Stellaris

Stellaris

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The Blocker Mod
   
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13.450 MB
7 Aug @ 12:03pm
21 Aug @ 7:01pm
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The Blocker Mod

Description
For version 4.0+ of Stellaris.

The Blocker Mod aims to deepen and expand the game's planetary colonization and development loop.

Colonizing planets will be slower but also more rewarding. Your Colonists will take on the role of heroic explorers and bring knowledge, bounty, and renown to your empire.

They will also face significant challenges as you settle new worlds. In The Blocker Mod, many Planetary Features take up additional district space and most can be cleared. A Searing Desert will remain a good source of solar power, but no one wants to live there. And you don't mess with Toxic Kelp.

It's up to you to explore and shape your planet's geography. Will you nurture an idyllic farming world of Nutritious Mudlands and rolling Green Hills where xeno-melons grow as beig as your head? Or will you pave paradise with Industrial Wasteland in the name of progress?

New Planetary Features

The Blocker Mod adds approximately 100 new features and heavily reworks most existing features. It does not alter event-specific features or features added by other mods.

Feature placement has been reworked so that Tropical Islands can only appear where there's likely to be water and Desert worlds will be harder to farm. Planets can have distinct biomes. Almost all features now behave as "blockers" and can be cleared. The cost in time and resources varies considerably, and once they're gone, they're gone - along with any resource districts and bonuses provided.

When you first arrive on a new world, it will have very little if any space for development. You will need to make use of new buildings, decisions, and the features themselves to get your colony up and running.

In general, the mod reduces the volume of resource districts in favour of increasing their efficiency, particularly when paired with other features. Larger worlds will struggle to be self-sufficient while carefully-planned rural colonies can form the backbone of an empire.

Dynamic Planets & Events

As you explore the final frontier, you'll discover the pitfalls and possibilities of alien worlds. Many features can fire events, and your choices can powerfully shape the worlds around you.

Tread lightly. While your colonists can adapt to a life of Moisture Farming, over-use of agriculture may elad to the creation of Floodplains, Dustbowls, or even whole regions lost to Barren.

As your fledgling colonies grow, you'll also need to handle crime and amenities. Hot Springs and Rushing Waterfalls can be a great source of unity, but Hydro Plants have a way of ruining a view no matter which sensory organs you possess. The occasional Sprawling Slum might be useful, but authoritarian dystopias may see happiness penalties stack up faster than it can bulldoze them.

If you find yourself in a spot of ecological bother, the blocker removal technologies have been reworked to provide access to decisions and event choices that can make managing your world easier. Terraforming will also reroll planetary features.

The AI will likewise make choices about which features to clear based on its personality and its planet designations, which should lead to more varied, interesting galaxies.

Colonists

These courageous champions of civilization have given everything to forge a new life on an alien world. In keeping, this formerly banal job can now provide massive bonuses on new worlds.

Most features provide an additional bonus to Colonist output (gestalt empires get a building that does likewise), often in the form of food, minerals, or research. While the early colonization period may require some patience, it'll also be a boon for your scientists back home who get to study all those new specimens.

Due to the way features are spawned, the occasional outlier planet may spawn with negative district space. In severe cases, these get the Wild World modifier and give an additional boost to colonists as well as a discount on clearance cost/time. The Environmental Engineer trait can also be taken from game start.

New colonial buildings allow you to add extra Colonists, specialize them, and keep them around until a Planetary Capital is established. However, it pays to be mindful of the strain this remote infrastructure can place on national unity, and an empire that over-relies on colonization will soon find it hard to enforce edicts, traditions, and even public order.

Homeworlds & Difficulty

By way of tutorial, you'll have a completely unique set of features on your homeworld chronicling the past 150 years of your history. Many of these features are origin or empire-dependent, so should you conquer a Determined Exterminator you can expect to spend some time deprrogramming Battery Farms and shutting down the Central Power Nexus. Or use them for yourself -- it's up to you! Advanced Start empires even have special bonus features for you to find and use.

Most homeworld features are pretty tame, a product more of corruption and failure and so easily overcome with a bit of space-age investment. But as you clear them, you'll slowly lose resource districts and become more reliant on colonies to fuel homeworld industry.

Do note that some origins, like Post-Apocalyptic; Life-Seeded / Ocean Paradise; and Remnants, get special treatment that may also make them more challenging and lively.

Compatibility

The Blocker Mod is made with compatibility in mind but it goes without saying that it may behave oddly with other mods that change planetary features, and you should probably pick only one major feature mod. If you prefer variety, WP's excellent Planetary Features Expanded is a great add and may be somewhat compatible with TBM. For extra content, Guilliman's Planetary Modifiers & Features is always a good standby. The Blocker Mod will be more focused on emergent story and system play.

TBM doesn't overwrite any event features or limit the ability of other mods to add more, but it does overwrite deposit_categories to enable clearing all features. One-off features should retain their effects, but you will want to be extra careful not to clear your Local Production stockpile or origin-unique features.

For the mod to function properly, it is also necessary to overwrite the scripted effect generate_start_deposits_and_blockers. The Blocker Mod needs to be loaded AFTER any other mod that edits this script or it will not work properly. This mod may now be compatible with Planetary Diversity, after v3.13 or so of that mod (see comment thread below for updates).

It is a good idea to load TBM after any other mod that adds features. It's also possible that any mod that adds uniquely scripted planets via initializer may not function properly, but only if that initializer sets deposit_blockers = none, and those are generally easy to patch.

Two blocker-related defines are overwritten, MIN_UNBLOCKED_DEPOSITS and COLONY_DEPOSITS_FIXED_FROM_SIZE.

The Colonist job is overwritten but the file can be easily patched by switching Colonists to the planet_colonist economic category, which is added by TBM.

It should be compatible with most UI mods. It will disable achievements.
Popular Discussions View All (2)
1
23 Sep @ 9:28am
Bug Reports
VeryBigBeard
0
8 Aug @ 11:00pm
Legacy 3.x Version
VeryBigBeard
40 Comments
VeryBigBeard  [author] 2 hours ago 
@smirkyshadow Earth gets the usual unique features that it does in vanilla, and those are re-specced to TBM standard, but otherwise no. It's something I hope to add in the future, but likely no super high priority.

@The Cream Cheese Wonton Thanks. That feature keeps getting slightly tweaked and I break something in it every time I tweak it. I'll add that to the bugfix patch, which will unfortunately be another couple weeks but is indeed coming.
The Cream Cheese Wonton 7 Oct @ 12:20am 
Hey! there is a bug with the collapsed superhighway blocker where it doesnt give you the superhighway blocker after you clear it. you need to put the effetcs outside of the this = {}
acki02 6 Oct @ 8:53am 
@smirkyshadow as far as I can tell from the code - no.
smirkyshadow 5 Oct @ 10:41pm 
Are there any additional blockers if my empire is in the sol system?
VeryBigBeard  [author] 2 Oct @ 11:08pm 
@Rosa It's less an issue of the blockers themselves than the UI element. I'm not a UI modder but from what I can tell I can tweak the size and configuration of the elements, but not which values are pulled. I could be wrong, and if a UI modder out there who wants to chime in I'm all ears.

TBM was developed mostly on 3.x where this wasn't an issue. My hope is PDX will eventually change it since it doesn't make a huge amount of sense even in vanilla since it's the total potential of the planet one wants to see.

I have found myself adjusting to the tooltip method when I playtest and I'll post that screenshot this weekend so it's obvious. The "meta" of TBM is very much to maximize district efficiency rather than build too many, and this tends to also be a good meta in vanilla since it saves on pops. The mod also has generator scripts for each district type so even a planet with little natural potential can often get more if you find yourself in a pinch.
Rosa 1 Oct @ 9:23pm 
Is there really no way to show on the UI how many districts you can *actually* build with the new blockers? I love the idea of this mod, but it's hard to play when its features effectively don't show up in the UI.
VeryBigBeard  [author] 28 Sep @ 9:48pm 
@Elchardus Can you be more specific? The mod reworks Environmentalist. If you build Ranger Lodges before clearing living space... well, you'll have a *very* pristine and environmentally protected planet. Ranger Lodges add jobs that provide bonuses from features, though there's at least one report that some of the colonist class jobs may be buggy. I'll take a look at it when I get a moment.
Elchardus 26 Sep @ 11:55pm 
@holen: Just tested with environmentalist and it goes bonkers, not in a good way.
holden 26 Sep @ 3:19am 
Hey so I wanted to ask if you would say this is compatible with the environmentalist civic or not, since if I'm understanding stuff correctly this mod adds a lot more natural blockers. But environmentalists whole gimmick is they can't clear them if they have their building put down.
VeryBigBeard  [author] 24 Sep @ 12:20am 
@acki02 Thanks very much for the kind words (and the bug reports). My hope is to do more reactive features as I like the way they work, though both terraforming and some of the feature generators are currently a bit bugged. Fixes are coming!

@[EoC] Chaos/Alsora The current planet UI shows districts / (total_slots - blocked_districts), rather than just districts/total. Unfortunately, this is hard-coded. You can see the total available slots by hovering the district grid at the top--I keep meaning to add a picture of this but haven't gotten around to it yet.

@Nanao-kun IIRC, Soil Remediation will spawn when you encounter a Quicksand Basin and Planetary Resurfacing with Impassable Mountains. Quicksand can spawn on both Continental and Ocean worlds with TBM. You should get both if you colonize a couple planets, though they may get crowded out. I'll consider tweaking the tech weights but it means overwriting those keys, which can create compatibility problems.