Preventing Stellar Manipulation components from breaking? |
I used to mod SEIV back when I played it daily, and now, I've been trying the same with SEV. Needless to say, the formulas immediately threw me off a bit, but I do well enough, I think. But there's one problem I cannot explain.
I'm creating a device which is supposed to be a reality-engine of sorts(The best word I can find to describe it, anyway). It combines all of the stellar manipulation abilities into a single component, and it's supposed to not break after each use.
Having seen how each SM component(Minus ones which destroy the ship) tend to have a "Component - Destroyed On Use" ability, I figured that simply by taking the appropriate ability from each component("Star - Destroy", "Planet - Create", et cetera), I'd have a component which did 'em, without breaking. At least, that's how it worked in SEIV.
However, it does break after being used, and I can't figure out why. Are components which perform SM functions hardwired to be destroyed afterwards in SEIV, or is there some ability I'm missing?
If it helps, here's the listing for it. Keep in mind that the super-cheap cost, size and requirements are solely for testing purposes, so that I can get it working before having to max out several fields of study and invest more into it then a Dyson Sphere. 
Name := Reality Engine
Description := A machine able to change the very fabric of reality.
Picture Number := 37
Maximum Level := 1
Tonnage Space Taken Formula := 10
Tonnage Structure Formula := 10
Cost Minerals Formula := 1
Cost Organics Formula := 1
Cost Radioactives Formula := 1
Supply Amount Used Formula := 50
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Stellar Manipulation
Custom Group := 0
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Stellar Manipulation.
Requirement 1 Formula := Get_Empire_Tech_Level("Stellar Manipulation") >= (1 + ([%Level%] - 1))
Number Of Abilities := 12
Ability 1 Type := Warp Point - Close
Ability 1 Description := Can close any size warp point.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 0
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Warp Point - Open Distance
Ability 2 Description := Can open a warp point out to a system [%Amount1%] light years away.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 500 + (([%Level%] - 1) * 50)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Planet Destroy Size
Ability 3 Description := Can destroy a [%Amount1%] sized planet.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 5 + (([%Level%] - 1) * 1)
Ability 3 Amount 2 Formula := 0
Ability 4 Type := Planet Create Size
Ability 4 Description := Can create a planet of size [%Amount1%] of a random atmosphere and type.
Ability 4 Scope := Space Object
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 5 + (([%Level%] - 1) * 1)
Ability 4 Amount 2 Formula := 0
Ability 5 Type := Star - Destroy
Ability 5 Description := Can destroy a star of size [%Amount1%].
Ability 5 Scope := Space Object
Ability 5 Range Formula := 0
Ability 5 Amount 1 Formula := 5
Ability 5 Amount 2 Formula := 2
Ability 6 Type := Star - Create
Ability 6 Description := Will create a star of [%Amount1%] size and random type.
Ability 6 Scope := Space Object
Ability 6 Range Formula := 0
Ability 6 Amount 1 Formula := 5 + (([%Level%] - 1) * 1)
Ability 6 Amount 2 Formula := 0
Ability 7 Type := Storm - Destroy
Ability 7 Description := Will destroy a storm of size [%Amount1%].
Ability 7 Scope := Space Object
Ability 7 Range Formula := 0
Ability 7 Amount 1 Formula := 5 + (([%Level%] - 1) * 1)
Ability 7 Amount 2 Formula := 0
Ability 8 Type := Storm - Create
Ability 8 Description := Will create a random storm of size [%Amount1%].
Ability 8 Scope := Space Object
Ability 8 Range Formula := 0
Ability 8 Amount 1 Formula := 5 + (([%Level%] - 1) * 1)
Ability 8 Amount 2 Formula := 0
Ability 9 Type := Nebulae - Destroy
Ability 9 Description := Can destroy a system sized nebulae.
Ability 9 Scope := Space Object
Ability 9 Range Formula := 0
Ability 9 Amount 1 Formula := 0
Ability 9 Amount 2 Formula := 0
Ability 10 Type := Nebulae - Create
Ability 10 Description := Will create a nebulae by exploding a star.
Ability 10 Scope := Space Object
Ability 10 Range Formula := 0
Ability 10 Amount 1 Formula := 0
Ability 10 Amount 2 Formula := 2
Ability 11 Type := Black Hole - Destroy
Ability 11 Description := Can collapse a black hole.
Ability 11 Scope := Space Object
Ability 11 Range Formula := 0
Ability 11 Amount 1 Formula := 0
Ability 11 Amount 2 Formula := 0
Ability 12 Type := Black Hole - Create
Ability 12 Description := Will create a black hole by collapsing a star.
Ability 12 Scope := Space Object
Ability 12 Range Formula := 0
Ability 12 Amount 1 Formula := 0
Ability 12 Amount 2 Formula := 2
Weapon Type := None
realy?
why do you think its hardcoded if its defined? i'm nott sure but i think in SEIV it use to be that if you remove the destroyed after use ability, it doesnt brake after use anymore, thats how i use to make my jumpdrives later in the game




Hardcoded
Unfortunatly I'm pretty sure that it is hardcoded that all stellar manipulation components break up after their use. I guess you could always try emailing MM about it?