Stellaris

Stellaris

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Assorted Precursor Adjustments
 
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Mar 10 @ 5:31am
May 27 @ 4:54am
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Assorted Precursor Adjustments

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Description
This mod (2.0) makes three adjustments to the Precursors, covering my pet peeves with the chains.

1) Removes the unity cap for investigating discovered precursor systems.

2) Allows you to always find the Cybrex chain. Accordingly, finding the Cybrex chain doesn't block any of the others. The non-Cybrex chains still block each other, however. I may change this (or put up two versions) if the non-Cybrex chains get similarly interesting and unique rewards. At least they're more interesting, now.

3) Forces discovered systems to spawn nearer to your borders, if you have an appropriate system inside your borders.

You need to have an appropriate precursor system in your borders for this to work. It won't teleport the Cybrex ringworld across the galaxy for you

If you somehow haven't claimed a single appropriate precursor system, the game will hold onto the discovery event until you research a project after you have done so. The spontaneous project events can only spawn if you own these systems, so this won't block you forever, but it's a 20-year MTTH event that only triggers at the start of the midgame.

Compatibility: Modifies a bunch of events found in precursor_events.txt - though not the file itself.

@HolyFarglesnot's update to the Visible Precursors mod now incorporates these changes. So if you have that, don't worry about getting this. Visible Precursors is a bit more interesting but also a bit less balanced.

Update May 27th: Updated for 2.1 and fixed some potential bugs.
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43 Comments
Ariphaos  [author] Jun 21 @ 10:04pm 
@TechSY730 I copied over the new syntax into the updated mod when I updated it. Thanks for pointing that out, though, that made my scout ship mod a headache.
TechSY730 May 31 @ 5:24pm 
I know you have updated to 2,1, but I just want to be sure you knew about a breaking scripting change in 2.1 the developers didn't do a good job letting modders about:
https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-1-0-documentation-if-else_if-else.1100202

Your scripts (if there are any) may be doing the wrong thing silently if you need to update them and don't.
Cpt. Kirk May 27 @ 1:15am 
any chance for update?
StellarKing Apr 24 @ 5:59pm 
Can you make a similar version where it's always Cybrex only? I really enjoy the mod but tracking down 2 different precursor empires is somewhat tedious.
Ariphaos  [author] Apr 19 @ 8:04pm 
@Corsiy have her try unsubscribing, deleting, and redownloading the mod? I can only think it might have gotten corrupted somehow.
Corsiy Apr 19 @ 12:37pm 
First of all want to thank for this mod, it definitely made things better. But my friend ran into this odd bug in our latest multiplayer playthrough. She already got 11/6 on first league.

https://steamuserimages-a.akamaihd.net/ugc/2429005885785669707/DD59B82F0C95379D566D1AA0D00812F87959ADEF/
Lt_Col_Insane Mar 25 @ 3:37pm 
@Ariphaos i'm not 100% sure but i may of built an outpost in one of the systems where i found one of the artifacts before i completed the 6th one.
Ariphaos  [author] Mar 24 @ 7:46pm 
@Lt_Col_Insane were any of those systems in your borders?
Lt_Col_Insane Mar 24 @ 5:13pm 
i've noticed an interesting bug in my current game while running the mod, i've researched the 6 artifacts for the cybrex but the homesystem isn't triggering.
Ariphaos  [author] Mar 21 @ 5:18pm 
@Aradanwen you need to get an appropriate precursor system inside of your territory. The artifacts only spawn there and the system only spawns from systems with the same tag.

If you don't have any properly-tagged system, it won't spawn, and you'll need to wait until you get the artifact events.