Stellaris
Dark Matter Power Creation
84 comentarios
UndeadGamePlayer 26 DIC 2024 a las 10:45 a. m. 
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 a las 2:55 a. m. 
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 a las 1:23 a. m. 
will this still work for 2.6?
indestructable007 28 FEB 2020 a las 4:41 p. m. 
@Nismo, I would recommend using the base ACOT mod, as the features from this have been incorporated into it.
Nismo 31 OCT 2019 a las 4:02 p. m. 
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 a las 1:42 a. m. 
It works fine now. It was my mistake.
Chirumiru ShiRoz  [autor] 11 OCT 2019 a las 1:15 a. m. 
@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 a las 2:07 p. m. 
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 a las 4:33 p. m. 
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 a las 7:50 p. m. 
To hell with this crap I want Light Matter Tech.
Chirumiru ShiRoz  [autor] 20 JUN 2019 a las 6:49 p. m. 
Mod update, including reworks for the entire systems.
Rzabat 5 JUN 2019 a las 1:30 p. m. 
Thx
Chirumiru ShiRoz  [autor] 5 JUN 2019 a las 12:02 p. m. 
Ooops forgot to update this one.
Rzabat 5 JUN 2019 a las 8:57 a. m. 
Could this be updated to 2.3?
kamina1993 29 ABR 2019 a las 6:17 a. m. 
Thanks!
Chirumiru ShiRoz  [autor] 29 ABR 2019 a las 12:07 a. m. 
you have a space in the command.

It's "event dark_matter_event.1"
kamina1993 28 ABR 2019 a las 11:34 p. m. 
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 a las 12:15 a. m. 
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 a las 1:25 p. m. 
compatible with the latest version?
Chirumiru ShiRoz  [autor] 22 FEB 2019 a las 5:32 a. m. 
I will think about it.
Journeyman Prime 21 FEB 2019 a las 10:58 p. m. 
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  [autor] 4 FEB 2019 a las 2:13 a. m. 
Yes
Pigeon 3 FEB 2019 a las 11:47 a. m. 
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 DIC 2018 a las 1:40 p. m. 
Nevermind, the components are already available to the SCX ship classes. No patch needed.
Chirumiru ShiRoz  [autor] 16 DIC 2018 a las 11:42 a. m. 
What patch is needed for that mod? This mod doesn't overwrite any vanilla files.
Sabaithal 16 DIC 2018 a las 11:18 a. m. 
I haven't check to see yet, but would it be possible to get an SCX patch for this mod?
Chirumiru ShiRoz  [autor] 9 DIC 2018 a las 7:38 a. m. 
Mod has been updated for 2.2 with some QOL and balance changes, please check patchnotes for changes.
Chirumiru ShiRoz  [autor] 12 OCT 2018 a las 5:19 a. m. 
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 a las 10:15 p. m. 
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  [autor] 6 OCT 2018 a las 2:57 a. m. 
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 a las 12:24 a. m. 
It's definitely been more than 5. Does it need to be at least year 2400?
Chirumiru ShiRoz  [autor] 5 OCT 2018 a las 9:28 p. m. 
Event should happen within 5 years of meeting all tech requirements.
ericawharton24 5 OCT 2018 a las 8:52 p. m. 
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 a las 7:52 a. m. 
Alright. It's your mod. Just thought I'd-you know-put my two cents in.
Chirumiru ShiRoz  [autor] 23 SEP 2018 a las 12:41 a. m. 
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  [autor] 23 SEP 2018 a las 12:38 a. m. 
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  [autor] 23 SEP 2018 a las 12:37 a. m. 
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  [autor] 23 SEP 2018 a las 12:37 a. m. 
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 a las 8:42 p. m. 
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 a las 8:39 p. m. 
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 a las 8:39 p. m. 
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  [autor] 22 SEP 2018 a las 3:43 p. m. 
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  [autor] 22 SEP 2018 a las 3:42 p. m. 
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  [autor] 22 SEP 2018 a las 3:38 p. m. 
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 a las 3:12 p. m. 
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 a las 3:12 p. m. 
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  [autor] 22 SEP 2018 a las 9:00 a. m. 
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  [autor] 8 SEP 2018 a las 11:27 a. m. 
Check the Walkthrough description for detailed guideline lol.
Journeyman Prime 8 SEP 2018 a las 11:22 a. m. 
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 a las 11:07 a. m. 
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?