Stellaris

Stellaris

Primitive Players 2.0
 This topic has been pinned, so it's probably important
Pode  [developer] 1 May, 2017 @ 7:20am
Mod Readme - Experimental drives
  • Unlocked by fusion power, ion thrusters, and physics lab 1. They should come available right after fusion power or physics lab 1 if those are the last of the three. If ion thrusters are the last prereq it may be a while. or Pdox may fix the bug with tech prereqs that I'm exploiting.
  • Not required for regular FTL tech.
  • Player-only. This means player-designed ships only. If you're using the Designable Civilian Ships mod, be aware that your civilian ships still get auto-upgraded by the AI when you discover a new component for them. Which will take away their drive and leave them stranded.
  • Every month each ship with this drive spends in hyperspace generates a physics research point. These points are also given to AI's without FTL to represent them experimenting with the drives also, without exposing AI to the bugginess.
  • Ships will sometimes not enter or leave hyperspace if they're moving too slowly. When this happens, stop them and give them a new movement order. Most of the time they'll accept it and try again.
  • Stopped or stuck ships will usually jump to the nearest end of a hyperlane on the first of a month. Sometimes they'll just cease to exist though.
  • On loading a save game ships in hyperspace tend to jump to the galactic plane. If you're not using the 2D galaxy mod, this can result in them traveling vertically for significant time to get back to a system they were almost / stuck at. Or they might cease to exist.
  • On top of all the game engine hazards, each ship with this drive has a 1% chance per month of blowing all the way up and a higher chance of taking significant hull damage. The hull strength booster tech will give them enough hull points to survive most but not all of these events.

All other bugs related to them will be considered features (experimental!) unless:
- they don't come unstuck a month after being manually stopped.
- they aren't adding to the unspent physics point pool (mouseover your physics per month at top)
- they blow up when idle.
Last edited by Pode; 22 Mar, 2018 @ 12:32pm
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Pode  [developer] 28 Mar, 2018 @ 6:02pm 
Experimental drive made a common tech now that Paradox seems to have finally fixed the bug I was exploiting to make it come available regardless of tech weight.
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