Stellaris

Stellaris

Smarter Hyper Relays: Improved AI (shrimpAI)
196 Comments
Oatmeal Problem  [author] 22 May @ 5:09pm 
@danst31 I don't think so, but that's a good idea!

@wairui glad you fixed it! I'll look into that mod but not sure why that'd happen. I only overwrite the hyper relay megastructure
danst31 21 May @ 10:15pm 
Is the mega shipyard also a priority destination for the AI?
Wairui 21 May @ 7:44pm 
CTD fixed.
Upon double-checking my mods, there is one mod called "Bypass Adjustments" It changes behaviours of wormholes, gateways, and L-gates. On a whim, I switched the two in the load order (Smarter Hyper Relays came after the above) and Stellaris loaded fine. Since the Bypass Adjustments mod appears not to do anything with Hyper-relays... would the other types of movement short-cuts interact with hyper-relays?
Wairui 21 May @ 6:42pm 
This mod caused Stellaris to CTD upon loading. Stellaris is updated to May 21st. AFAIK, no other mod touches on hyperlane code. I have no "Total Conversion" mods.
Oatmeal Problem  [author] 18 May @ 3:29pm 
@Rin Palora you can always remove them with a console command. See my comment on April 22, 2023
Rin Palora 18 May @ 1:03pm 
Yup the moment I saw that the AI had Hyper Relays I instantly remembered the mod existed, hopefully the galactic highway isn't already ruined in the save ^^.

Thanks for all the updates.
Oatmeal Problem  [author] 9 May @ 9:35pm 
Btw, the 4.0 vanilla AI has gotten worse at building hyper relays. They used to use trade routes to help them decide where to build (they could make something kinda sensible by building relays along routes), but now trade routes are gone... making this mod all the more relevant.
Martok 5 May @ 3:29pm 
Okay, thanks.
Oatmeal Problem  [author] 5 May @ 3:05pm 
@martok I haven't tested, but I think there would be some bugs with hyper relay build cost
You can grab the previous version on github here: https://github.com/oatmealproblem/michael-makes-stellaris-mods/tree/1796e8522edb0075a57aae0fca49042049b7c79e
Click the green "Code" button then "Download ZIP" (and google how to manually install Stellaris mods)
Martok 5 May @ 2:42pm 
Is this backwards-compatible with v3.14 at all?
Oatmeal Problem  [author] 5 May @ 11:21am 
Updated for Stellaris 4.0
Oatmeal Problem  [author] 28 Mar @ 9:39am 
@2212569189 能用
TMDTNT 28 Mar @ 5:27am 
现在能用吗
Oatmeal Problem  [author] 7 Jan @ 9:36am 
I always appreciate bug reports :) thanks
Glad to hear your save is working
youtubitz 7 Jan @ 12:59am 
Didn't think it would be Super useful info but figured it probably wouldn't hurt
and it did not crash after restarting the game anyway
Oatmeal Problem  [author] 6 Jan @ 7:55pm 
@youtubitz I appreciate the bug report! but 2 pieces of bad news for you:

1. That line that generated the error is actually vanilla code. (Due to how overwriting works, it appears in my file.) I'll try to investigate a bit and pass on a bug report to the devs.

2. 99+% of the time, the error log is unrelated to the cause of the crash. The error log generally only shows errors that the game "recovered" from. To diagnose a crash, you need a save just before the crash, then try disabling mods (or parts of mods) until you find the one that's causing the crash. However, sometimes disabling a mod can cause a different crash, so that's not always feasible.
youtubitz 5 Jan @ 6:59pm 
i can give more of the log that was just to top bit
youtubitz 5 Jan @ 6:56pm 
If i read the Crash log Right i think a Hyper relay (or relays) have caused a Crash, the log name dropped this mod

[18:09:29][effect.cpp:691]: Script Error, attempted to execute an effect on an unsupported scope!
Event: shrimpai.1
Location: file: common/megastructures/zzz_shrimpai_hyper_relay_overwrite.txt line: 146
Effect Type: fleet_event
Scope:type=megastructure
id=50332162
opener_id=4294967295
random={ 0 3117934732 }
random_allowed=yes
root=
{
[D]Mit. 27 Nov, 2024 @ 3:38pm 
awesome thanks!
Oatmeal Problem  [author] 27 Nov, 2024 @ 8:15am 
Yep
[D]Mit. 27 Nov, 2024 @ 7:46am 
Hey is this fine for 3.14?
Skylingale 15 Oct, 2024 @ 9:06am 
Hey thanks for the quick reply and for the mod itself Michael!
Oatmeal Problem  [author] 15 Oct, 2024 @ 6:58am 
@Skylingale this should still work just fine. I've been busy with work/social obligations. At this point, I'll probably wait until 3.14 to update (but that's just bumping the version number, and a small change to a tooltip)
Skylingale 14 Oct, 2024 @ 5:36pm 
Anyone try this banger with 3.13 yet? Does it still work?
Oatmeal Problem  [author] 28 Jul, 2024 @ 11:20am 
@Null thanks! Like you want the numbers showing up on the galaxy map? I don't think that's possible
Dromillyirn 28 Jul, 2024 @ 8:07am 
Great mod by the way
Dromillyirn 28 Jul, 2024 @ 8:07am 
Anybody know of any mods where I can number parts of my hyper relay networks as though they were roads? I yearn to create an interstellar highway
Oatmeal Problem  [author] 5 Jul, 2024 @ 6:32pm 
@17blue17 been busy with a new job. It's now updated. Also added the ability the dismantle hyper relays, which was added in one of the 3.12 patches, but missing in my overwrite
17blue17 19 Jun, 2024 @ 2:06pm 
Paradox changed the format for supported version to add a v so supported_version="v3.12.*" for the 3.12.5 patch. Please update. Thanks!
Oatmeal Problem  [author] 17 May, 2024 @ 11:52am 
@zeiaxar and others
shrimpAI now supports total conversion mods via a separate mod: https://sp.zhabite.com/sharedfiles/filedetails/?id=3241944359
Legacy of the Old Republic is supported now, and Star Wars: New Dawn will be supported with its next release
Oatmeal Problem  [author] 10 May, 2024 @ 6:25pm 
@Teridax ah, ok. Should be possible... I haven't touched the core logic of this mod for a long time; I'll look into it
Teridax 10 May, 2024 @ 6:50am 
I know that. What I mean is both members try to connect to each other independently, build up to the border and meet there. Would that be possible?
Oatmeal Problem  [author] 9 May, 2024 @ 7:02am 
@Teridax you can't build hyper relays in federation members, only subjects.
Are you using a mod that allows that?
Teridax 9 May, 2024 @ 1:25am 
Could you include Federation members in the logic?
Connecting capitals is important. Isolated sectors less so, but would be a nice bonus.
Oatmeal Problem  [author] 7 May, 2024 @ 8:28pm 
Alongside the 3.12 update, I made some major changes under the hood to prepare support for total conversion mods. I recommend unsubscribing and resubscribing.

Despite said changes, this should continue to be compatible for earlier versions and in-progress games (though you might notice the AI stops building relays for about 1 year).
DrStrangelove05 21 Apr, 2024 @ 12:40am 
Awesome, will definitely try this out then!
Oatmeal Problem  [author] 20 Apr, 2024 @ 7:17am 
@DrStrangelove05 yep
DrStrangelove05 20 Apr, 2024 @ 2:48am 
Would this be compatible with Startech AI?
Mavrik347 13 Apr, 2024 @ 4:27am 
@MichaelMakesGames amazing thanks. I'll try to remember on my next play through. Cheers!
Oatmeal Problem  [author] 11 Apr, 2024 @ 3:22pm 
@Mavrik347 You can remove them with a console command. In the system view, select any planet or star in the system, then enter this console command:
effect solar_system = { every_system_megastructure = { limit = { is_megastructure_type = hyper_relay } remove_megastructure = this } }

If you send me some screenshots and/or save files, and point out the "silly shortcuts" I can try to take a look. Ideally, I'd like save files from shortly before and after the AI constructs those relays
Mavrik347 11 Apr, 2024 @ 1:00pm 
This is a total game changer for me, can't play without it now.
It adds so much more to late game tactics, which basically devolve into 2 sides pumping out ships and mindlessly smashing them together like a child with two toy cars.
Movement still matters with this enabled.

If anything, I'd like to see it made a little more strict. Late game I still see AI making some silly shortcuts that don't really make sense. I've not yet seen it a beautiful as in the screenshots provided, but it's a massive step forward.
Now if only I could delete them??
Oatmeal Problem  [author] 24 Mar, 2024 @ 12:36pm 
@SonicBlue22 Thanks for the report, but unfortunately, there's really nothing I can do. Mods in theory should not cause desyncs, and Paradox considers that a bug. If you give me out-of-sync report (ideally from the host, the client that desynced, AND a client that didn't desync), I can forward that on to Paradox

@Next Evolution Interesting idea! I'll add it to my to-do (but right now I'm not actively modding; just maintaining)
SonicBlue22 24 Mar, 2024 @ 11:52am 
We used this mod in a 3-person multiplayer game and it caused a lot of desyncs (most commonly random count, but other things as well) toward mid/end-game. It was the only mod we were using and the desyncs happened in multiple playthroughs (we usually just kept playing until someone couldn't control a fleet). Removing the mod midway through one game stopped the desyncs in that game and following games, which is why I think this mod is the culprit.

From what I know from Stellaris modding idk how a mod could cause desyncs, but if there is some fix that would be great as I like the AI not spamming hyper-relays. Thanks.
Next Evolution 23 Mar, 2024 @ 5:48am 
I love this mod. Don't suppose you'd consider adding an auto-relay construction option for the player using this same algorithm? Not sure how difficult that would be, tbh, but building hyperlanes in a large empire is one of the most tedious things in the current game imo.
Shadi 8 Mar, 2024 @ 1:39pm 
This mod & cross border need to be integrated into the base game already.
Oatmeal Problem  [author] 20 Dec, 2023 @ 9:23pm 
@Zelaxar looks like no. Both of those overwrite the hyper relay definition. My changes would take precedence, but break some things the New Dawn / LOTOR in the process.

I have an idea for how to make them compatible, but I'll need to test some things and it will require the New Dawn and LOTOR teams to make changes on their end as well. However, right now, I'm not really modding Stellaris except for keeping my mods up to date, so won't be doing this right away.
Zeiaxar 20 Dec, 2023 @ 8:42pm 
Does this mod work with the New Dawn or Legacy of the Old Republic mods?
Oatmeal Problem  [author] 16 Nov, 2023 @ 2:22pm 
Updated for Stellaris 3.10
Oatmeal Problem  [author] 12 Sep, 2023 @ 9:58am 
Updated for 3.9.1. This is just a version bump. The mod will continue to work with earlier Stellaris versions.
Oatmeal Problem  [author] 31 Aug, 2023 @ 7:11am 
@G Marceau nice image, thanks for sharing!