Stellaris

Stellaris

Evolving Hyperlanes Redux
94 Comments
ModMaster9000 5 Mar @ 11:36pm 
I got it to work on saved-games, obviously not fully tested and I don't know if it messes other things up etc.

but its generating removing hyperlynes and giving you those messages that its doing it.

I have like 20-50 hours in this one save game, I was not planning on starting a new game
ModMaster9000 5 Mar @ 10:08pm 
I am sick of just owning the AI with "bottleneck" system starbases, its too arcadish for me, poor AI don't know what hit em, and I can activate relics and edicts immediately and like boost the fleet strength like 40% in a second

I really feel sorry for the AI, they don't know what hits them, all the time.

I really want to help them out a bit, to sometimes having to change systems where you build a star base to bottleneck etc. is better than nothing, why I like this mod
ModMaster9000 5 Mar @ 10:00pm 
"(The big one if you feel like coding is spreading the create and destroy events out across the year rather than having them in a batch)"

I see, yes I forgot this, you did say this
ModMaster9000 5 Mar @ 9:58pm 
I totally agree with what you said about the game's code written and ran in a way to not be able to change hyper lanes constantly, there's most likely as you say a "memory" being built up of this "map".

I did something similar in a interview assignment for finding shortest route from point A to point B and it builds up a "memory" first and re-uses it.
ModMaster9000 5 Mar @ 9:55pm 
I am still trying to make it work in saved-game, I don't care if it breaks galaxy a bit, there seems to be code that makes it at least keep country systems connected.

I did see something in modding wiki, mean_time_to_happen

now just an idea (only dabbled with modding this game):

you can use mean_time_to_happen instead of the monthly or yearly pulses, make it like a few days after or so before or after or something or when you know the game is least likely to process other events etc. which "spreads" out the processing maybe and this could maybe, maybe I am not sure, reduce lag.

mean_time_to_happen = { months = 5 } or mean_time_to_happen = { days = 15 }

basically specify a alternative interval
Draconas  [author] 5 Mar @ 10:17am 
Not really, as most of its work is done during galaxy creation, and the evolution is biased towards creation, so if added to an existing save it will mostly further interconnect the galaxy.
ModMaster9000 5 Mar @ 6:29am 
is this save-compatible, because I tried to make it save compatible, things are not panning out.
Draconas  [author] 9 Nov, 2024 @ 12:11am 
It will over time to connect the galaxy.

If you want to change it have a look at the events called by on_actions as they determine creation / removal.
MightNight 8 Nov, 2024 @ 7:26pm 
I like the mod, but it seems like it is creating more hyperlanes than actually removing. How would I go about making it a 50/50 chance of connecting and disconnecting?
wombit 13 Aug, 2024 @ 2:27pm 
gracias
Draconas  [author] 13 Aug, 2024 @ 11:23am 
tech_hyperlane_manipulation
tech_hyperlane_removal
wombit 13 Aug, 2024 @ 5:18am 
what technology is required to get the disentangler and what is it's name in the console?
Draconas  [author] 17 May, 2024 @ 3:25pm 
They do not use the manipulator station buildings themselves, because starbase AI logic is insane.
Instead there is an event that fakes them using one every few years and adds hyperlanes as relevant (it will prioritise linking to territory the AI is at war with). It is not possible to deactivate.
Helldiver-Aset 17 May, 2024 @ 11:29am 
is the ai able to use the Hyperdrive Manipulations? if yes, can you turn it off?
Draconas  [author] 11 Jan, 2024 @ 3:52pm 
the tech will appear.
Ivy 11 Jan, 2024 @ 3:29pm 
ok ty is it not possible to get the tech in an old game?
Draconas  [author] 11 Jan, 2024 @ 2:30pm 
Yes, it will start doing things on an old game, but full effect needs new game.
Ivy 11 Jan, 2024 @ 11:01am 
need to start a new game for it to work?
Draconas  [author] 3 Nov, 2023 @ 2:29am 
Thanks, I try, I really liked this idea when Arkay came up with it, it's just a shame the engine doesn't support it so well.
Sk_orpion9 2 Nov, 2023 @ 8:31pm 
Dude you are absolutely amazing. Don't think I've ever seen a modder as active and responsive as you.
Draconas  [author] 31 Oct, 2023 @ 11:46am 
and then I discovered that I had the isolated system in one fo my games, so went and found it's flags and added them to the list.
Draconas  [author] 31 Oct, 2023 @ 11:45am 
Right, that should now appear, hadn't realised the steam workshop agreement had changed and needed a re-acceptance of.
Draconas  [author] 30 Oct, 2023 @ 12:12pm 
I have pushed a small change that has added Chosen, Dacha, and Ultima Vigilis to the ban list

I haven't been able to find isolated corrupted avatar to tag it. If anyone knows what its actually called let me know and I can flag it.
Draconas  [author] 30 Oct, 2023 @ 11:32am 
This is the current exclusion list:

ehl_is_special_star = {
OR = {
has_star_flag = sealed_system
has_star_flag = extragalactic_cluster
has_star_flag = lcluster
has_star_flag = mem_sadrell_extant_cluster
has_star_flag = outercluster
has_star_flag = egs_cluster # extra galactic cluster start
has_star_flag = giga_galactic_center # gigastructures galatic core
}
}
Sk_orpion9 29 Oct, 2023 @ 2:56pm 
That's awesome. And what about the other systems that arent normally connected? Like Dacha or the Corrupted Avatar system
Draconas  [author] 29 Oct, 2023 @ 6:18am 
That was a long comment, you can always start a discussion, I will read it.

Chosen is a bug. I need to add them to the "no connection" logic which already covers the L-cluster and a bunch of mod-added clusters. Chosen are slightly more difficult as they are an actual empire, but should be workable.
Sk_orpion9 29 Oct, 2023 @ 4:03am 
#4
I like the concept of the mod: hyperlanes changing, being able to create/stabilize/destroy hyperlanes yourself. But if it means that other aspects of the game are broken, like The Chosen prematurely escaping their cluster and killing everyone, then I don't think I will continue to play with this mod.
Please find out if you can prevent extragalactic clusters and special, non-connected systems from having hyperlanes created with them.

*This is the last comment, hope it wasn't too much.
Sk_orpion9 29 Oct, 2023 @ 4:02am 
#3
So, is there a limit to the distance that systems can be connected through hyperlanes? Is it possible to prevent hyperlanes from being created between extragalactic clusters or other special systems that are only accessible through gates/wormholes, like Dacha for example? The L-Cluster? The Chosen cluster? Corrupted Avatar trinary system? Ultima Vigilis, etc.?

This was the first game I played and I didn't get to experiment with or use any of the starbase buildings, because The Chosen appeared out of nowhere and started ravaging me. I can see something like that being a constant issue in games where empires like The Chosen are breaking our of their confines in every game and destroying anyone close, like what happened with me. Could also turn into an issue for the other star systems/clusters that I mentioned that aren't normally connected to the main galaxy.

*Continued*
Sk_orpion9 29 Oct, 2023 @ 4:02am 
#2
Now NORMALLY The Chosen are supposed to be locked in their own extragalactic cluster, secluded from the galaxy, and only connected through an unstable wormhole that the player or another AI must open to gain access to the cluster and for The Chosen to be able to access the rest of the galaxy. This is an issue because The Chosen are 1) fanatic purifiers that will kill everyone and 2) they have access to several gaia worlds and habitats in their cluster which makes them INCREDIBLY powerful. So, naturally, my game was ruined.

I suspect that they used the starbase building to create new hyperlanes, judging by the sheer amount of hyperlanes connecting from their cluster to the systems on the edge of the main galaxy.

*Continued*
Sk_orpion9 29 Oct, 2023 @ 4:00am 
Just played a game with this mod on 3.9.3 Caelum.
Spawned on the edge of the galaxy, in a cluster of systems with only a single hyperlane connecting to the rest of the galaxy. Was completely alone, doing my own thing. Then about 20 years in, a hyperlane connection formed between a system in my cluster and another system on the edge of the galaxy, it was just a short jump away. A few years later it turned out to be The Chosen, a special empire that was added in by Paradox a little bit ago.

*Will have to continue in another comment: "Comments must be less than 1000 characters in length."
Draconas  [author] 10 Oct, 2023 @ 10:51am 
Ok, so the mod from steam will have auto-updated and while it should still be generating the hyperlanes for the AI civilisations, it should all be happening in 1 big batch on 1st of January. Let me know how that gets on for you. If you are using a merge mod I can guide you though the edit, since its pretty simple and you are clearly familiar with stellaris scripting code.
CaptainArchmage 9 Oct, 2023 @ 2:58pm 
Thanks for the update! As odd as it may seem, I copied over the mod without the AI generating hyperlanes for civilizations, and that fixed the whole issue. I'm playing with a bunch of mods which makes updating the game messy. It's 3.7.

Specifically, the issue is you have the general hyperlane expansion for *ANY* system in the galaxy, and then there's the event that fires off if civilizations have the right tech to alter hyperlanes themselves. It's that bit I deleted. Overall, it reduces the number of calculations, or at least disruption in play. I can go for a coffee for a minute or two at the turn of a year... if it happens constantly through the year it becomes a problem.

I get that makes a total mess for the AI, because it really ain't that smart. Now the way it used to work is... you had a gradual hyperlane expansion to mid-game year, and then all systems developed fully fledged connections unless they were special systems.
Draconas  [author] 7 Oct, 2023 @ 7:16am 
@CaptainArchmage
I have just pushed a new version, have a go, (it will need a year for existing ticker events to age out).
But that has moved all the AI events into 1 uber event that runs it synchronously for all AI empires in a batch on 1st January, see if that performs better for you.
Draconas  [author] 7 Oct, 2023 @ 6:45am 
Yeah you are that guy, but you are at least providing me with useful help thank you.

Like its very interesting to me that its the AI events that are causing the majority of your lag spikes not the general ones.

They should not be adding that many additional calculations, but I suppose if you have a lot of AI, then not many * a lot equates to a lot in the end, and each one runs as a separate batch

Problem is that without those events the AI is basically stuffed, because it needs hyperlanes to develop in order to expand. I will have a consider and see if I can alter the way they operate to put all the AI events into a single massive batch that pauses galaxy updating while its running.
CaptainArchmage 6 Oct, 2023 @ 6:53pm 
Love this mod, been playing with it for all my recent games through several big number versions.

Recommendation: Allow an option to only do yearly hyperlane changes. The randomized thing is nice... BUT it means there are major lag spikes constantly through the year. Or put it as an option. I'm fine with waiting a few minutes to see what happens at the new year, or after I fire off a hyperlane manipulation building, but otherwise you get lag spikes through the year constantly, making the game unplayable, as various empires disintegrate and so on and so forth and increases the number of active players.

Edit: I did a sort of an edit to deal with the lag... removing the "ehl_ai_events.txt" file from the mod works and totally fixes the issue (note: still on 3.7. 3000 ish stars or more). Sorry to be "that guy".
Alexolas 4 Sep, 2023 @ 11:59am 
Can we please get a setting in the start thingy to entirely disable the Hyperlane Manipulation buildings?
SargR 8 Aug, 2023 @ 10:41pm 
Perhaps at the start of the game you have maybe hyperlanes to it's direct neighboring systems already discovered, but maybe science ships have to take on special projects to "pin point the the best passageway to the closest star system with an acceptably low amount of gravity wells, strange phenomena, dangerous radiation and space debris suitable for safe FTL travel".

I only say it like this as "experimental subspace navigation" science ships can have, And how emergency FTL works, would suggest that travel outside of hyperlanes is possible but it's not the fastest or the most safe. i also believe somewhere the game says hyperlanes are naturally occurring so it's not like your science ships would be generating/creating them.
SargR 8 Aug, 2023 @ 10:40pm 
@Slaad that's a fantastic idea! hopefully it's made into another mod purely for the early game discovery of the galactic hyperlanes (bc rn it's just a galactic highway we get immediate access too and it's rather weird).putting in an effort to discover hyperlanes makes each one that much more meaningful. the only hurdle i'd imagine is getting ai to do this too, otherwise players would be put at a huge disadvantage.
SZ 16 Jul, 2023 @ 6:18am 
What I would REALLY love is for there to be a way to start with almost no hyperlanes and in early game for there to be a way for science vessels to "discover" hyperlanes when surveying a system.
SZ 16 Jul, 2023 @ 6:16am 
This mod is amazing, it really improved the experience for me. However, I would LOVE if there was a way to stop natural hyperplane growth/loss, except for pulsar systems.
Seelenschwarz 6 Jul, 2023 @ 12:04am 
For me its still working.
pauli 13 May, 2023 @ 7:35am 
Unsurprisingly, this is not working in 3.8.
LAJ-47FC9 4 Apr, 2023 @ 11:05pm 
Clearly, the solution is to travel back in time to 2016 and yell at Wiz. That's what I'm planning to do with the Rimworld devs.
Draconas  [author] 4 Apr, 2023 @ 9:58am 
Please do not hold your breath - see the discussion section as to why performance will always be a massive issue on this on large galaxy's because it breaks a core assumption of the game.
LAJ-47FC9 3 Apr, 2023 @ 11:24pm 
I wish you the best of luck, because this is such a cool mod, but I can't use it because I'm not psychologically capable of playing small maps.

As a fun aside, this mod pairs really, really well with Eager Explorers. They don't care if hyperlanes don't connect to certain places - they don't use the darned things.
Draconas  [author] 22 Mar, 2023 @ 11:07am 
I'll look at that as an edict.
VelxraTV 22 Mar, 2023 @ 3:23am 
Also how do we turn off the notification sound for new/removed hyperlanes? It activates almost constantly.
VelxraTV 19 Mar, 2023 @ 10:35am 
and sorry my grammar attempting to explain myself was pretty terrible lol
VelxraTV 19 Mar, 2023 @ 10:35am 
It would make this already must have mod be all the better. =)
Draconas  [author] 18 Mar, 2023 @ 4:07pm 
Hrmm, I can probably have a look at that, you're right its a good compromise.