Stellaris

Stellaris

Sean's Stable Wormholes 2.3.*
18 Comments
Maschinenmensch 12 Jul, 2023 @ 1:01pm 
Would honestly still be a very cool mod. Would really appreciate an update.
VS-lockon 10 Jan, 2021 @ 2:05pm 
is there going be 2,8,1
st030 24 Jul, 2020 @ 12:50pm 
Can you please update this to latest version of game?
emperorsnake 27 Jun, 2020 @ 5:51pm 
needs an update
Red1  [author] 9 Jun, 2019 @ 2:34pm 
@Holeoe you are welcome :)
Holeoe 9 Jun, 2019 @ 5:57am 
Thanks for updating had been waiting a while for this on after 2.1
Red1  [author] 8 Jun, 2019 @ 12:45pm 
Updated for 2.3.X. Mod no longer overwrites anything, instead handing out the tech via event at game start. Let me know if you have any issues. Cheers!
st030 11 Mar, 2019 @ 5:49am 
Will it work on 2.2.6 or will it break techs or sth else?
st030 6 Dec, 2018 @ 9:26am 
please update to 2.2 :)
st030 23 May, 2018 @ 9:32am 
please update mod version to 2.1
LAJ-47FC9 3 Apr, 2018 @ 2:52am 
It's not actually necessary to overwrite game files at all, you can simply create an event that hands out Wormhole Stabilisation at game start. If you want, I can lend you a hand with it, just give me a shout.
Red1  [author] 25 Mar, 2018 @ 4:30pm 
@titlarium - Thanks for the praise! Glad you are enjoying my mods.

Adding a layer of danger to early wormhole travel is a very cool idea. However, it would requite very proficient event coding, and is currently outside of my current modding comfort zone. I will keep the idea in mind, though!
tilarium 19 Mar, 2018 @ 11:51am 
@Tibbnak That does sound like an interesting set up. I think I'll give that a shot in a future playthrough!
tilarium 19 Mar, 2018 @ 11:50am 
@Sean Love the mod. Started a new game last night and activated it. I have wormholes set to 2.5x and found only very close to Sol. 4 years into the game and Humanity has finally met an alien race... from the litterly the other side of the galaxy! I'm about half way between the center and right edge of the galaxy map and they are right on the left edge of the map. Thanks to your other mod, all of their territory is unexplored again so thanks for that one too!

A suggestion if it's possible, not sure if it would be or not. Make it so that until you reach a later (probably custom?) tech, traveling via wormhole is time consuming instead of instant and/or risking that can result in the lose of the science ship.
Red1  [author] 5 Mar, 2018 @ 2:00pm 
Updated mod, only overwrites one entry within a main game file now.
Red1  [author] 5 Mar, 2018 @ 8:36am 
@Star Chaser - Thanks!

@Tibbnak - Sounds like an awesome way to play, I have always wanted to try STL. That would be really cool with the new wormhole mechanics; I might have to try that in my next campaign.
Quin 5 Mar, 2018 @ 3:50am 
This is neat coupled with completely removed gateways and like, 10x wormhole spawn and .8 hyperlane density. Especially with a slower than light mod, they become incredible assets.
Boxington Washington 3 Mar, 2018 @ 9:41pm 
kool