Stellaris

Stellaris

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Hypertraversal Manipulation 2
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31 Dec, 2021 @ 10:37am
20 May @ 7:00pm
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Hypertraversal Manipulation 2

Description
Why expand your space when you can shape and extend it?

Stellaris Version Compatibility
Current version downloaded here works with Stellaris from version 3.8.1 to 4.0.11+. Archive versions (available on my workshop page) are created whenever a compatibility break occurs.

What it is
Hypertraversal Manipulation 2 adds the Hyperspace Augur, a new ship that manipulates the local hyperspace of a star. It can add and remove hyperlane connections as well as connect to undiscovered new systems, allowing you to sculpt the hyperlane network to your liking.

What it does
The Hyperspace Augur functions are:
  • Hyperspace Truncator - remove a hyperlane connection from a star to build a bottleneck or cut off your space entirely.
  • Hyperspace Connector - connect a nearby system to a star with a new hyperlane. Interconnect your systems better or connect to other empires more easily.
  • Hyperspace Dowser and Bore - discover systems not currently connected to the hyperlane network and connect them to a few nearby systems (Dowser) or only the one you're operating the Augur from (Bore). With the Advanced Bore, you can also specify the general direction the new system will appear in.
  • Hyperspace Isolator - cut off a system entirely from the hyperlane network. Worried about that silent L-Gate or annoyed by those newly ascended primitives? Cut them off!
  • Hyperspace Ripper - want to find something a little farther afield? With enough Energy Credits and technology you can now rip a wormhole connection to a distant, undiscovered star system with the Ripper. Because of the fragility of subspace, you can only have one wormhole per system, however.

How it advances
Beginning after the discovery of Subspace Sensors, eight new technologies will unlock the full functionality of the Augur, beginning with Hypertraversal Manipulation Fundamentals, that allows construction of the Augur and the Truncator and Connector functions. Additional technologies and their associated functions will unlock as your sensor and hyperdrive technologies improve.

As the Augur is a dedicated vessel with specialized equipment and crews, the number of Augurs you can build are limited. Initially an empire can build only 1, but this will expand to up to 3 based on your empire's fleet capacity (with each additional Augur coming at 500 and 750 fleet cap).

Technical Notes

Possible Crashes on Hyperlane Removal
If your game crashes following an Augur operation (most likely Truncator, Isolator, or Ripper operations), switch the game to DirectX 9 in the options and it should stop. This is a long-running problem with Stellaris that began back in 3.4 that can only be fixed by Paradox (and may have been at this point, even; it's not exactly the kind of fix that goes into patch notes).

Firing Message
The message when the Augur fires on a star shares the same message with the Star-Eater, which now warns of a local anomaly in hyperspace (and plays a loud klaxon). This is due to the Star-Eater's message code being tied to firing a colossus weapon at a star (which is how the Augur works) rather than something more specific and is not something I can alter otherwise.

Localization
Localization into other languages is by default in English (with actual translations for Simplified Chinese by MyresMkG and Russian by tzverg). If you would like to assist in adding an actually translated localization in your language, you are welcome to share it and I will add it to the mod.

Permissions
Permissions to make your own fork and do your own thing with this mod are wide open. If you do something cool with it, share it!
Popular Discussions View All (3)
2
20 May @ 9:55pm
l_russian
tzverg
15
18 Jan, 2023 @ 4:47pm
Current & Future Plans/Ideas for the Mod
Vauthil
9
28 Apr, 2023 @ 11:24pm
PINNED: Known Bugs & Issues
Vauthil
250 Comments
Lord Tzeentch 25 May @ 9:04am 
This is the mod I was looking for, to be a real universe shaper empire, this is great, thank so much for this mod
Vauthil  [author] 20 May @ 7:00pm 
@tzverg Thank you very much, this is now included with the update just bumped.
tzverg 20 May @ 4:57pm 
Daltem 6 May @ 2:41pm 
counterpoint?
i can now build the augur?
very weird, but i'll take it XD
Daltem 6 May @ 1:46pm 
Just loaded up my game to check, and im currently unable to build the Augur as a meatship user
though ofc, my metalship friend in the same game can still build theirs
Vauthil  [author] 6 May @ 9:42am 
Provisionally I think Biological Shipset empires can build the Augur now, albeit at a pure alloy cost for the hull because I am not breaking backwards compatibility on something I can't check myself right now. If somebody with the DLC can check and report back I'd appreciate it.

I did go back and make sure adding the toggle didn't break building the ship in old Stellaris, so for the moment we remain backwards compatible AND able to let the meatship people build Augurs.
Vauthil  [author] 6 May @ 9:07am 
@Daltem I was afraid that might turn up as an issue but wasn't sure. Sigh.

I don't have BioGenesis yet so it'll take a bit for me to figure out what I'm supposed to do here (i.e. I'll need to trawl through the files and see how Science/Construction Ships get handled in that system since any exceptions for them are what I'll want to emulate).
Daltem 6 May @ 6:15am 
If you choose the Biological Shipset, you cant build the Augur, as presumably there isn't a Biological Augur

Please help, i didn't realise this until a Purifier was on my doorstop, and i cant cut them off XD
Vauthil  [author] 5 May @ 8:32am 
Version bumped since all appears to be in order. The event window is popping up when the Augur fires but that may just be base game default settings since Paradox has been poking at that stuff.

As Inny has justifiably stepped down from updating The Merger of Rules, I have removed the bit about it from the description. Everybody should be eternally grateful to Inny for having maintained so much for so long and it's going to be interesting seeing if people step up or at least take compatibility stuff into our own hands. For my part this adds "compatibility toggle option" to the list of things for the eventual initial configuration menu this mod will get when I'm energetic enough to implement it.
Vauthil  [author] 5 May @ 7:52am 
Everything appears to still be in order in 4.0, although I am poking at one thing before I'll officially bump the compatibility number.