Stellaris

Stellaris

The Blocker Mod
17 Comments
Anton Rabe Aug 22 @ 9:01pm 
It's fine, your mod is very cool
VeryBigBeard  [author] Aug 22 @ 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 Aug 21 @ 9:56pm 
Thanks you for loc stuff
VeryBigBeard  [author] Aug 21 @ 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. Aug 20 @ 10:57pm 
Can confirm crash on start up with GPM, Giga-structure and Ecology mod not sure which one is doing it
VeryBigBeard  [author] Aug 19 @ 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 Aug 19 @ 12:34pm 
How well does the AI handle the new mechanics?
VeryBigBeard  [author] Aug 18 @ 8:57pm 
Patched to fix a major issue with lithoids at game start.
Stern Aug 14 @ 6:27pm 
Lets go for trad.
VeryBigBeard  [author] Aug 13 @ 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 Aug 13 @ 5:19am 
GPM compability would be awesome
Guluere Aug 13 @ 3:43am 
Very cool
Stern Aug 13 @ 2:31am 
Très intéressant.
val.lim.tine Aug 12 @ 10:30pm 
This mod looks really cool! Do you know if it would be compatible with Planetary Diversity?
FinePhenomena Aug 11 @ 4:36am 
This looks great! I'll be excited to see how it continues to develop. Thank you for your work!
TheBadgerUK Aug 11 @ 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 Aug 9 @ 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!