Stellaris

Stellaris

Pre-FTL Players - All FTL - Abandoned
Pode  [developer] Aug 15, 2016 @ 3:12pm
STL bug and workaround (now fixed)
We've had a report of STL ships getting stuck outside their destination system again. I'll update as soon as possible, but if your STL ships are getting stuck and you just can't wait to continue your save, try this. Make a new mod folder named something different, find my mod's zip file in your steam content directory, extract it to your new mod folder, and then edit that copy of 00_utilities_drives using Notepad++. The STL drive component has a negative ship speed modifier of -0.83, change that to -0.82. Start Stellaris, enable your local mod and disable my mod, then load up your save and see if your ship comes unstuck. If not, try -0.81 and so on until it works, and kindly comment what number worked for you. I'll push an update doing exactly this as soon as possible.
Last edited by Pode; Oct 31, 2016 @ 8:00am
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Showing 1-3 of 3 comments
Pode  [developer] Aug 15, 2016 @ 6:34pm 
Was able to update tonight after all, hopefullly the issue has been resolved and no one will have to do the workaround above
Last edited by Pode; Aug 15, 2016 @ 6:35pm
Currently I'm watching my science vessel just chill out in its starting system, appearing to be in a long windup state. It eventually left and arrived in the destination system rather quickly, as though it had actually warped. Is the extended windup/winddown meant to simulate the extra travel time of sublight speed due to very-slow warp speeds causing ships to get stuck?

https://steamcommunity.com/sharedfiles/filedetails/?id=745610312
Last edited by Shark that walks like a man; Aug 16, 2016 @ 10:46am
Pode  [developer] Aug 16, 2016 @ 11:15am 
Is the extended windup/winddown meant to simulate the extra travel time of sublight speed due to very-slow warp speeds causing ships to get stuck?

Exactly. It's the least bad solution I could come up with.
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