Stellaris

Stellaris

DEPRECATED Envy
75 Comments
Time Lord 8 Oct, 2019 @ 11:58am 
Thnak you!
PrinceJonn  [author] 8 Oct, 2019 @ 5:17am 
Time Lord 7 Oct, 2019 @ 3:03pm 
Moe Mod Compilation
Greetings, And thank you for the creation of this awesome mod! I love it and wish to keep playing with it. However I have a request. After the recent Megacorp update I feel as though the game went a poor direction design wise. Portrait sizes are to small and many other things. As such I am playing with version 2.1.3 before the update. If possible can I have access to the mod version that supports V 2.1.3? I have a “Moe Mod Compilation” That it is apart of that I wish to keep playing with. Thank you for your time and consideration! “ Mod Compilation link https://steamproxy.net/sharedfiles/filedetails/?id=1526656277
harozuken 15 May, 2019 @ 10:11pm 
Compatability patch for Your Improved Megastructures?
Archael 9 May, 2019 @ 12:11am 
Nice mod.
rough, slow start, but satisfying outcome.
But starting in ringworlds with this mod, with "PJs improved megastructures" mod gives us a size 50 ringworld section, with huge new ringworlds districts, which is little overpowered xD
etarip 24 Apr, 2019 @ 10:20am 
or is it the size = 50 in custom_pjs_throne_survivors? please have a look
etarip 24 Apr, 2019 @ 10:13am 
Hi PJ, thx for all your mods.
please check your pjs_systems_ringworlds_event.txt. a little to much districts are generatet with your improved megastructure mod or make please a little submod for your megastructure mod + this one.
PrinceJonn  [author] 12 Mar, 2019 @ 12:55pm 
Hi there guys. I think I should link here as well that I have created a new ringworld districts mod :)

https://steamproxy.net/sharedfiles/filedetails/?id=1681075379
PrinceJonn  [author] 1 Feb, 2019 @ 10:21pm 
Hmm. Isn't there one already? And won't they remake ringworlds given they are right now kind of crap? ^^
atepanubis 1 Feb, 2019 @ 6:35pm 
could you make a mod that allows a ringworld segment to be turned into an ecumenopolis
Uthred 30 Jan, 2019 @ 1:19am 
Great mod, are you able to have a new start? A ringworld with a pulsar. :) If you can it will be amazing :)
MasterGamer 2 Jan, 2019 @ 3:30am 
I think in Solio Aeternitatis, one of the stars is a supergiant with like a plent half way inside the star. It was trippy.
PrinceJonn  [author] 28 Dec, 2018 @ 12:54am 
Agreed. I do have some mining opportunities for Solio Aeternitatis and Throne :)

Having a binary/trinary system could be fun to do in general to be honest. I tried making a 3x ringworlds orbiting 3 stars a while ago and the bloody sections were all facing the central star instead of the ones they were orbiting, so i scrapped that, but I could have a system with a ring around the central star and some other random planets round the rest of them :)
MasterGamer 26 Dec, 2018 @ 6:36pm 
You could have a colony ship and a planet in the same system outside of the ring system in which could be an alpine planet with extra jobs possibilities for mining. Of you could have a gas giant with a number of moons or a bi-stellar system with an extra sun containing planets that can be colonized with extra mining opportunities.
N3V3RFORGOTT3N 24 Dec, 2018 @ 11:19am 
yea not ringworlds lol but no the other mod fixed it by making his mod go off of events so it happens after just look like they have very few rural districts till u get the system in your border
PrinceJonn  [author] 24 Dec, 2018 @ 2:18am 
Well on some of my system inits I have been adding some deposits to clearly give the planet some weight towards a specific district type. Not here in ringworlds though, since they are ringworlds :)
N3V3RFORGOTT3N 22 Dec, 2018 @ 12:22pm 
do u edit the number of rural districts on your planets or edit those files at all? i was using sol extended and a few other starts along with bigger colonies but the planets that werent random only had a max of 12 districts (energy/minerals/food) when with biger colonies that number should be way higher for the size of the planets
PrinceJonn  [author] 22 Dec, 2018 @ 2:55am 
All right! :)
AncientGatekeeper 21 Dec, 2018 @ 7:05pm 
These new systems seem to be working really great. Thanks for your continued modding work!
PrinceJonn  [author] 21 Dec, 2018 @ 10:22am 
Yeah that's on their end :) I hope the modder fixes your issue! :)
N3V3RFORGOTT3N 20 Dec, 2018 @ 2:44pm 
playable but dont zoom into the system lol
N3V3RFORGOTT3N 20 Dec, 2018 @ 2:43pm 
it might be real space atm because i came across sanctuary and it had the same issue of the ringworld parts being super small but in the same location so it turns into 8 different parts floating around a star not linked up
PrinceJonn  [author] 20 Dec, 2018 @ 4:01am 
Probably not :) What's the issue?
N3V3RFORGOTT3N 20 Dec, 2018 @ 12:53am 
so um this dosent work correctly with real space lol
PrinceJonn  [author] 18 Dec, 2018 @ 9:44pm 
That's true :/ Didn't think of that. Oh well it's a quick edit and I do feel the latin names make them fit together more :)
AncientGatekeeper 18 Dec, 2018 @ 1:48pm 
So these overwrite the original beacon of eternity, and others? I’ll need to re-edit my empires then. Lol. I’ll try this awesome mod out later today. Thanks for the update!
PrinceJonn  [author] 18 Dec, 2018 @ 11:31am 
OK the update is in. Please tell me what you think! Does it make sense?
PrinceJonn  [author] 18 Dec, 2018 @ 1:01am 
These are my current systems in my mind:

- Envy - where the mineral problem is null since you begin on a normal world
- Solio Aeternitatis - Created from the assets of Beacon of Eternity, but with a rework to naming conventions (latin) on all neighbours. Two Ringworld neighbours, and two system neighbours, one of which has a world with a lot of mineral deposits. One mining system which will give access to a big influx of minerals through mining stations.
- Throne Survivors - Where I added mineral deposits on two of the ruined habitable sections, since they are already destroyed I figure we might as well get some use from them!

I think that's gonna be a good start, but I have to test them a bit before I upload.
PrinceJonn  [author] 18 Dec, 2018 @ 1:00am 
I think I've found some elegant solutions to the problem. I'm still working on the update but it's going to be a major change to the current existing systems.

I will reduce the amount of different system initializers. This is because I need to focus on fewer at first so that I can handcraft them and give them more love and quality.
PrinceJonn  [author] 18 Dec, 2018 @ 1:00am 
I have been thinking about unique buildings, and changing districts, but I am not sure I am comfortable with either until I've tried other solutions more based in system initialization first. I think I want to go for some very mineral rich systems nearby first.

The creation of the internal market also makes it possible in the start to maybe trade food for minerals until you find the systems. Just something I realized. Has anyone tried this? What are your findings from that?
SeanMungo 18 Dec, 2018 @ 12:26am 
while I was browsing the mods looking for something, I saw this and read the description. While this is not something I need, I noticed I had an idea for the problem with having no mining districts.
What if you added mining jobs to the rural_districts generator district_uncapped.
ofc, that changes more then just "starting" with a ringworld. I may be planning to do this myself but im iffy, since I use gigastructures and just slap star lifters everywhere for that :D.

anyways, good luck with this, I hope you find a solution!
wolfvahn 17 Dec, 2018 @ 12:19pm 
The extra ringworlds/other mega structures aren't spawning. As for addressing the Mineral issue, there's another ringworld mod (One that also makes sure you spawn on a 50 sized segment) that gives a unique building that gives minerals on spawn, very useful.
jtexasboyz 17 Dec, 2018 @ 11:09am 
Add one mid sized world to each system with a ton of mining districts.
Red-Eyed_Gelynome 15 Dec, 2018 @ 7:15am 
I rather not have that on my Envy system ringworld. I needed the Envy system for my roleplay purposes that's why I asked PJ about it, changing the new ringworld of 2.2 will kinda destroy the immersion. Also, I do get the point of the Dev why they removed the Mining Districts to ringworlds, you use the whole system's planets,moons etc to build the ringworld, with that, you aleady took the minerable minerals on it while building the ringworld. A bit of realism to be honest.
Lokii24 15 Dec, 2018 @ 7:09am 
There is a mod called cataclysm that supposedly adds mining districts to ring worlds, but i haven't been able to get that to work on starting systems. Maybe one way to solve the mining issue is to make that and this mod compatable and put it as a prerequisit for this. I'm not sure if this idea can work out, but it may be worth a try. I love your work.
WatcherCCG 12 Dec, 2018 @ 7:11pm 
Additionally, putting a mineral-rich system nearby would also help with that issue.
Felius 12 Dec, 2018 @ 2:48pm 
On the subject of how the handle the mineral deficits, I'd say just replace the starting mining districts with energy districts and let the player purchase what they need on the market. Not quite as efficient as having actual mining districts, but should be perfectly feasible to handle.
Colonel Moldcock 12 Dec, 2018 @ 4:39am 
I have the same problem with adjacent ringworlds not spawning, and also the ringworld you start on is only size 15
PrinceJonn  [author] 12 Dec, 2018 @ 12:26am 
I see. Interesting. Maybe I should add a guaranteed shattered world somewhere close to all of those ringworlds :) Maybe a broken ringworld of which we could send some mining stations to... Myees I think I have a few plans :D
Morddreds 11 Dec, 2018 @ 11:16pm 
i just turn off the consumer good creations untill i have enough minerals is slower then pre 2.2 not as over powered
PrinceJonn  [author] 11 Dec, 2018 @ 9:44pm 
Oh. I'll have a look at that :) May I ask how you find ringworld starts to be? Aren't they very weak at the start what with the lack of minerals and all?
Morddreds 11 Dec, 2018 @ 4:06pm 
found a problem not sure if its due to the update or not but Beacon of Eternity andForge of Architects are not spawning with the extra ringworlds next to them
Red-Eyed_Gelynome 3 Nov, 2018 @ 12:45am 
@PrinceJonn: Thank youuuuuuu from the bottom of my heart for adding my desire star system!! (Also lovely name, Envy, I like it) Really THANK YOUU. I can now start my roleplay game on grand admiral difficulty. Thanks againnnnnn :2015holly::2015holly::nekoheart::steamhappy:
PrinceJonn  [author] 8 Apr, 2018 @ 12:53am 
Do tell if you find anything. If nothing else - when other people search for the same issue they may find this thread and know what you found :)

If it is my mod I'll do my best to help :)

Check to see if you have somehow deactivated all of your expansions?
ksm1996 6 Apr, 2018 @ 4:33pm 
I haven't, but will...thanks...I suspected that it couldn't be the mod...
But it is wierd that I have the issue--even after having uninstalled the game...deleted the files, emptied the recycle bin ....
I'll probably give it a go on a different machine...see if I can get it to work.....thanks for the feedback...thanks for all you do!
PrinceJonn  [author] 6 Apr, 2018 @ 1:29am 
Okay so your issue seem to be not primarily with my mod, but with ringworlds in general? I mean if my mod uninstalled doesn't change the behaviour then it must be the game. All of these systems in this mod will have your species START on a ringworld (and sometimes have neighbours), so you should notice an effect immediately when it works again.

Perhaps someone else has had your issue as well. Checked the forums?
ksm1996 5 Apr, 2018 @ 1:38pm 
Oh, yeah...so, the game starts up...but there is no ringworld in the home star system...I thought--heck, maybe it is in some of the adjacent star systems...nope--I checked about 2 star systems away (all paths)...no ring worlds at all...really wierd... this, after I unstalled the entire game, all modes, and even steam...

I'm really at a loss as to why...

I then uninstalled your mod tried some of the other ringworld mods...all of them are the same...no ringworld in the starting solar system..

Do I need to play a certain race?

is there a way to run the game with a debug switch.....maybe I can see more details...to try and figure out what is being done/when... does your mod get installed after the map is generated...where your mod details overwrite the starting solar system and maybe some of the adjacent star systems.

I'll keep poking at the files...could it be a permissions thing?

BTW...thanks for the attention!

Steve
PrinceJonn  [author] 4 Apr, 2018 @ 10:02pm 
Yeah the UTF8-BOM is a lie. They require it for the localization files but not the mod file (even though they say they do)

The fact that there's an invalid context switch to capital_scope is weird but it shouldn't affect the functionality that much. What that part of the mod does is ensure that the capital is a ringworld and not a gaia/tomb if you have those civics.

So what is the issue, more in detal, by "not work"? You cannot find the systems in game? or you can't use them during species creation?
ksm1996 4 Apr, 2018 @ 6:54pm 
None...it is wierd...when I tried changing the mod's encoding using Notepad++ to utf-8-BOM...then Stallaris doesn't recognize the mod... so that won't work either... a conundrum....

I've actually completely uninstalled the game, the mods, steam...all of it...then emptied the recycle bin...then reinstalled it all...turned ont he game once...playing a generic game...then turned it off...added the mod...only to get the error below... really frustrating...
AncientGatekeeper 4 Apr, 2018 @ 5:48pm 
No idea what could be causing this. What other mods are you running?