Stellaris

Stellaris

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Simple Slower Than Light 2.0 [Unsupported]
   
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26 Feb, 2018 @ 4:12pm
3 Mar, 2018 @ 12:19pm
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Simple Slower Than Light 2.0 [Unsupported]

Description
Update: I'm no longer going to be modding for Stellaris. If anyone wants to pick this up, please contact me first but I'll be more than happy to pass the torch on.

Simple Slower Than Light

What is "Slower Than Light?"
Slower Than Light is a mod that converts all interstellar travel into a subluminal version, hence the name. The original version of this mod was inspired by Pode's "Einstein was Right" mod.

How It Works
Simple Slower Than Light does only a few things:
  • Slow Interstellar Speed
  • Adds a monthly event that ensures ships don't get stuck in the galaxy map
  • Overrides some of the localisation strings to remove FTL/Hyperspace references.
  • Reduces some maintenance costs

SSTL doesn't remove wormholes, Gateways, or Jump Drives, although it does increase Jump Drive cooldown significantly. These FTL methods are novel and relatively rare, allowing some interesting gameplay.

To help with the super-slow speeds, a few things have been changed. Colony Ship maintenance is reduced to 1 energy/month, since you're more likely to have multiples floating through space for years on end. Science Ships and Construction Ship maintenance has been removed, as you're going to need hordes of both of them. And, finally, debris will stick around for 50 years, since vanilla hyperlane travel is moderately slow and this mod doesn't help that at all.

Mod Compatibility
Simple Slower Than Light doesn't directly change any files, and only overwrites lesser-used defines. This simple version of the mod is intended to be as compatible as possible. You can check out the Info Thread for more info on what has been changed.

Simple?
Yes, simple! This mod is designed to be flexible enough to work with most mods (Although there are bound to be some that don't like even simple changes). If you're looking for a more complex overhaul, take a look at Slower Than Light

Mod Info
Version: 2.0.1a
Upload Date: 3/3/2018
Stellaris Compatibility: 2.0.*
29 Comments
Deadra Rose 8 Apr, 2021 @ 8:53pm 
so... does this mod just get rid of FTL?
McClain 14 May, 2018 @ 6:27pm 
Works as advertised, great job!
Pode 6 Mar, 2018 @ 4:13am 
Much appreciated.
[Andon]  [author] 5 Mar, 2018 @ 8:37pm 
@Pode Just about bed time for me too, and I'm busy all day tomorrow, but I could potentially do some investigating Wednesday evening (I think we're on a fairly similar time zone)
Pode 5 Mar, 2018 @ 8:10pm 
I'm getting nothing but glitches in my mod leading to instant arrival no matter what I do. I gave up on the event altogether and went to just slowing the component down and now it's glitching like shit too. I'm going to bed before I do something rash. Help?
Pode 4 Mar, 2018 @ 2:44pm 
OMG. I have been trying all day to figure out why my version doesn't work. Turns out ships in hyperspace are idle according to is_fleet_idle, so me trying to save processing lag by restricting the arrival modifier to is_fleet_idle = no broke things. So FYI in case you ever want to reduce lag, don;t do it that way.
Pode 4 Mar, 2018 @ 5:43am 
@Telik if you want to eventually tech out of slow travel you may want to try my Pre FTL Players mod that inspired someone to ask me for the mod that inspired Andon to make his
[Andon]  [author] 4 Mar, 2018 @ 1:17am 
@Tellik That is something I am likely to do with the "Full" version of the mod. At the moment, upgraded drives do better windup times, but... that's next to useless when the travel takes 10 years!

Also, the "Reinforce Fleet" should only pull from the same system. I set the range for it in the defines to super low to prevent fleets taking forever to form up. It's annoying enough in the standard game, let alone when things take forever.
Tellik 3 Mar, 2018 @ 10:45pm 
Is there a way to modify ship drive technology to allow faster travels the more advanced tech you get?

I really like the concept of this mod for early game, but late game, I think I created a 200 fleet cap limit fleet, and waited forever for the fleet to form. Then I spent another decade upgrading the whole fleet as while they were in route I hit like 3-4 tech level upgrades.

It came to the point where I was relying on jump drives to jump to a neighboring system then slowly move into it.

(Also I made the mistake of building the array, so I saw every single ship on the map, which really cluttered late game with fleet icons everywhere.) XD
N-Sign 3 Mar, 2018 @ 9:06pm 
The new pirate mechanics really hurt this mod, sadly. Since you can't send Construction ships into systems until a science ship has gone ahead, it means that by the time it finally arrives to build an outpost there's a solid chance of pirates having spawned.

It only really hurts the early game since, once you get the first level of Sensors you can send a Science Ship and a Construction ship at the same time.