47 ratings
FTL Scout Probe 2.2
File Size
0.008 MB
Dec 9, 2018 @ 12:32pm
1 Change Note ( view )

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FTL Scout Probe 2.2

Currently Beta/WIP - Megacorp Edition; 2.2+ compatible

Adds FTL-capable scout probes, buildable from game start. Simply go into the ship designer and design a probe. They're simple reconaissance and information-gathering devices that can be attached to fleets or deployed independently in order to seek out new life and identify possible worlds for survey.

Probes CAN:
» Use their enhanced sensors to mark adjacent Unexplored systems as Explored.
» Move around quickly between systems. They're even faster than corvettes.
» Be built quickly and (relatively) cheaply from any shipyard.
» Identify alien life and scout potential new worlds for survey and colonization.
» Provide a tiny bit of piracy deterrence. Just a tiny bit though.
» Help gather intelligence on potential threats, so that you can determine the armament preferences and technological level of your (would-be) enemies.

» Move straight into Unexplored systems. You will need to move them adjacent to Unexplored systems first.
» Directly survey planets or systems. Science ships are still required for this.
» Fight. Like, at all. They're made of tissue paper and don't have particularly good Evasion.
» Enter wormholes that you can't see the other end of. They can scout them and tell you where it goes, but not go through.
» Require Scientists, Admirals, or any other Leaders to function.
» Auto-Explore.
» Be used by the AI, nor can they be made usable by the AI in the first place.

* Probe assets (models, textures, sounds, etc.) were created by Paradox for the Sublight Probes event chain.

A legacy edition for 1.9 and earlier can be found here:

A legacy edition for 2.0-2.1 can be found here:
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Ancient Gatekeeper Jan 18 @ 8:24pm 
Mine require an admiral too, but I never assign them an admiral. They work fine :Explorer:
Arcalane  [author] Jan 16 @ 3:50pm 
:conwayheadscratch: Then what's happening that making them require an admiral? Are they unable to move or something like that..?

The way the game works means I can't remove the option to assign admirals to them, but you don't need to fill that slot with an admiral to make them work.
KickAstronaut Jan 16 @ 2:15pm 
I didn't ask for any functionality. I was saying that in my game they require admirals, where the description says they don't. I was reporting it as a bug. Though I noted that it is very possible it is interacting with some other mod. If you knew how to fix it, that would have been a bonus.
Arcalane  [author] Jan 16 @ 8:10am 
@Geno: I don't see why they wouldn't.

@KA: Let me put it this way - what functionality are you expecting that they are apparently not providing?
KickAstronaut Jan 16 @ 7:25am 
Right, I read the description. "Probes DO NOT require admirals". Which is why I am asking the question. Mine do require them. It must be some other mod interacting with yours. I'll figure it out.
Geno Killer Jan 16 @ 12:39am 
Just wondering, do they benefit from civics which increase sensor range?
Arcalane  [author] Jan 15 @ 5:22pm 
I'm going to file this under "doing it wrong" until further notice. Please refer to the "CANNOT/DO NOT" list.
KickAstronaut Jan 15 @ 4:08pm 
The probes seem to require an admiral to operate alone. Unless it's some other mod interaction or I'm doing it wrong.
Peter34 Jan 6 @ 10:52am 
Well, they shouldn't cost many Alloys. I'm not saying that. Just a few. Adding that unit of pain that simply doesn't come from stuff only costing Minerals.
Arcalane  [author] Jan 6 @ 7:13am 
They do cost *some* alloys, but a fairly small amount compared to any science or military ship.

If the range is a problem let me know, but by default probes can "see" as far as the hyperlane detection range of regular sensors, so it shouldn't be an issue (and honestly, by the time you have really high-end sensors, you can probably see most of the galaxy's hyperlanes already).