Stellaris

Stellaris

Simple Slower Than Light 2.0 [Unsupported]
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.
[Andon]  [author] 3 Mar, 2018 @ 2:14pm 
Slower Than Light is now live!
[Andon]  [author] 3 Mar, 2018 @ 12:27pm 
@Tellik: I've updated with solutions to the getting stuck. The monthly modifier has been tweaked, and I've added a manual (IE, Console-triggered) event just in case.

Nothing I know of about sitting directly on top of a system. I've noticed that too. My "solution" is to go into a neighboring system and click the hyperlane arrow to bring me into the system.

I have no idea what could be wrong with Automated Trade. I've only changed some speed defines with Simple STL, so my inclination is to say it might possibly be another mod? It could be that Automated Trade doesn't work well with slow speeds. I've never used it, so I'm not sure. Looking at the description, they self-remove after 5 years, which could mean they might not be able to make it to the next system.
Tellik 3 Mar, 2018 @ 11:45am 
I noticed a few issues when ships would get stuck exiting FTL into a system. This happened very early in the game when I sent a science ship to survey a system. I ended up waiting for over month so I don't think the event ended up helping.

The other thing I noticed (which I don't think you have any control over really) is if a ship is about to enter a system, it's directly on top of that system and doesn't let you click on the system.

The last thing that I noticed is a sort of compatibility issue with Automated Trade. I noticed their ships just... stuck in the middle of the system (not in FTL), where they sat there twitching.

(Next game I end up playing I'll test without other mods to see if I have the same issue. Just wanted to give you a heads up now.)
Pode 1 Mar, 2018 @ 11:35am 
Wonder if nebulae still affect interstellar speed? I never did look for where that value was set, it might still be in 2.0 and just not discussed anymore.
[Andon]  [author] 1 Mar, 2018 @ 11:28am 
I was seeing bugs at 0.002 and 16.5x, and it was with two systems that were in a nebula.
Pode 1 Mar, 2018 @ 10:53am 
Clausewitz engine uses ints divided by 1000, so 0.0015 is either 0.002 or 0.001. Or an error that results in not moving, it would seem.

I'm using 0.001 and 33, warned folks you were seeing some sticking, and asked for bug reports. Crickets so far.
[Andon]  [author] 1 Mar, 2018 @ 10:28am 
It looked like going to 0.0015 made the ships never move (While 0.001 and 0.002 worked fine), so it looks like I'm scraping the bottom of the barrel on what I can do. Having increased the bonus (At 0.002) to 30x and I haven't seen any stuck ships.
Pode 28 Feb, 2018 @ 11:12pm 
Huh. Watching your bug hung with interest. Wonder why those few are so special.

Put these drives live on PreFTL Players main version a few hours ago, so hopefully we get some useful bug reports.
[Andon]  [author] 28 Feb, 2018 @ 7:40pm 
In my testing, I'm still getting a few ships that just won't arrive to systems. I also feel the speed is just a *little* too fast, so I'm going to be tweaking that.

I'll also be putting in an "emergency" event, only triggered via console, that'll give ships a high boost to FTL speed as a "Just in case"
Pepega 28 Feb, 2018 @ 5:28pm 
this mod combined with the Gateway mod that allows gateways at the very start could be pretty interesting. Sorta like eve online lore.
[Andon]  [author] 28 Feb, 2018 @ 9:18am 
Yeah, it was taking about 10 years to get to the next system. Great for yours. Not so great if that's the entire game.
Pode 27 Feb, 2018 @ 9:59pm 
With the every 3 month trigger, 0.001 speed and a 33.0 modifier it works out to just a hair under 4c which is in the right range of slow for my mods where STL is intended to fade out as you play. Agree that you probably want more than that for a full game speed.
[Andon]  [author] 27 Feb, 2018 @ 9:41pm 
With my playing with STL, I think the current speed is a little too slow - on the un-fun side. Also, really not liking the randomness of the once-a-month trigger, so I've made it happen every month. I'll be uploading it tomorrow, after I get some sleep. Don't need any bugs introduced by being tired.
[Andon]  [author] 27 Feb, 2018 @ 8:32pm 
@Arexander Good catch! It's been fixed.

@Pode Great to know. I don't think FTL inhibitors affect actual FTL speed, just possibly windup. I'll have to take a look.
Pode 27 Feb, 2018 @ 8:06am 
I was able to get 0.033 to work in 2.0 but not 0.032. I didn't see any terrain effect on FTL, only on in system speed. Didn't check for starbase FTL inhibitors though, as I intend for everyone to have FTL long before those come into play.
Arexander 27 Feb, 2018 @ 7:59am 
I think there's something wrong with the tags in description, right after you've linked to the info thread.
[Andon]  [author] 26 Feb, 2018 @ 6:25pm 
Go ahead and take it! This mod wouldn't exist if it weren't for me taking things from you in the first place.

The minimum speeds changed (Going too low made ships not move at all), so what previously worked didn't. 50x works, and allows for other things to affect FTL speed without sticking fleets in places.
Pode 26 Feb, 2018 @ 5:30pm 
FYI, the magic number for not sticking is 0.033 units/tick, so you can turn that multiplier down to 33 from 50 if you like.
Pode 26 Feb, 2018 @ 5:18pm 
Really glad to see this. We'd talked a while back about using the event to prevent sticking. I tried it for Pre FTL and couldn't get it to work. Mind if I steal yours? At least for test purposes?