Stellaris

Stellaris

Dark Matter Power Creation
84 Comments
UndeadGamePlayer 26 Dec, 2024 @ 10:45am 
it says I need to have the requisite scientist assigned. Does anyone know where I need to have them assigned to?
DruidDobby 12 Feb, 2023 @ 2:55am 
Yo, do you plan on updating this mod any further?
I know it's included in ACOT, but it's nice to be able to use this as a standalone, and would be nice if it worked with future versions too :)
starfirejordan 21 Mar, 2020 @ 1:23am 
will this still work for 2.6?
indestructable007 28 Feb, 2020 @ 4:41pm 
@Nismo, I would recommend using the base ACOT mod, as the features from this have been incorporated into it.
Nismo 31 Oct, 2019 @ 4:02pm 
Hi Chirumiru - Just want to say I have used your mod with great success over the past few months and I have loved it thank you! However, in my latest play through, I am struggling to see the physics research options appear under the 'dark designs' event. I have a level 10 curator scientist in the physics field but I am now just going through the late game repeatables with no luck. No other mods installed and I have researched Dark Matter Generation - any idea what might be the problem? Or am I doing something wrong? Any help would be appreciated!
Garodil 11 Oct, 2019 @ 1:42am 
It works fine now. It was my mistake.
Chirumiru ShiRoz  [author] 11 Oct, 2019 @ 1:15am 
@Leiche I may have forgot to update localisation for this mod, but generally if you used Curator, then just proceed with engineering then society.
Garodil 6 Oct, 2019 @ 2:07pm 
hello guy. is it impossible to research dark matter application if you researched dark matter with help of curators? It says that i need physic expert, but dark matter power generation is already acquired
kamina1993 10 Jul, 2019 @ 4:33pm 
The description window for the first event triggers, but none of the 3 special projects are actually added to the log... can you look into this?
Crazy Old Texan 7 Jul, 2019 @ 7:50pm 
To hell with this crap I want Light Matter Tech.
Chirumiru ShiRoz  [author] 20 Jun, 2019 @ 6:49pm 
Mod update, including reworks for the entire systems.
Rzabat 5 Jun, 2019 @ 1:30pm 
Thx
Chirumiru ShiRoz  [author] 5 Jun, 2019 @ 12:02pm 
Ooops forgot to update this one.
Rzabat 5 Jun, 2019 @ 8:57am 
Could this be updated to 2.3?
kamina1993 29 Apr, 2019 @ 6:17am 
Thanks!
Chirumiru ShiRoz  [author] 29 Apr, 2019 @ 12:07am 
you have a space in the command.

It's "event dark_matter_event.1"
kamina1993 28 Apr, 2019 @ 11:34pm 
I installed the mod with v2.2.7 of the game and made sure to activate it, but none of the events trigger or respond to console commands. Whenever I type

event dark_matter_event. 1

it comes up with the "could not find event error". Please help!
420_blase_it 26 Mar, 2019 @ 12:15am 
I like how after you spend ages researching dm tech everyone starts to pester about sharing it with them. Responces are also awesome - given the empire type I like to play (technocractic supremasists) the responce "Go away, plebs" fits perfectly.
{C.S.A} Misfit_1995 5 Mar, 2019 @ 1:25pm 
compatible with the latest version?
Chirumiru ShiRoz  [author] 22 Feb, 2019 @ 5:32am 
I will think about it.
Journeyman Prime 21 Feb, 2019 @ 10:58pm 
Hey, do you think you could do a similar mod for Gateways so that I don't need to see one for my scientists to be able to envision the tech? The mod I was using to skip over this dumb limit is abandoned and no longer works in 2.2, so a small event chain similar to this mod's chain but for gateways would be awesome!
Chirumiru ShiRoz  [author] 4 Feb, 2019 @ 2:13am 
Yes
Pigeon 3 Feb, 2019 @ 11:47am 
Does this mix with zenith of fallen empires? Dont feel like trying to fight a fallen empire that has 600K~ fleet strength and dying a horrific painful death
Sabaithal 16 Dec, 2018 @ 1:40pm 
Nevermind, the components are already available to the SCX ship classes. No patch needed.
Chirumiru ShiRoz  [author] 16 Dec, 2018 @ 11:42am 
What patch is needed for that mod? This mod doesn't overwrite any vanilla files.
Sabaithal 16 Dec, 2018 @ 11:18am 
I haven't check to see yet, but would it be possible to get an SCX patch for this mod?
Chirumiru ShiRoz  [author] 9 Dec, 2018 @ 7:38am 
Mod has been updated for 2.2 with some QOL and balance changes, please check patchnotes for changes.
Chirumiru ShiRoz  [author] 12 Oct, 2018 @ 5:19am 
You need him to be at max level if it's just particles.

It is easier to get a curator or spark of genius scientist to level 6, which gives you a much better chance.
Deviant Toast 11 Oct, 2018 @ 10:15pm 
How long on average does it take for the particle-scientist before stuff happens? I got the event to hire a scientist w/ particle specialty, and it's been about 10 years since I hired him and nothing happened.
Chirumiru ShiRoz  [author] 6 Oct, 2018 @ 2:57am 
Nope.

Current requirements are

1. Has Battleship Tech
2. Has Zero Point Energy
3. Has Mine Dark Matter (Dark Matter Drawing)

5 Years MTTH

Must not already know Dark Matter Power or has it as a tech option.

In case you are pretty sure the event failed to fire. Use the console and type

event dark_matter_event.1
ericawharton24 6 Oct, 2018 @ 12:24am 
It's definitely been more than 5. Does it need to be at least year 2400?
Chirumiru ShiRoz  [author] 5 Oct, 2018 @ 9:28pm 
Event should happen within 5 years of meeting all tech requirements.
ericawharton24 5 Oct, 2018 @ 8:52pm 
Is there anything else that needs to be done to get the event? I have all of the prerequisite techs, but nothing has happened yet, is there some other requirement for the beginning event to trigger?
Journeyman Prime 23 Sep, 2018 @ 7:52am 
Alright. It's your mod. Just thought I'd-you know-put my two cents in.
Chirumiru ShiRoz  [author] 23 Sep, 2018 @ 12:41am 
But don't expect it to get any easier, DM is the final tech that is by default unobtainable by any techs besides just stealing from FEs. I merely make it possible, but extremely difficult (Still easier than going through a buffed FE in my playthough for a science-focused empire).

Usually, it takes around 3-4 techs for one of them to show up for a level 6+ curators/genius and 6-7 techs for level 5+ expertise scientist.
Chirumiru ShiRoz  [author] 23 Sep, 2018 @ 12:38am 
Like I said, at best I may lower the base requirements to level 5 instead of 6, and I may add additional stuffs to hurry up the process if its really needed. Or a more resource intensive during special project that is at least garaunteed to give first option.
Chirumiru ShiRoz  [author] 23 Sep, 2018 @ 12:37am 
The point of this mod is to allow an empire who have the scientific revolution required to understand DM to develop it, just by sheer knowledge and genis, and not through killing or stealing from something. That is not creating, that is stealing.

When I know I am about to reach the stage where I will develop DM, I start making sure I have enough geniuses, I discard the lesser scientists, get a curator, and start levelling up the scientists. You can also send them to assist research on planets.

I have been in at least 3-4 games and I do not really see much difficulty, even AIs can manage to get them sometimes.
Chirumiru ShiRoz  [author] 23 Sep, 2018 @ 12:37am 
Still skeptical, I myself never have level 10 curators/geniuses, yet I always got them (and some AIs). At best I will reduce it to level 5 minimum (So that a newly recruited Curator can do it)

Level 10 is a bonus for those who can actually get it, but its not something i expect any empires can do it regulary. I have seen the tech pop on a level 5+ non-genius if they have expertises in said fields, it requires patience but its not impossible.

I probably won't add this DM Monster thing because you can already pretty much get DM from fighting FEs (You can just snipe their transports and surrender technically, if you are really that desperate). And many mods already add more ways to get DM through fighting (Like the mentioned Enigmatic Clean), and it seems to go beyond the scope of this mod.
Journeyman Prime 22 Sep, 2018 @ 8:42pm 
It's also not a case of finding geniuses, believe me I can find them easy enough, the problem is training them to level 5 or 6 in the late game before they die. because by the time I get the DM event, I've already surveyed 98% of the galaxy and done most of the anomlies I can reach, meaning there are precious little options for increasing my scientist's level to the required 5 or 6.
Journeyman Prime 22 Sep, 2018 @ 8:39pm 
I don't see how taking a level or two off the current requirements for each weight bonus (level 8 instead of 10 expertise for 3.0 weight for example) would make it easier for the AI to get it. I can understand where you're coming from and believe me I like the idea of making DM require you to work a little harder, but the type of work it requires and the exacting nature of the requirements is a little...exasperating. I use this mod in every game I play, that's how much I like it, so I'm coming from a place of care, not criticism.
Journeyman Prime 22 Sep, 2018 @ 8:39pm 
I don't remember saying level 4 curator is hard, I mean level 5 and 6 Genius is hard (Curators don't show up that often for me, only got them twice in 500 hours of gameplay, so I have to train geniuses to level 6 for this mod and it's brutal/boring)

Do not have Enigmatic Fortress, so that's out.

Do not want to spar with FE's, would prefer an easier military option, hence why I suggested a DM monster or whatever.

Even with the various (non genetic Ascension Path) lifespan bonuses my scientists still die sometimes before I get the event, and like I said I prefer not to use the console when I can.
Chirumiru ShiRoz  [author] 22 Sep, 2018 @ 3:43pm 
If your scientists are dying before they get the job done, get some repeatable lifespan going, your scientist should live an average of 140+ years by that point with capacity boosters and earlier lifespan techs + harmony traditions.
Chirumiru ShiRoz  [author] 22 Sep, 2018 @ 3:42pm 
Also nothing stops you from just doing it the old-fashion way of beating it out of FEs.

Mods like Enigmatic Technology also allows Enigmatic Fortress to give DM-tech if you can solve it's puzzles.

Like I mentioned in the topic, I am simply making what was virtually impossible to be researched into one that can be done if your empire is awesome enough to do it. I have been getting them in 3 games and Spark of Genius is not really that rare in the late-game. Curators are even easier to get.
Chirumiru ShiRoz  [author] 22 Sep, 2018 @ 3:38pm 
What do you mean lvl 4 curator is hard? Curator scientists always spawn at level 5 XD.

I have been getting DM in 3 games just fine, I don't really think they need much changes. (You can already get a chance for them with level 5 standard scientists, just that the chance is quite low)

You only need a level 5-6+ genius/curator (Which I find to be quite easy to do if you know how to develop them early)

If you find the chances too low, I think there are also other mods that simply allow them to be researchable with much less complications.

I don't want to make it too easy because I don't want AIs to get them like they grow on trees.
Journeyman Prime 22 Sep, 2018 @ 3:12pm 
I understand you want to make the mod challenging, but I honestly think a better way to do that would be to give it a string of level 10 anomolies to research, or maybe have an experiment "go wrong" and spawn some really strong dark matter beast that will terrorize a random system in your empire until you kill it. Then by studying the debris you can get some progress with the various techs you need to research before you unlock the actual tech for your ships. Make it only 5% progress or something, but it'd be nice to give players a way to get the tech through military might instead of trying to create suitable personel in-game. Because eventually they just give up in frustration and use the console to cheese it, which isn't fun (but neither is trying to build a level 10 genius with no systems left to survey or anomilies to research).

Just a suggestion.
Journeyman Prime 22 Sep, 2018 @ 3:12pm 
Chance of failure must only become a thing if you have the opportunity to try again. Also, if you could lower the level requirements for each scientist by 1 or 2 that would be great. I keep having to use the console to boost their levels because by the time I get to Dark Matter power Ive surveyed every system in the galaxy and researched all anomolies, meaning there's really no way for my scientists to level up as high as 8 or 10 before they die, even with long lifespans. A level 4 scientist in the required field is difficult enough to get considering that gives you the rarest chance. Level 5 in required field seems fine for the next level, and a level 4 genius/curator (again) is hard enough to get, let alone a level 10 genius/curator...
Chirumiru ShiRoz  [author] 22 Sep, 2018 @ 9:00am 
Perhaps it is time to revisit the mod and adds more ways to get Dark Matter and/or add chances of failure hmmm.
Chirumiru ShiRoz  [author] 8 Sep, 2018 @ 11:27am 
Check the Walkthrough description for detailed guideline lol.
Journeyman Prime 8 Sep, 2018 @ 11:22am 
Also, does this mod not give me the deflectors and other Dark Matter stuff? How does that work? Is it supposed to pop as well?
Journeyman Prime 8 Sep, 2018 @ 11:07am 
So how long am I supposed to wait after the conference before the tech pops? I'm well into repeatable tech and have been hyper-cycling through research with the "finish_research" command but it hasn't popped yet. Is there a set time period or is this some other bug?