Stellaris

Stellaris

All Caravaneers
32 Comments
Darko 30 Apr, 2024 @ 1:52pm 
Could you add a way to have the Caravans respawn after they get destroyed? Maybe paying Energy to have them respawn?
shimmer 2 Jan, 2024 @ 6:44am 
The extra Caravaneer seems idle, No movement at all, just stay at base.
Flashmeister 8 Aug, 2023 @ 9:22pm 
still works alright
T145 22 Sep, 2022 @ 7:22pm 
Nice, thanks a lot! :steamthumbsup: If you send me your GitHub account username I can add you as a contributor to the main repository.
WeatheredAngel  [author] 22 Sep, 2022 @ 5:05pm 
Many types of things can be replaced on an individual basis, though the file needs to come before/after the original in ancii order (which way depends on what it is we're talking about)... though I haven't touched any modding for Stellaris since 3.0, so I have to get back in to know which, especially as some things used to require whole file replacement (jobs and research used to. need to find out firsthand if that's still the case or if it's been fixed).
With that, components that aren't touched wouldn't need to be included, and voila -- smaller codebase to manage and fewer concerns about mod conflicts (by fewer false positives), which is always a good thing.

Rolling back to 3.4.5 so I can save the scripts to run a diff on them -- I can at least help with the caravaneer event file for your fork, since I focus on mods for that anyways.
T145 22 Sep, 2022 @ 11:30am 
@davfrs If you'd like to work on making the Ariphaos changes more compatible in 3.4, I've forked the initial project since the 3.5 crashes the game in 3.4. The fork is open to contributions and I'm open to learning, as there are some more bugfixes I'd like to incorporate. If these changes can avoid overwriting a whole vanilla file, then I'm sure there are more. Check out the project here [github.com]!
WeatheredAngel  [author] 20 Sep, 2022 @ 1:43pm 
I took a look through their code... they really shouldn't be including whole files when they don't need to, as that will lead to false-positives when looking for other mod conflicts.
They are changing Chor's Compass system initialization code only ever so slightly: in theirs it cannot be a 'bottleneck' system (vanilla marks as such, but that doesn't check many jumps). That's it for Chor's Compass, and is 4 of the 6 line additions they made to the file -- they could have easily, and should have, done what I'm doing in only including what components they actually change.
T145 20 Sep, 2022 @ 12:57am 
Note that this mod overwrites a fix from the Ariphaos patch collection (https://sp.zhabite.com/sharedfiles/filedetails/?id=1995601384) , so it may be a good idea to work in the features by using that file as a base.
Flashmeister 17 Sep, 2022 @ 11:38pm 
aa thx for updating
WeatheredAngel  [author] 17 Sep, 2022 @ 10:49pm 
not that I know of, though it would be trivial to make them not head out as "early"
Neverminder 17 Sep, 2022 @ 9:03pm 
is there a mod to delay these guys from spawning until like 100 years pass or something, mid-game maybe? even 50 years would be great
Flashmeister 11 Jul, 2022 @ 1:26pm 
@★★☆☆☆ There's a console command to force spawn caravans again
DONT crime ( ,'' w'' ) slime 2 Jul, 2021 @ 3:41pm 
Can this be used to respawn dead Caravans?
WeatheredAngel  [author] 5 May, 2021 @ 11:17am 
I'll quickly look into it and see what may be happening
Psycho_Laughs 5 May, 2021 @ 11:08am 
The new 3.0 way. I started a new game after 3.0. Caravans spawned, all 3 left chor's compass. I went through the first contact encounter with 2 of them, but never with the 3rd, even though I have taken refugees from them, and they have had caravan events passing through my territory (caravan thieves, caravan garbage).
WeatheredAngel  [author] 4 May, 2021 @ 9:06pm 
yes, though if there wasn't anything the first time, there shouldn't be after that, either... by "first contact", are you meaning the way that they used to; or do you mean in the new way where you need to have an envoy study their signals?
Psycho_Laughs 4 May, 2021 @ 8:18pm 
One of the caravans moves through my territory but it has never triggered first contact. Is there anyway to add an event command that sends the caravans back to chor's compass and reset them?
WeatheredAngel  [author] 22 Apr, 2021 @ 10:36pm 
I'll put out an update by this weekend for this and my other Caravaneer mod (removal of reliquary buying limits)
Friedrich 22 Apr, 2021 @ 6:43am 
So this mod it broke, but is pretty based. So... wen updoot?
WeatheredAngel  [author] 20 Jan, 2021 @ 3:32pm 
Added an event to the mod to let existing games get the 3rd fleet. Something changed in how events are done, it seems (or I just forgot how to write them, plus how to read the modding wiki...?), so the event is only being triggered via the console atm. "event allcaravaneers.0" will start a short script that will check which of the fleets are missing, spawn it(/them), and have vanilla start the randomized movements.
Neverminder 18 Dec, 2020 @ 2:20pm 
oo that would be sick!
WeatheredAngel  [author] 17 Dec, 2020 @ 7:13pm 
I should be able to, yeah! In fact, I'll add that to this mod once I'm done with that.
Dominula Local 15 Dec, 2020 @ 4:11pm 
Any chance you can make a mod that spawns them in an existing savegame
Neverminder 14 Dec, 2020 @ 1:53pm 
ty davfrs
WeatheredAngel  [author] 13 Dec, 2020 @ 2:49pm 
This mod is technically only doing anything at galaxy generation (specifically the solar system initialization). As such, it is save compatible... it just won't do anything on galaxies that are already generated.
WeatheredAngel  [author] 13 Dec, 2020 @ 2:47pm 
The base game's code did not change for the one tiny component this mod replaces -- this mod is now "updated" by me swapping a 7 for an 8 ("2.7.*" to "2.8.*). Old version would still work just the same. No actual content update - this is usually how tiny mods like this work for game updates.
Neverminder 11 Dec, 2020 @ 5:43am 
im assuming this isnt save compatible?
Durasteel 21 Nov, 2020 @ 4:44pm 
needs an update
Scyobi_Empire 18 Oct, 2020 @ 3:48am 
I have a fix, but it requires cheats. 'debugtooltip' 'play [Caravan ID]' then make a flight path for the caravan, as the ai never changes it (it will return to Chor's if it goes stationary or if it completes its flight plan)
shimmer 20 Aug, 2020 @ 1:37am 
Do you know a mod that fix the bug? As far as I know there is no mods fix this bug currently.
WeatheredAngel  [author] 20 Aug, 2020 @ 12:02am 
This small mod modifies the "megacorp_caravaneer_init" system initializer to always spawn all three of the fleets and assign all three of them randomish movement start times (just like vanilla). Vanilla code then deals with the rest.
The Caravaneer fleet movements you are talking about are not handled by this solar system initializer, and therefore are not at part of this mod. Mods that do fix such would not modify this system initializer, and therefore are compatible.
shimmer 19 Aug, 2020 @ 8:02pm 
Is this mod fix the Caravaneer stay at home bug?
Currently Caravaneer will go to nearest Capital after game start, then they return and stay home forever. If this bug in not fixed then this mod is pointless.