Stellaris

Stellaris

The Blocker Mod
40 Comments
VeryBigBeard  [author] 12 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.
Nanao-kun 23 Sep @ 7:00am 
@VeryBigBeard I started on a Tropical world and I've never been able to clear blockers that need Soil Remediation or Planetary Resurfacing. From what I've found online, quite a few blocker removal techs have a literal zero percent chance of showing up if you don't have an appropriate blocker. Unfortunately with 4.1 here I've changed my modlist and my old save is kinda borked.
[EoC] Chaos/Alsora 23 Sep @ 6:56am 
Okay, its just making me not know the max district count. This is perfectly fine.
[EoC] Chaos/Alsora 23 Sep @ 6:55am 
Anyone else not having their blockers give district slots for basic resources? Just want to confirm if its my modlist or not atm.
acki02 23 Sep @ 4:10am 
Thanks for the answer!

In my last comment(s) I have forgot to express my appreciation, so I'm doing it now: Yours might be one of the most fun mods I've had the pleasure of playing with! It's so simple yet it injects so much fun little dynamics into the game - which I find the perfect kind of design.

And on the topic of gameplay, having played some more since my last comments, I especially enjoyed it when the blockers turned into other features upon clearing, and I think it could be really sweet if this were expanded upon - in particular in the sense of making the planets feel reactive, by perhaps having some blockers trigger "ecological disasters" and thus generate other blockers. Though such feature would likely need a) an option to prevent disasters at a cost, and b) be at least somewhat communicative about the conditions and chances of such to occur.
Making it probably more suited for a submod now that I think about it.
VeryBigBeard  [author] 22 Sep @ 7:34pm 
Mod should work fine with 4.1. It will show a version out of date warning until I patch it, probably a week or two from now along with some balance and bug fixes.

@ Nanao-kun It should be possible to make ecus the conventional way. Blocker techs aren't changed by TBM currently, but they sometimes get swamped out. What blockers are you struggling to clear? Might be a bug, too.

@ acki02 Awesome patch. Great name/thumbnail mash-up.

Artificial features are planned! Probably not this year, but stay tuned, and thanks for the thoughts and hard work.
Nanao-kun 21 Sep @ 10:01pm 
How exactly do I make ecumenopoli with this mod? There are natural blockers that I can't remove because I never got the research for them despite being late game, as well as some features that also block the decision but are completely irremovable.
acki02 21 Sep @ 10:59am 
I have made I small compatibility patch for TBM + PD that corrects *some* of the feature generation logic
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3572381552
acki02 20 Sep @ 8:33am 
Would addition (possibly as a sub-mod) of climate-altering blockers/features - or expanding some existing ones with such - be on the table?

I think it could create a very interesting dynamic to have some additional variety in this space, especially one that's not just a flat Habitability bonus or penalty. It could also create some further incentive to keep the blockers if one happens to skew the climate towards the species' preference, with maybe a potential new class of extreme climate worlds, which are in a habitable range only due to some fortunate blocker easing the climate.

Perhaps even some terraforming interactions could exit - a simple positive or negative scaling to cost and duration of terraforming to a new type for each matching or opposite climate feature, and perhaps an option to create artificial features as a sort-of "terraforming lite".
VeryBigBeard  [author] 9 Sep @ 5:38pm 
Good to know, thanks for the extra testing. It's likely that PD is calling that script after game start, which is where PD does a lot of its work, overwriting TBM homeworld set-up. I may be able to patch it depending on how it's structured, but it'll be some time.
Synge 9 Sep @ 11:49am 
Hey, just tested it again with only the main PD mod and TBM (after it and before just to see) and getting the same issue, no districts or them greatly reduced (to 1 or 2).
VeryBigBeard  [author] 8 Sep @ 10:00pm 
Thanks @Synge. Just to be sure: you're loading TBM after PD, right? The lack of districts on homeworlds usually happens when TBM's version of generate_start_deposits_and_blockers isn't loaded.

Unfortunately, I am having all kinds of problems with my local PD installation. From what I can see it *should* still work, but I can't rule out that I'm lacking files.

There are a bunch of bug-fixes coming down the pipe and if I can get PD working I will dig into what's causing that incompatibility.
Synge 8 Sep @ 10:59am 
Hey, just a heads up this mod is no longer working with Planetary Diversity. It is removing districts when the game begins, reducing them now to 1 or 0.
Stern 4 Sep @ 6:05pm 
Hello, I translated your mod into French. The translation is available on my translation pack.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3513691177
Anton Rabe 22 Aug @ 9:01pm 
It's fine, your mod is very cool
VeryBigBeard  [author] 22 Aug @ 11:49am 
@Anton No problem. Sorry I missed it on initial release. Along with updating the descriptor file, it's the thing I always think of *after* pressing upload.

Feel free to chirp me here if I forget to do it again.
Anton Rabe 21 Aug @ 9:56pm 
Thanks you for loc stuff
VeryBigBeard  [author] 21 Aug @ 7:06pm 
Updated to Stellaris v4.0.22 - see Change Notes for details.

@Dr. Quackers M.D. Thanks. It's very unlikely TBM will work with any of those mods. I don't use any of them myself so can't confirm 100% but best to choose one mod that heavily overwrites planetary features.
Dr. Quackers M.D. 20 Aug @ 10:57pm 
Can confirm crash on start up with GPM, Giga-structure and Ecology mod not sure which one is doing it
VeryBigBeard  [author] 19 Aug @ 6:38pm 
@Derek There's AI support in the mod. It will clear blockers, including the the ones with non-standard costs, and for most it uses the default behaviour of clearing them when it needs space. I have noticed on 4.0 tests it seems a bit slower to do so, possibly because it looks at resource income before clearing a resource feature. Beyond that, it mostly makes decisions on personality and planet designation, so different planets/empires should look different.
Derek 19 Aug @ 12:34pm 
How well does the AI handle the new mechanics?
VeryBigBeard  [author] 18 Aug @ 8:57pm 
Patched to fix a major issue with lithoids at game start.
Stern 14 Aug @ 6:27pm 
Lets go for trad.
VeryBigBeard  [author] 13 Aug @ 8:26pm 
Thanks all for the comments.

@val.lim.tine Should be compatible with the most recent versions of PD, from about PD 3.13 or so.

@TheBadgerUK Thanks very much for the feedback. My priority was getting a 4.0 update out, but I'm very unhappy with the way the UX works as of 4.0 and the new planet view. Unfortunately, the district panel counter appears beyond my ability to access (I'm not a UI modder).

My hope is PDX will refine it a bit as that section isn't wildly intuitive in vanilla, either. In the mean-time, the best way to see total district numbers is to hover the area in the Urban District panel that shows all of them. It still displays the old tooltip so will show a full accounting of your available districts.
InvIzIble 13 Aug @ 5:19am 
GPM compability would be awesome
Guluere 13 Aug @ 3:43am 
Very cool
Stern 13 Aug @ 2:31am 
Très intéressant.
val.lim.tine 12 Aug @ 10:30pm 
This mod looks really cool! Do you know if it would be compatible with Planetary Diversity?
FinePhenomena 11 Aug @ 4:36am 
This looks great! I'll be excited to see how it continues to develop. Thank you for your work!
TheBadgerUK 11 Aug @ 2:38am 
This mod has a lot of good storytelling potential but is let down by the way it handles districts which is very unintuitive & fairly clunky, with the colony district display showing 1/0 or 2/0 available mining, agri & energy districts, but letting you build more sometimes. Have you considered keeping the stories and the blockers but only impact productivity/unity without impacting the number of districts i.e. no more '-1 districts, 1+ Agri districts +5% crime' blockers?
Red Skull 9 Aug @ 2:07pm 
Hello, my mod may be compatible with yours, it preserves features after Terraforming/ Arcology Project. It only keeps rare deposits so holla at me if you'd like to further compatibility!