Stellaris

Stellaris

Hyperlane Generation (Alternate version)
54 Comments
ItsChugg 9 Nov, 2024 @ 7:01pm 
Thank you!
jonjowett  [author] 9 Nov, 2024 @ 2:06pm 
@ItsChugg That's awesome - good luck!
ItsChugg 8 Nov, 2024 @ 2:13pm 
Howdy, after reading the comment from @jonjowett I decided to start supporting the mod myself which can be found here . I find this mod useful so I wanted to make sure it stays updated.
jonjowett  [author] 5 Nov, 2024 @ 6:12pm 
@ChrisGaming64 I'm sorry but I haven't played Stellaris for (...checks Steam history...) nearly 5 years. If this still works, it's a bit of a miracle - I don't feel comfortable saying that this definitely works on the current version.

However, if you want to take a copy and re-upload it with your own modifications (including the supported version), you're very welcome to do so.
DarthCain 5 Nov, 2024 @ 1:23pm 
Could you please update it so it doesnt show as outdated ? Thankss
Wizard_ice 23 Sep, 2023 @ 6:09pm 
never mind I found it it's: tech_hyperlane_generation
Wizard_ice 23 Sep, 2023 @ 11:52am 
been trying to figure this out for a while just wondering what the tech ID is for the megastructures for this mod?
jonjowett  [author] 22 Sep, 2023 @ 7:48pm 
Amazing! Thanks for the update!
Wizard_ice 22 Sep, 2023 @ 12:49pm 
this mod still works.
jonjowett  [author] 7 Jun, 2023 @ 7:40am 
@Shoff:

I think the reason why a lot of my mods still work is because I try to make them as self-contained as possible. This means that, unless something major changes in the base game, they will continue to work basically forever. Even so, I'm very pleasantly surprised that some of my mods are still working 4 years later!

In terms of differences, it's very likely that the prerequisites, costs and time required to add/remove hyperlanes via this mod are different from the base game method. (But I have no idea which is "better".) Other than that, as you previously noted, the main difference is probably just the ability to remove hyperlanes. (However, from what I remember of my games many years ago, the companion "Isolator" mod was often more useful for hyperlane removal, due to the ability to remove large numbers of hyperlanes all at once and because you only needed to own one side of the hyperlane.)
Shoff 6 Jun, 2023 @ 9:18am 
Yeah, I know it's old, but for some reason... it's still working perfectly as far as I can tell lol. Hence why I asked the question, since apparently it works perfectly even side-by-side with the new official tool
jonjowett  [author] 5 Jun, 2023 @ 11:45pm 
@Shoff: This is a very old mod (last updated in 2019, if you look in the top right). I have very little idea about what's possible in Stellaris nowadays.
Shoff 5 Jun, 2023 @ 3:38pm 
Just curious, considering Paradox has since added an official hyperlane generation tech/tool, in what ways does this differ?

Based on my initial understanding of this mod, one of the fundamental differences is the ability to REMOVE hyperlanes - which to my knowledge the official, built-in hyperlane generation tech/tool does not do.

Is that about it? Not belittling the mod or anything, because that one feature is an absolutely massive difference with big implications for strategy as you pointed out in your mod description ("create chokepoints", "Cut yourself off from filthy xenos", etc)
Wizard_ice 12 Mar, 2023 @ 10:45am 
hey just wondering what the tech ideas for this
jonjowett  [author] 6 Mar, 2023 @ 12:39pm 
@Wizard_ice Thanks for the update. I am continually surprised when my mods just keep on working without maintenance :-)
Wizard_ice 6 Mar, 2023 @ 5:06am 
This mod still works. I just used it and it works perfectly. Thank you.
123 30 Dec, 2022 @ 2:34am 
thank you
Hexaton 1 May, 2022 @ 7:52am 
As of the latest of May 01, I tested this mod and it still work fine. To anyone who want to use this without having to deal with NSC's incompatibility, feel free to!
jonjowett  [author] 13 Jan, 2022 @ 8:28am 
@SunSpark No idea, mate. Other comments below say it worked in 3.0, and it was designed for a much earlier version (2.x), so... probably?
76561198233617104 11 Jan, 2022 @ 12:58pm 
Does this work in 3.2?
lolic_lol 18 Jun, 2021 @ 6:45am 
Works without problems, but Gateway Activation in requirements... It is only one step away from starting the construction of gates that makes this technology useless.
Hyperlane manipulation is needed in the middle of the game, not at the end game.
Sade 13 May, 2021 @ 12:01am 
This is working fine for me on 3.0.2.
†MLS† KIRINAS ';,†,;' ;,,; 4 May, 2021 @ 5:22am 
Anyone test it on 3.0+?
VS-lockon 18 Jan, 2021 @ 10:01am 
dose this still work?
Spirit 17 Oct, 2020 @ 8:40am 
will the receiver vanish after using ?
Outpowner 2 Oct, 2020 @ 2:53pm 
Still perfectly works with 2.7.2
SeGAD 17 Jul, 2020 @ 11:56am 
Urgent update, please.
Lamp 25 Mar, 2020 @ 12:18pm 
Guess I'll just re-download it and see if it works. A neat idea I just thought of for more distant end points: Let's say your objective is to reach Point B, but you don't want to wait seven years. So you just create stations (let's call them Waystations) that form their own limited network in a sequence to bridge the gap between Point A and Point B. Essentially you're building a highway-or rather an access road-piece by piece. Want to inject your fleets directly into their territory as a flanking maneuver? Build a branch of Waystations!
jonjowett  [author] 25 Mar, 2020 @ 8:11am 
@[Boo] Everfar: Thanks for testing and informing everyone!
Everfar 24 Mar, 2020 @ 4:03pm 
Just as a heads up to anyone wondering, still works great in stellaris 2.6.2
Lamp 28 Feb, 2020 @ 9:58pm 
I would love an update.
GoonDawg 10 Feb, 2020 @ 8:12am 
Does this work with the latest update?
samsockeater 17 Jan, 2020 @ 4:32am 
hooray, wonder if the other mod got added fully into NSC
THE BIG CHUNGUS 10 Jan, 2020 @ 12:20am 
Can confirm this works perfectly fine in the newest version of Stellaris.
jonjowett  [author] 15 Oct, 2019 @ 11:28am 
@AmIDeadYet: Not a clue. I haven't touched Stellaris in ages and haven't kept up with patches. This is a pretty clean mod, so it'll probably work, but I'd suggest you spend a few minutes doing console-based testing if you're concerned. If you came back and told me "it definitely doesn't work, for reasons X Y and Z", I might be able to fix that. As it is, I can't spare the time to keep checking that these mods are up-to-date when I don't play the game.
AmIDeadYet 13 Oct, 2019 @ 11:41pm 
hi will this work with 2.4 and can u make a version that can be used earlier in the game? chokepoints are less useful when u have hypergates and warpdrives
Petrothian 5 Aug, 2019 @ 9:30pm 
thanks dude
Gavril 15 Jun, 2019 @ 7:18am 
That was quick! Thanks! haha
jonjowett  [author] 15 Jun, 2019 @ 3:04am 
@Gavril: Thanks for the feedback. I've updated the suggestion with a bit more detail, which should hopefully be a bit more clear.
Gavril 14 Jun, 2019 @ 10:24pm 
Hey! So because of the recommended mod I assumed that there was no hyperlane remover in this mod. You may want to mention that you don't need the recommended mod for removing hyperlanes. Thanks for keeping it updated, I liked the original and have been looking for this since it was made outdated.
烽燧煜明 8 Jun, 2019 @ 5:03am 
@jonjowett thanks
jonjowett  [author] 8 Jun, 2019 @ 4:44am 
New version uploaded - the only change is the version number.
jonjowett  [author] 8 Jun, 2019 @ 4:40am 
No alterations are needed for v2.3. I'm currently trying to push a version-number-only update, but keep getting upload errors. For now, it's safe to use the v2.2 version in v2.3.
烽燧煜明 8 Jun, 2019 @ 4:26am 
Waiting for 2.3.*
Kami Funny Cow 5 Jun, 2019 @ 9:05pm 
update from 2.3 ?
jonjowett  [author] 2 Apr, 2019 @ 4:00am 
@CaptainX3 - That's fine by me! However, please note that this particular mod is just an update of Khadgar's original "Hyperlane Generation" mod (linked above). He may or may not be paying attention at the moment, but I think it'd be polite to ask his permission and give him a chance to respond.
CaptainX3 31 Mar, 2019 @ 2:40pm 
@jonjowett - Would you be open to having this added to the NSC2 mod directly? I use this like crazy and I suspect our users would like it also, but I won't add it without your permission because I'd need to copy your code directly (I'm not well versed in event coding).
Demopan 29 Mar, 2019 @ 12:24pm 
Thanks
TurtleShroom 28 Mar, 2019 @ 10:03am 
FANTASTIC! Thank you very much!
jonjowett  [author] 28 Mar, 2019 @ 8:23am 
@Demopan: I last tested it fully in 2.2.5, but I strongly expect it's working properly in 2.2.6.