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My Precursor: Wormholes to Precursor Systems
File Size
0.010 MB
Feb 25 @ 3:17pm
Jun 11 @ 7:26am
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My Precursor: Wormholes to Precursor Systems

Never Lose a Precursor System to that Annoying Neighbor Again
Tired of doing decades worth of xeno-archaeology to find that fabled First League homeworld, only to find its location and have it wind up locked behind some jerk xenophobe empire with closed borders who then just wanders in and takes the spoils? Ever wonder why no one ever noticed that hyperlane or star before? Well worry no more.

Now completing the precursor event chain will spawn the precursor system without a hyperlane connection. In fact, at first it will be entirely disconnected from everything. A special project will allow you to stabilize an ancient portal from somewhere within your space to the lost system. You of course will need wormhole technology to reach it. Only the first person to complete the chain will get a wormhole to the precursor system.

This only overwrites the hidden event to spawn precursor systems. It does not overwrite the system initializer or any other precursor events, so it should be compatible with most mods that do anything with precursors. Should be compatible with Guilli's Planet Modifiers precursor changes, Visible Precursors, All Precursors, and most anything else. Let me know if you notice any issues.

Save game compatible. Not Achievement compatibile.

Image by BLPH[]

Try out some of my other Mods
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Dr.Alphabets Aug 18 @ 1:33pm 
It's weird though cause I've had games where it works with no issues, it feels like it's just bugging out in the last few days. No Idea what has changed
Dr.Alphabets Aug 18 @ 1:32pm 
@starchitec I think this is the same issue as @greensniperhat but I am having an issue where the system spawns without a wormhole, biggest issue I think is that I don't have any of the technical know-how to fix any of it myself. I suspect the problem is in also running 'Always Spawning' which lets all of the precursors spawn eventually.
starchitec  [author] Aug 17 @ 10:06am 
oh yeah, game doesnt know what to do if there are two wormholes in a system. I put a check in so it wont spawn in a system that already has a wormhole, so not exactly sure how it happened.
Lifariz Aug 17 @ 8:35am 
I had 2 precursors stack on a single system, and that broke the wormholes those 2 makes plus the natural one that said system had. not entirely unplayable if you got jump drives, but yeah...
greensniperhat Aug 1 @ 8:18pm 
well, according to expanded events author, it's not compatible. Off to make a patch, then.
starchitec  [author] Aug 1 @ 8:13am 
As far as I know yes. This only overwrites a single event in the precursor chain, the one that spawns the precursor system. Its certainly compatible with GPM. Not certain on expanded events but most likely
greensniperhat Aug 1 @ 12:45am 
Hmmm, after snooping about for a while, is this mod compatible with Guilli's Planet Modifiers and/or Expanded Events? Or did 2.3.3 screw up some of my mods somehow? I know it messed up the Anomaly Generation mod.
LAJ-47FC9 (Liara) Jul 28 @ 7:50am 
This is mostly for MUH IMMERSHUN rather than any actual errors or gameplay value, but are there any thoughts on creating a compatibility patch with the mod that replaces wormholes with mass relays? It'd even be pretty easy to lore out, what with there being precedent for discovering previously uncharted relays leading to shinies.
greensniperhat Jul 25 @ 10:54pm 
welp, time to search my steam mod folder for precursor stuff, see if they overwrite precursor stuff, and if they are activated or not. Here's hoping it then works!
starchitec  [author] Jul 25 @ 8:22am 
that is weird... it says you dont have the Cybrex system defined (which is in a vanilla file I dont touch). In fact all of those errors are in vanilla files, not mine. Not sure what to tell you.