txt: added the size to all habitalbe ringworld segments

Ashgar  [author] 9 Dec, 2018 @ 12:16am 
I'm currently in the process of doing exactly that, but I'm not going to stop you. Feel free, I guess?
El-Lobo 8 Dec, 2018 @ 11:56pm 
Modified your/Aru's mod to work with 2.2. Are you ok if I upload it?
Ashgar  [author] 6 Dec, 2018 @ 6:06pm 
I wonder how long that's been like that. I haven't changed the description in over 2 years.
Selmephren 6 Dec, 2018 @ 4:29pm 
Well that link doesn't go anywhere anymore