Stellaris

Stellaris

FTL Redefined
62 Comments
Captain_Americana(ttv) 6 Jul @ 11:56pm 
i tried to ensure it was one of these by disabling all others, but i didnt uninstall them or verify files so its possible its another mod. sorry. no possibilty to add bioship functionality then? trying to do a certain build with them and eager
Jaysus273  [author] 5 Jul @ 12:07pm 
The Eager Explorers civic is explicity disabled by the base game if you select a biological shipset so I'm not sure how you're encountering this issue, none of the 3 mods overwrite the civic requirements.
Captain_Americana(ttv) 5 Jul @ 12:26am 
hey there, bug found with this and subspace drives+expansion. doesnt seem to apply eager explorer properly to bioshipsets. shows black box for ship on ethics/civics creation screen, only when bioships selected, and spawns with no ships @ game start. not sure which of the 3 is causing it exactly
Artemys Symetra 20 Jun @ 6:38am 
Thank you so mush ! insane reactivity ! i'm fund of your mod, i like play with very slow travel speed, i find it more immersive
Jaysus273  [author] 20 Jun @ 6:20am 
@Artemys
Whoopsie, thanks for bringing that to my attention, that's fixed now. If you want to immediately fix all existing ship's values in your save then simply open and close this mod's menu, but they will also all auto fix themselves within a maximum of 1 ingame year regardless.
Artemys Symetra 20 Jun @ 5:35am 
amazing mod, but it seems new ships don't take the factor defined at start
alex 6 Jun @ 6:32am 
this is awesome, i love this
Kryloth 2 Jun @ 12:35pm 
Hey, not sure if it's your mod causing this but i couldn't think of any other mods that i use that might be causing this

but the issue is that my fleet goes missing in action after losing a battle and the duration is really long like 20 thousand days
It's not even that far from my capital only like 5 star jump, so that shouldn't happen

I'm using 0.8 ftl speed settings with hyperdrive II in the ship
i'm guessing the game also calculate the time it takes for ftl in the equation for missing in action duration but that's just a guess

anyway just thought you should know, thanks anyway this is a great mod and yeah it should have been in the base game settings
Arcturus 28 May @ 12:58pm 
@Jaysus273 That's nice to hear :steamthumbsup: Thanks for this mod.
Jaysus273  [author] 28 May @ 10:05am 
@Enae Ugh that's the worst, I'm sorry I didn't catch this in time... thanks for understanding though

@Arcturus I actually changed the method used to control that setting recently, you may need to reopen the mod menu and readjust it - you now have a lot more control over the speed though, and can bring it down even further up to 0.01x
Enae 28 May @ 8:41am 
Oh uh, it was ironman save so i guess save is ruined Т_Т
Ok shit happens, ty for your work
Jaysus273  [author] 28 May @ 7:41am 
@ Enae, it was indeed this mod, I've released a fix now. You'll need to load a save backup from before the game update - unfortunately I can't seem to unbork it for already broken ships with the functions modders have access to
Enae 28 May @ 3:42am 
4.014 broke my ships. All construction ships and scientific ones are now unable to fly through systems, locked in one.
I don't know if it's because of this mod, in new game jumping works
Arcturus 28 May @ 1:29am 
I only play at 0.25x FTL speed. It's so much better. There really should be something like this in the vanilla game's settings.
TheDoomLordd 27 May @ 11:26pm 
This mod is something i wish was a vanilla thing, travel times are honestly way too fast in base game!
Jaysus273  [author] 25 May @ 10:45am 
The mod is now updated to 4.0. For those who still play on 3.14, the legacy mod version is available here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3487655971
tonyrsh 24 May @ 7:54pm 
Perfect! Hope your health improves. Thank you.
Jaysus273  [author] 24 May @ 6:46pm 
@tonyrsh Yeah, the way components are formatted has changed since 4.0 and I haven't gotten around to updating yet, some health issues, sorry.

If you open the mod files through the launcher, go into the common folder and simply delete the component_templates folder, it should fix that for the time being, all you'll lose is the custom tooltips.
tonyrsh 24 May @ 6:23pm 
Great Mod! But now for me with NSC3 the Explorer comes with no Hyperdrive engine. I guess a 4.0 thing?
Fix 7 May @ 6:31am 
thank you
Jaysus273  [author] 7 May @ 6:28am 
When I get around to updating for 4.0 I'll upload a legacy 3.14 version, don't worry!
Fix 7 May @ 6:16am 
pls, save version mod for 3.14
Nelson 15 Apr @ 1:25pm 
You should add that update note to the mod description. Its very important
Jaysus273  [author] 6 Apr @ 8:39am 
Hi all,
With today's update, this mod now functions without needing to overwrite hyperdrives at all.

This essentially completely eliminates compatibility issues. If you previously had compatibility issues, you should now be able to use this mod alongside any mod which previously caused problems, without needing to choose between the two.

This change also allows me to integrate hyperdrives from other mods. If you know of a mod that would benefit from integration, please mention it in the feedback discussion! Note that I'll only do this for drives which don't already have extremely high stats (ehem, ACOT) for now, as it still takes a fair amount of effort to integrate new hyperdrives.

As always, a total rewrite of a mod can come with bugs and oversights, if anything goes wrong don't hesitate to point it out in the bug reports discussion.
TurgidJuiceTree 29 Mar @ 11:20pm 
hope you got the full modlist. Thank you for your patience. No rush at all.
MothXia 27 Mar @ 2:09pm 
you are amazing :steamthumbsup:
Jaysus273  [author] 22 Mar @ 2:24am 
@TurgidJuiceTree
If you’re not using Unique Ascension perks (which I’ve fixed this for) or Ancient Empires (which while I fixed it for, it’ll likely break that mod), I unfortunately can’t fix it without knowing which mods you use.

If it’s still broken despite my fixes and you’re not using either of those mods, could you possibly try uploading the mod list? In the bug report topic I show how to do so with a simple screenshot.

I will literally manually check every single mod you use until I find and fix the issue, I just need that initial info.
TurgidJuiceTree 21 Mar @ 11:44pm 
I think I've gotten to the bottom of the issue. It seems that science ships and construction ships aren't affected by your mod for me, but everything else is. Maybe the ship designer?
Lolek_ups 21 Mar @ 3:19pm 
Thank you, you're awesome! :D
Jaysus273  [author] 21 Mar @ 3:09pm 
Fixed, thank you for the report.
Lolek_ups 21 Mar @ 2:43pm 
I just posted the comment in the bug section, it seems it is overridden by some other mod, but somehow only for civilian ships... Tried restarting a new game, rearranging load order (with your mod almost at the bottom), reloading save and re-triggering the edict. No changes.
Jaysus273  [author] 21 Mar @ 2:02pm 
Hi,
while they technically do have different hyperdrives on the backend, my mod accounts for this and it functions correctly for me. I suspect you may have another mod overwriting specifically the civilian hyperdrives; if opening and closing my edict menu, or reloading the save doesn't fix this then could you please drop your mod list in the bug reports topic and I'll look into fixing it? I've detailed how to do so there.
Lolek_ups 21 Mar @ 1:55pm 
Hello, this is an amazing mod and it works great, I just have a question, do the civilian ships have different hyperdrives? My combat ships have slower modifiers, but the science / construction and colony ships behave normally (as if not affected by this mod.)
Saint Marold YT 21 Mar @ 1:40pm 
Travel time to jump drives sounds interesting
Jaysus273  [author] 20 Mar @ 6:48am 
While there's not too much point in changing the base values of those drives (GIGA drives have near instant windups and the very short vanilla hyperlane time of 3 days, and from what I've seen ACOT drives are mostly jump drives with insane stats) I do hear you, and as I write this I'm in the middle of implementing a global compatibility trigger.

Once this is ready I'll contact the devs of those mods with info on how to add compatibility to my mod. That part will be on them as due to the limitations of the engine, I can't simply add compatibility on my end without copying the drives to my mod.
MothXia 20 Mar @ 5:59am 
with GIGA and ACOT there are also new jump drives and FTL drives so those need to be changed too for compatibilty
hades.star.luna1 18 Mar @ 6:20am 
Add travel time to jump drives now that I found a workaround for it my hope my love my life
GE0 17 Mar @ 6:09pm 
Ah ok, good to know!
Jaysus273  [author] 17 Mar @ 5:34pm 
No problem, I'm glad it's fixed! Looking at Ships in Scaling's page, there seem to be a few people having issues with speeds not applying properly - if you notice any weirdness in future, just toggling the thruster settings a couple times should fix it. His mod is coded to apply the settings to every galaxy ship once the real space menu is closed.
GE0 17 Mar @ 5:27pm 
Huh, pretty sure I had it on the right settings previously, but now it's working. Dunno what happened but glad it's working now. Thanks for the mod and help :steamthumbsup:
Jaysus273  [author] 17 Mar @ 12:14pm 
Hi @GE0,
I exclusively play with Real Space - Ships in Scaling and I haven't noticed this behaviour, it's taking me about 2 years to cross a system with starter components regardless of mod load order.

Could you double check your Real Space settings (in the edicts menu) and make sure ship acceleration is set to "depends on thruster type" rather than "sustained acceleration"? Thanks!
GE0 17 Mar @ 11:46am 
I found a small conflict with this mod and Real Space - Ships in Scaling . Ships in Scaling is designed to make ships move much slower in solar systems, but with both mods installed they revert to their vanilla speed values.
Jaysus273  [author] 16 Mar @ 10:49pm 
Thanks for reporting this! While I couldn't reproduce it, I just released a patch that enforces stricter value updating on ships just in case it was an edge case I haven't accounted for.

Do you have any other mods that affect hyperdrives, by any chance? If another mod either overwrites hyperdrive 1, or replaces it with their own, then this will happen, and I suspect it's what's happening for you if EVERY hyperdrive 1 is fast.
TurgidJuiceTree 16 Mar @ 8:08pm 
for some reason the first hyperdrive is nearly instant. Other ships seem to move slower but mine is somewhat faster
TurgidJuiceTree 16 Mar @ 4:50pm 
It just feels right, I'm happy someone with more skill feels the same.
Jaysus273  [author] 16 Mar @ 4:48pm 
https://i.imgur.com/OBZ4s7Q.png

Same brother lol, that's why this mod now exists - rolled up my sleeves and said "Guess I'll have to do it myself".
TurgidJuiceTree 16 Mar @ 4:44pm 
IVE BEEN LOOKING FOR A MOD LIKE THIS! Thank you!
Jaysus273  [author] 16 Mar @ 12:38pm 
@darlf you're right, it should be more primarily jump drive focused and I didn't adjust that value when adjusting the hyperdrives! I'll rebalance it in the next update to make it more a jump drive first and a hyperdrive second, thank you for pointing that out.
darlf 16 Mar @ 12:20pm 
i would say 600 days is hmm meyby to much... but allow for super slow hyperline travle... kinda nice for auto stuff, and allow use that perk for ai... like they often build alll ships using that orignal drive, cant use thme... have no free space for new one and never leave they home sysyem becuse of that -_-... i gusse that slow travle would make it no more. but what if 500 days and 100 days hyperlane travle ?
Errortrek 16 Mar @ 11:06am 
Finally a Mod that slows down hyperdrives. The Game made space seem pretty small, and i like this because it makes space actually seem pretty big and long for Early FTL-Age civilisations