Stellaris

Stellaris

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All Caravaneers
   
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135.617 KB
2020 年 7 月 1 日 下午 5:49
2022 年 9 月 11 日 下午 10:28
6 项改动说明 ( 查看 )
您需要 DLC 才能使用该物品。

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All Caravaneers

描述
Now coded for Stellaris 3.4.5
In vanilla, there are three Caravaneer fleets: Numistic Order, Vengralian Trium, and Racket Industrial Enterprise. However, only two of the three will spawn in a game. 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 (exactly like vanilla). Vanilla code then deals with the rest.

Already have a game in progress and want to add the 3rd Caravaneer fleet? Just install this mod, load the game and wait for a new year. This mod will then figure out which of the fleets you're missing, spawn them, and tell vanilla to start moving them around a couple of game days leter.

Not achievement compatible.
This mod is incompatible with any mod that modifies the composition of the Caravaneer Fleets or the Caravaneer home system, Chor's Compass; it also may be incompatible with any mod that adds new Caravaneer fleets, depending on how that other mod is made (if any such mod even exists).
This mod requires the Megacorp DLC, as that is the DLC that adds the Caravaneers.
Stellaris 3.0 changed how long it takes for the fleets to start moving out of Chor's Compass from [9 days and 14 days] to [25 years and 40 years]. This mod does not change these numbers, even though it can - the 3rd fleet starts moving out right between the two at 32.5 years into the game.

Like the idea of Caravaneer mods? Check out my other Caravaneer mod - No Reliquary Buying Limits
Like mods that fix Paradox's silliness? Perhaps try my new mod that reworks how the Galactic Market home planet is chosen - No Galactic Market Nonsense
32 条留言
Darko 2024 年 4 月 30 日 下午 1:52 
Could you add a way to have the Caravans respawn after they get destroyed? Maybe paying Energy to have them respawn?
shimmer 2024 年 1 月 2 日 上午 6:44 
The extra Caravaneer seems idle, No movement at all, just stay at base.
Flashmeister 2023 年 8 月 8 日 下午 9:22 
still works alright
T145 2022 年 9 月 22 日 下午 7:22 
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  [作者] 2022 年 9 月 22 日 下午 5:05 
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 2022 年 9 月 22 日 上午 11:30 
@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  [作者] 2022 年 9 月 20 日 下午 1:43 
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 2022 年 9 月 20 日 上午 12:57 
Note that this mod overwrites a fix from the Ariphaos patch collection (https://psteamcommunity.yuanyoumao.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 2022 年 9 月 17 日 下午 11:38 
aa thx for updating
WeatheredAngel  [作者] 2022 年 9 月 17 日 下午 10:49 
not that I know of, though it would be trivial to make them not head out as "early"