

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. Stellaris 3.0 changed how long it takes for the fleets to start moving out of Chor's Compass from to. This mod requires the Megacorp DLC, as that is the DLC that adds the Caravaneers. 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 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.
Caravaneer 2 save editor install#
Vanilla code then deals with the rest.Īlready 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. Your goal is to survive and to try and gain enough power to complete your mission. You find yourself in a post-apocalyptic desert. 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). The game is a fusion between an RPG with turn based battles and an economics simulator. However, only two of the three will spawn in a game.

Ruffle runs natively on all modern operating systems as a standalone application, and on all modern browsers through the use of WebAssembly. In vanilla, there are three Caravaneer fleets: Numistic Order, Vengralian Trium, and Racket Industrial Enterprise. Ruffle is a Flash Player emulator written in Rust.
