Stellaris

Stellaris

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Bypass Adjustments
   
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9 Jun, 2019 @ 8:50pm
8 May @ 11:22pm
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Bypass Adjustments

In 1 collection by Ariphaos
Ariphaos Personal Modlist
23 items
Description
This mod makes several adjustments to bypasses:

1) Wormholes no longer generate within Fallen Empire territory. No more worries about the xenophobes on the other side. This is incorporated into my Unofficial Patch.

2) Gateways can only spawn in, and can only be built in, black hole systems. This results in a much more strategic late game in my opinion.

  • Wormholes are also blocked from generating in black hole systems, so they can't share a system with a gateway.
  • For Federations I have adjusted Black Hole spawns so they will be more spread out, and (slightly) more common. They generally won't spawn next to each other.
  • I made a More Black Holes mod for people who still feel there aren't enough valid gateway spaces.
  • For 2.7, this now checks for a black hole 'star' per @Aldoro's suggestion. So you can get around the black hole restriction with appropriate gigastructures. Or the Worm.

3) No more fallen empires or worse using your (normal) gateways. They can only be used by you, your subject/overlord, or other members of your federation.

  • Anyone can use gateways in unowned systems.
  • L-Gates are largely as usual, except Amoebae and Tiyanki can't use them.
  • Unfortunately there is no easy check for people you are allied with in a war, so non-federation allies will be unable to use your gateways.
  • This also is incorporated into my Unofficial Patch.

4) Adds a cooldown for using gateways by event. There is a tech to overcome this.

  • I had wanted to make use of the windup and cooldown times for gateways, but that and the ftl_multiplier isn't actually functioning currently for bypasses. I've made a bug report about it.[forum.paradoxplaza.com]

5) As gateways can no longer be used in controlled-but-not owned systems, I have disabled the tech for the time being. My solution was pretty hacky so I don't much care for it.

  • There is a nasty bug that crashes the game hard because of my original trick for this. In theory you can have multiple types of megastructures upgrade to the same type, but the game will crash hard on construction if it detects a path.
  • As a result, this only works properly for ruined/restored gateways. My temporary workaround is this works once for constructed gateways. I do have some ideas for a more permanent fix for this, but I need to workshop it a bit.
  • 'Damaging' the gateway is somewhat cleaner than just turning it off temporarily. I only play cooperative multiplayer, so comments on balance are welcome.

6) Bypasses are now colorized, if active. Wormholes are blue, gateways are purple, and L-gates are inverted and green. If you're using an icon colorization mod, be sure to load it after this one.

My Main Stellaris Mods
=============================

These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
=============================

These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.

Supporting Me
=============================

I now have a Patreon:

[patreon.com]
58 Comments
Caramel 8 Jun @ 1:23am 
need update
Rage000 9 May @ 1:32pm 
the icons are good now, but Pre-FTL icons have reverted to the old style Axe instead of showing the UFO
Rage000 8 May @ 1:34pm 
the latest update 3.12 has once again caused icons to be scaled incorrectly (megastructures specifically and slight misalignment of stations)
Angry Canadian 9 Feb @ 12:05pm 
this causes a crash with the More Events Mod when you try to go to the orphan gate sector.
Rage000 18 Nov, 2023 @ 1:55pm 
working fine now - thank you !
Rage000 18 Nov, 2023 @ 2:24am 
i will check it in the morning - 2:30am here. Im sure it will be fine it has always been. thank you!
Ariphaos  [author] 18 Nov, 2023 @ 1:36am 
@Rage000 oops, try now.

Note if you have anything that adds new ship classes, be sure this mod goes first so it can be overridden. All I do to the graphic is colorize a few icons.
Rage000 17 Nov, 2023 @ 10:30am 
I have noticed that this mod which usually works fine with my mod list is causing icons to be scaled incorrectly (stations specifically). Have not figured out why
Ariphaos  [author] 9 May, 2023 @ 10:09am 
You may get some errors if you are using this on 3.7 (tech weight changes), but it should work fine.
WHR | TMaekler 7 May, 2023 @ 2:20am 
It seems like (Basegame) AI still uses enemy gateways when at war, if the enemies are AI. Seems to only block using human player gateways. Is that intentional or a bug?