Stellaris

Stellaris

Hyperlane Modification
65 Comments
Rekhyt 19 May @ 11:01am 
Yep works just fine, even with the new DLC and its new origin :)
ItsChugg  [author] 7 May @ 11:04pm 
Should work perfectly fine for 4.0!
ConfusedAsian 7 May @ 7:50pm 
pls update to 4.0
The Next Decade 20 Apr @ 9:52am 
I wish there was a way to plop down an event whenever that happens. It feels appropriate that an experimental technology like this would sometimes fizz out and break.
ItsChugg  [author] 14 Apr @ 8:33pm 
Unfortunately that is a base game issue. If your hyperlanes are too long or you attempt to make a hyperlane to a special system (such as the L-Cluster) the game will remove it.
Soren Hero 14 Apr @ 9:15am 
Mod is awesome! I noticed a recurring bug, and was wondering if you could help. Sometimes, when I activate a hyperlane, it will sometimes remove the hyperlane after a few in game days, usually the longer ones, but not always. It appears to happen more often when crossing multiple hyperlanes.
ItsChugg  [author] 8 Apr @ 9:12pm 
@Joca Seems I messed up when trying to remove the intermediate stage. Rolled back the mod for now, should be fixed.
Joca 8 Apr @ 7:51pm 
for some reason it isnt working anymore and i don't know why, cant build past first stage
ItsChugg  [author] 7 Apr @ 4:42pm 
Unfortunate, but I'm glad you solved the situation!
Yourmomu 7 Apr @ 7:20am 
I'm a fool. It was ACOT and its supertensile megstructure system. I didnt realize it worked on all megastructures.
Yourmomu 7 Apr @ 7:14am 
oh nvm its not this mod, ALL of my megastructures are janked up.
Yourmomu 7 Apr @ 6:57am 
in the megastructure build menu, The UI is telling me that construction of one of the generators is 41k days and 20k days activation. Ill uninstall and reinstall the mod to see if it fixes it and somehow the file got messed up. I have screenshots if you want them though. @ItsChugg
ItsChugg  [author] 6 Apr @ 2:32pm 
@Yourmomu I'm not sure why it's taking you 6k days to build it. The base files claim it takes 720 days per stage.
ItsChugg  [author] 6 Apr @ 2:30pm 
@Gauntlet I'm going to be updating the mod and taking your advice. I've removed the intermediate step, which means all total construction will go faster.
ItsChugg  [author] 6 Apr @ 2:24pm 
@昵哈哈哈 I'll have to check. I ported the mod over without changing too much other than the localization, but if you or others have any recommendations for balancing, I'm happy to take suggestions.
ItsChugg  [author] 6 Apr @ 2:21pm 
@Yourmomu Very strange.. I'm not sure why it's so slow for you, but I'll try to release a fix soon once I figure out the issue.
Yourmomu 5 Apr @ 7:17pm 
I used the console command to grant myself the tech pretty much at the very start of the game and took megastructure build speed perks subsequently after noticing it was so slow. I am not on the beta.
昵哈哈哈 5 Apr @ 1:59am 
Compared to technology requirements, cost and construction time, hyperline should be better than stargate, otherwise why not directly create stargate.
ItsChugg  [author] 4 Apr @ 5:55pm 
Would you happen to be in the beta by chance? If not, what stage of the game are you in, and did you JUST research it, any other mods, etc..?
Yourmomu 4 Apr @ 12:06pm 
The hyperlane generators/isolators/removers are taking upwards of 6k days to advance a single state or to construct. Is the speed of which they are built tied to megastructure build speed, or is the build speed tied to something else?
ItsChugg  [author] 10 Feb @ 6:58am 
You *might* need the Utopia DLC? I've always had all the DLC, buying them the moment they came out, so I wouldn't know off the top of my head. You need the ability to build megastructures.
WolfieZ 9 Feb @ 3:33pm 
Do i need all dlcs for the research to appear? i was end game with both listed needed researches for a good amount of time and I can never get the research to show up?
ItsChugg  [author] 7 Feb @ 3:45am 
AI is not capable of using this, so you don't have to worry!
Siberian Frontier 4 Feb @ 4:47am 
I hope AI can't use it?
Duros001 18 Jan @ 7:15am 
Thank you so much :D
ItsChugg  [author] 17 Jan @ 4:46pm 
Sure thing! It's "tech_hyperlane_generation". Make sure you give yourself "tech_gateway_activation" and "tech_mega_engineering" as well, otherwise you won't be able to build them.
Duros001 17 Jan @ 4:34pm 
Loving the mod. I'm playing a weekly mutliplayer game, and woukd love to know the Tech ID so my players can start with this tech (using console commands) :D
Gauntlet 12 Jan @ 10:47am 
I just managed to tweak this mod to remove the intermediary construction stage for each structure type, and I find the reduced micro a significant improvement.

I recommend this be applied. Increasing cost of the base structure to compensate for the lost intermediary step.

Thank you for restoring/maintaining this mod.
\ / Noctazar \ / 23 Dec, 2024 @ 2:44pm 
At the end of every year, the game began to remove all hyperlane changes I've made in the galaxy, idk what happened...
KARA | Z 6 Dec, 2024 @ 9:27pm 
.... so use this with gates... this is like a big super tactic over space control.
ItsChugg  [author] 20 Nov, 2024 @ 8:43am 
I'm reading that comment now and realized I didn't actually explain what I forgot, lol. I forgot to port over a portion of the localisation from the Hyperlane Isolator mod.
ItsChugg  [author] 20 Nov, 2024 @ 2:48am 
Thanks for pointing that out. I checked the localisation and it seems I forgot to port over the events localisation (the pop ups) to the mod. All localisation files have been updated and the issue should be fixed.
Grumpy Yukichi 19 Nov, 2024 @ 3:21pm 
I'm noticing some localisation lines missing. Building the Hyperlane Isolator Site brings up "hyperlane_nuke.101.name" and "hyperlane_nuke.101.desc", for example.
ItsChugg  [author] 16 Nov, 2024 @ 11:20pm 
This mod should be compatible with any mod, so long as it doesn't add the same things as this. So as far as I know, the only incompatible mods are the two prior mods before this fork, and NSC2/NSC3.
obione69 15 Nov, 2024 @ 9:10pm 
do you think your mod will conflict with others? i mostly just run ZoFE or the grey tempest
ItsChugg  [author] 13 Nov, 2024 @ 9:17pm 
@Blackouto000 I dabbled with NSC2 in the past, if that hasn't changed then they should practically be the same. If you're using NSC2 or NSC3, I'd recommend against using this mod due to incompatibility issues.
Blackouto000 13 Nov, 2024 @ 6:07pm 
What's the difference between this and NSC3's own hyperlane modification?
Apocrypha 13 Nov, 2024 @ 2:50pm 
Behold the GOAT is returned to us.
♦Semaru♦ 13 Nov, 2024 @ 8:42am 
@ItsChugg Localization is working fine. Thx!
TheGrandN 13 Nov, 2024 @ 6:04am 
Great mod! Back in the ancient times I used one of the forks for ancient Stellaris. Nice to see an updated one! :lunar2019coolpig:
ItsChugg  [author] 13 Nov, 2024 @ 5:47am 
@Commander Ashfield I appreciate (and accept) your apology. I wasn't sure of your intentions so I just assumed you were advertising it.
Commander Ashfield 13 Nov, 2024 @ 4:40am 
@ItsGhugg
Didn't even think that talking about a somewhat similar mod was considered advertising it,
sorry about that. I just didn't want this mod to become overshadowed by the other one, that's why I pointed it out. Again, very sorry.
Sparble 13 Nov, 2024 @ 12:37am 
i like megastructures
ItsChugg  [author] 12 Nov, 2024 @ 3:12pm 
@ ♦Semaru♦ I pushed an update for Localization. Seems I somehow deleted the localization folders for every language except English, not sure when I did that. Either way, please let me know if it works!
ItsChugg  [author] 12 Nov, 2024 @ 3:01pm 
@Commander Ashfield Thanks for pointing that mod out, although I don’t really appreciate trying to advertise it here.

I looked into it and it seems to stray away from the theme of the game, alongside just allowing you to generate random systems within your borders.

This mod is purely for managing hyper lanes. Requiring megastructures keeps the general theme that more extreme projects require dedicated structures.
ItsChugg  [author] 12 Nov, 2024 @ 2:47pm 
@ ♦Semaru♦ There should be localization for all major languages. I’ll push an update soon in case it’s not working.
Commander Ashfield 12 Nov, 2024 @ 9:31am 
*Hypertraversal Manipulation 2
By Vauthil
Commander Ashfield 12 Nov, 2024 @ 9:29am 
It's an nice mod. But I'll still be using the Hyperlane Manipulation 2 mod cause its just a ship you can build to modify Hyperlane's instead of creating many structures. But to each their own.
♦Semaru♦ 12 Nov, 2024 @ 6:49am 
Does it has a localization for other languages? At least a english? The mod sounds interesting, but I don’t want to see: gateway_construction_desc and so on in the game.
ItsChugg  [author] 12 Nov, 2024 @ 2:15am 
@Divan No. There's not really a good reason nor easy way to let them use it.